I have always been a fan of the fighter, that classic class representing the heroes of many cultures. It has not always been easy playing the Fighter as often this class has been the victim of fickle edition changes and has known shame at the bottom end of online “class tier” lists. Worry not, fellow fighters! In 5th Edition you can proudly raise your sword on high and rejoice in our viability and flexibility.
Today I give you Richard Gildenwood, a pre-generated Fighter 3 player character. I have called him a Tactician for his heavy focus on leadership and battlefield control. Inspiration has been taken mechanically from 4th Edition’s Warlord and Pathfinder’s Tactician variant, among countless others. It also is a callback to 2nd Edition’s assumption that fighters are leaders, and would eventually grow their own following.
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Richard Gildenwood, Tactician
Lawful Good Human Fighter (Battle master) 3
Armor Class 19
Hit Points 25
Speed 30 ft
Str 16 Dex 13 Con 12 Int 10 Wis 10 Cha 14
Saving Throws Str +5, Con +3
Skills Athletics +5, History +2, Intimidation +4, Perception +2, Persuasion +4
Senses passive Perception 12
Languages Common, (player’s choice)
Proficiency Bonus +2
Proficiencies all armor, shields, simple weapons, martial weapons, dragonchess set
Feats Inspiring Leader (PHB 167)
Class Abilities Defense Fighting Style (+1 AC in armor), Second Wind, Action Surge, Combat Superiority (Maneuvers: Commander’s Strike, Maneuvering Attack, Rally; Superiority Dice 4d8; Saving Throw 13), Student of War (proficiency in one artisan’s tools of choice, recommend smith’s or cartographer’s)
Attacks
Longsword +5 (1d8+3) slashing, or (1d10+3) if used two handed
Hand crossbow +3 (1d6+1) piercing
Equipment chainmail, longsword, shield, hand crossbow and 20 bolts, (dungeoneer’s pack or explorer’s pack), set of fine clothes, a signet ring, a scroll of pedigree, 25 gp
Background Noble (Position of Privilege)
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Design Comments
This character is built using the point buy, human variant trait, and feat variant rules. While these are considered variants by the strictest reading of the rules, I feel as though most Dungeon Masters would take no issue with their use.
With solid Armor Class and reasonable melee damage right off the bat, this tactician belongs in melee combat as a front line leader. Players of the previous edition’s Warlord class will find the character’s play style familiar. Make good friends of the party’s weapon wielding damage dealers -whether they are barbarians, other fighters, rangers, rogues, or whatever the case may be – as ultimately the tactician fights with the party as his weapon and not simply his sword.
Exact tactics will vary depending on party composition and type of foes faced, but here are some basics. Use maneuvering attack to get your party members into advantage positions, perhaps to complete a flank or to help keep archers in the rear. Don’t forget to add your superiority die to the damage of this ability. Look for opportunities to forgo your attack by using commander’s strike in favour of a more devastating strike from a dedicated damage dealer. Finally, steel your party’s resolve with use of the Inspiring Leader feat between short rests, and with timely use of rally in combat.
These abilities are scarce resources, however, so it will be important to make judicious use of your four superiority dice per short rest. When not using maneuvers, rely on your good AC and reliable melee ability to bolster the front line. This character build is not particularly complex so you can focus your energy on monitoring and influencing the battle, both with effective use of maneuvers and by taking a coordinating and leadership role beyond the mechanics of the game. Is everyone in the right position to excel? Is the party overlooking something? What is the biggest threat? These are some of the questions that a tactician asks themselves in battle.
Christopher Hunt
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