Tasha’s Cauldron of Everything is here to drop options for every single class, character, and gameplay mechanic… ever! The Fighter is a little bit of a different case, since they not only got optional class features; they got so many new toys. Fighters adore these kinds of choices, since they thrive on the many different weapons and armors that the game can offer a character. So, let’s dive into the Tasha’s Cauldron of Everything Fighter guide!
Tasha’s Cauldron of Everything Fighter Guide
The Fighter received a ton of different choices, specifically for the fighting styles and the Battle Master subclass. And the subclasses are specifically designed to make Fighter more unique and utility-oriented! If you’ve taken a break or haven’t tried Fighter because it seemed too linear to you, Tasha’s Cauldron is here to reintroduce you!
Optional Fighter Class Features
The Fighter has one optional class feature. The other two things that were introduced in Tasha’s Guide added options for the Fighting Style class feature, and the Maneuver feature for Battle Master. These vastly increase how many different builds a Fighter can make, which is perfect!
New Fighting Styles
There are a bunch of new fighting styles available, five to be exact. And for once, only two of them are linked to a specific build! Perfect!
- Blind Fighting: You get blind range 10 feet, which allows you to see any creature within 10 feet that aren’t hidden or behind total cover. You can then attack them with no penalty. Unfortunately, this fighting style is far too situational to be realistic, unless you’re being a Blind Swordsman or something.
- Interception: Block an attack within 5 feet with a reaction that lowers damage by d10+Proficiency. You have to have something that counts as a tool of war in your hand. Not bad, but arguably worse than Protection in the lategame. Better against spellcasters!
- Superior Technique: You get a free Battle Master Maneuver, which has the standard DC for Battle Master. You gain a single d6 Superiority die. This die is added to your Superiority Dice if you become a Battle Master. This is arguably the best choice for… any build; Maneuvers are sick! Battle Masters should especially consider this so they can get one more awesome attack per round.
- Thrown Weapon: You can draw and throw a range weapon as part of an attack. Thrown weapons deal +2 damage. This makes thrown weapon builds viable, though you still must enchant far too much ammunition for my tastes! If your DM has a good way for you to get thrown weapons back, then power to you; this is the fighting style for you!
- Unarmed Attack: Your default unarmed damage is a d6. It becomes a d8 if you have nothing in either hand. While grappling, you deal 1d4 bludgeoning damage to one grappled creature. Nothing bad, but Monk will eventually do better than this, and Fighter doesn’t have too much grapple synergy. Still, there’s a build here! Longsword-punches are good!
These fighting styles don’t replace any Fighting Styles. They’re just good alternatives, and some make before-unaccessible builds possible.
Whenever you gain an Ability Score Improvement, you can change your Fighting Style or swap out a Battle Master Maneuver. That’s great! Your Fighting Style can swap from Protection to Interception, for example, to block magic damage.
Usually, your fighting style will be the one that you don’t swap; Maneuvers are much more interesting! Say you finish an arc in a campaign and reach level 4, and know you’re going to fight undead. Then, you might want to get rid of your Frightening Maneuver, since Undead are usually immune to fear. That’s good synergy! If you’re a Battle Master, consider bargaining with your DM to work with this.
New Battle Master Maneuvers
We got some new Battle Master maneuvers, and like Fighting styles… these might be too situational to be realistic. Still, you’ve gotten some work to do; check these out and see if your Battle Master could improve with them.
- Ambush: Add your superiority to a Stealth or Initiative check. Interesting! But your superiority might be too important for crowd control. You should consider this later on.
- Bait and Switch: Swap places with a creature within 5 feet, spending 5 movement speed. This movement doesn’t provoke attacks. Until your next turn, one of the people who swapped (you or the other) gains your Superiority dice as AC. The movement is a bit too short range to be great, but the AC boost can be nice.
- Brace: When a creature moves into your reach, spend a dice to make an attack. If it hits, you deal extra damage equal to your dice. Not bad! All melee weapons need to walk into range of you at some point (unless they’re large) and this can prevent damage dealt to you.
- Commanding Presence: Roll a dice, add it to a Charisma check to Intimidate, Perform, or Persuade. Cool, but once again, this is not your role as a Battle Master. Leave talking to the Bards, who will do it better than you. If you need to talk to people, I guess you can take this instead of Ambush as your utility option.
- Grappling Strike: After hitting someone, you can try to grapple as a bonus action, adding your die to your Athletics check. Finally, some Grappling synergy! This is legitimately good too, since it’s a massive boost to your Athletics.
- Quick Toss: Make a ranged attack with the thrown property. Add your die to the weapons damage roll. Not bad, but this is basically “deal extra damage” as a maneuver. We suggest getting a Combat Maneuver.
- Tactical Assessment: For investigation, history, or insight checks, you can burn a superiority die to add it to the check. Uh… once again, where’s your Cleric or Wizard? Shouldn’t they do this?
There’s a few great ones here! But it seems like they really wanted to increase the utility of the Maneuver ability. That’s cool, but other classes do the job that the Maneuvers try to handle better. If you’re looking to fill a specific role, then burning superiority will help… but it will make you weaker in combat. It’s a trade-off.
New Martial Subclasses
We also got two new subclasses, and both of them are big increases in the Fighter’s utility. You can learn about all of the new archetypes with our Tasha’s Cauldron of Everything New Subclasses Guide.
The Psi Warrior is almost like a Battle Master, but more magically oriented. You spend psychic ability to do cool things, using your Intelligence modifier as a secondary stat. This is a huge utility class, which is more about combat control than the Eldritch Knight, which is legitimately cool! It also is better against Mental effects, which is a Fighter’s worst nightmare. It’s a really cool build, and it seems legitimately strong; obviously more limited than an Eldritch Knight, but with much better staying power.
A Constitution-based archetype, the Rune Knight creates runes on your armor. You know between 2 and 5 runes, and can place it on any gear that you can actively wear or carry. Similar to the Psi warrior, these runes are burnt on a per-rest basis to activate crowd control or damaging effects. You can also grow in size, defend your allie, and deal a ridiculous amount of bonus actions during a “Wild Shape-like” state. It’s really interesting, but kind of disjointed; it’ll be hard to see how effective it is without playing.
Wrapping up Our Tasha’s Cauldron of Everything Fighter Guide
The Fighter has so many new potential builds, thanks to fighting styles, subclasses, and the ability to swap around at a moment’s whim. Tasha’s guide is perfect if you’re looking for these new builds, for every class.
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