Best bg3 battlemaster maneuvers reddit. I use it all the time.


Best bg3 battlemaster maneuvers reddit Half Wood Elf has its bonus to speed and stealth. If you miss, you do NOT expend the Maneuver die. But I personally favor Trip, Lunge, and Brace. As a Human Battlemaster Fighter focusing on Longswords and shields, I decided to go with Riposte, Menacing Strike, and Trip Attack. It’s versatile, but i found the limited die to be a problem playing traditional dnd. It’s entirely viable to be an unarmed strike focused battlemaster Edited to add- The good example about attack distinctions is Sneak Attack. I have tried out several battlemasters, but the only maneuvers I find myself using frequently are Precision Attack, Menacing Attack, and Riposte. Strength 17, Dex 16 at start, take Archery. Action surge lets you activate Aluve turn 1 and still attack. Below is a list of the best gear, weapons, and armour for the Battle Master Fighter build in Baldur’s Gate 3: Helm of Balduran: Obtained in Dragon’s Sanctum on an altar X: 636 Y: -964 (Alternative Helldusk Helmet). Absolutely BG3 is the third main game in the Baldur's Gate series. Battlemaster Maneuvers: Trip Attack Precision Attack Menacing Attack / Pushing Attack Itemization: I won't be specific with items here, but there are 3 passive conditions that will help us achieve our goals in combat: Immunity to Difficult Terrain Arcane Synergy Immunity to Blindness Feats/ASIs: You have some options here. That means you've used up 12-14 of your levels making a very clear fighting-rogue. I know it's good in Tabletop DnD since I played it myself. Then go back to Battlemaster to 8 (7th level is pretty saucy) or even 12 (for that third attack and 12th level ASI). With a little bit of a dip into fighter, probably 3 to 4 max. the thing is feinting attack adds the d8 to the damage roll. Champion is just fighter with extra crit range (crits on 19s and eventually 18 but not going to be in BG3) and more on focusing on ones own athletics. An unarmed strike is a "Melee weapon attack" and "Weapon attack" in system, so any of them that say "When you hit with/make a(n) (Melee) (Weapon) attack" are valid regardless of what optional parts show up. Having just briefly played with Sorc earlier today after Panel from Hell, it seems to me on god, it just made things more fun. Most posts regarding Battlemaster maneuvers refer to Menacing Attack as being the end all be all of maneuvers. You can spend a superiority fie on each of your companions and then take a short rest to gain your die back as temp hp only goes away on a long rest or when hit. As you said, you only need Battlemaster 3 for the manoeuvres so you could do Battlemaster 3/Open Hand Monk 9 or Battlemaster 4/Open Hand Monk 8 for an extra feat. Rally is definitely the best Maneuver, yes. This gives me 3 ASIs, as well as action surge, to make up for loosing the crit on the first round from assassin (both effectively double your damage), as well as better armor, if I want to, the archery fighting style and maneuvers for additional damage. Since the maneuvers are situational, there really isn't a single 'best' one, and that's design-intended. Like it's not completely changing up the game like sorc or warlock would, it's basically just letting you do more monk shit, at the cost of less level up bonuses (including a feat which kinda hurts), and at least as far as ive seen, monks best attacks are the bonus action ones Would Assassin multiclass well with Monk and/or Fighter (for Fighting Style, Action Surge, Battlemaster Maneuvers, Longbow/Heavy Crossbow proficiency and eventually Extra Attack), perhaps? Don't mind using some magic, but only to help with things that would help with the Assassin/stealth/poison theme. Unfortunately EK is weaker in bg3 than tabletop, mainly due to the lack of blade cantrips from SCAG: Booming Blade and Green Flame Blade. 63 votes, 46 comments. Gloves of the Growling Underdog BG3 is the third main game in the Baldur's Gate series. I welcome updates, corrections, and improvements. Fleshmelter: Found in Chest in House of Healing Morgue (Alternative Cindermoth Cloak). If you hit, there is a second roll, the saving throw. Now if shart had an battlemaster elixir for the +3 acuity, thet would get another +3 to their spell save DC, turning it into 16, and sacred flames would have a 70% success chance against the goblin sharp eye rather than 55%. being able to run on walls/water. Fighter obviously makes a ton of sense because you get useful things at 1 (fighting style/shields), 2 (action surge), 3 (Battlemaster maneuvers), 4 (ASI), 5 (Extra Attack). The sneak attack damage isn't even really that big in low rogue level builds so it works well as a strength build too with any good 2h before you get the finesse glaive (you can still use strength even after this). Trip adds extra damage and lets you try to knock your enemy prone, setting them up for follow-up melee attacks at advantage. Battlemaster gives you more tactical maneuvers that dictate the battlefield and has arguably one of the better designs for a straight fighter when it comes to battlefield control. So here's a very basic attempt at a very basic Battlemaster 12 guide. My recent fight with Dror had me wondering if I chose the right maneuvers. the choice is basically feinting to hit more and deal more damage, precision to hit more than that due to the ability to pick and choose when to use it We would like to show you a description here but the site won’t allow us. The Rogue 1 is for background reasons and more Skills. Battlemaster is the only fighter that gives you anything useful. Gather your party and venture forth! Battlemaster 12 or Battlemaster 8-Thief 4; You go in melee, triggering your Bhaalist Armor, and shoot. - 2 levels of fighter, taking Battlemaster as the archetype. There's so many good feats you'll want like defensive duelist, alert, savage attacker and probably an ability increase so just go 12 fighter. But since they fixed the frightened condition, it's really more of a debuff (besides nice extra damage). Gather your party and venture forth! Besides the level-1 goodies, I see the character as being pretty mobile in combat and using a lot of dirty fighting techniques, which I'd represent in in 5e by a combination of battlemaster maneuvers and sneak attack dice. Gloom 5/ thief 3/ battlemaster 4 - this will give you action surge, maneuvers to help when you can't get advantage and a 2nd fighting style (defense, duelling or dual wield as preferred) If you're not using dual xbows then I think ranger to 5 first is the best start. Instead, maneuvers are a basic class feature, the same way wizards get spells and rogues get Sneak Attack. Basically, Battlemasters are better offensively, but Eldritch Knights are much more tanky, with spells like shield or mirror image. Targets have Disadvantage on Saving Throws against your manoeuvre and weapon actions. You have more resources than a paladin with 12 maneuvers per long rest vs 3 smites before level 5. It's Warlock. On top of this you cut yourself out from the best weapons in the game and force yourself to play with the same weapon most of the time. Though thief is highly optional i just used it for fun, as i said i am not min maxing. Given that the swashbuckler trope is one of a charismatic duelist, Bard is probably the best fit, but no reason why you can't drop some extra points in Charisma for the fighter. The first one is: Riposte maneuver trip Attack precision attack And the second one is: 1. The only answer is Warlock. My Archer will be Battlemaster 6/ Thief 6. Some background is that the campaign is pirate themed and will be more combat focused with an emphasis on being more comedic and wacky/random than serious. The two extra moves aren't needed and it only adds one dice. You can also skip the knock Prone one if you don't have melees who can make use of that. More Ki points, all the cool monk features, capping off with Quivering Palm Battle Masters maneuvers aren't specifically mentioned, but I assume they count as weapon actions. Shoot enemies until they get close enough to stab, be effective at any range. If this is indeed the case, it seems that all maneuvers have an inherent bonus of 0, which is a bummer. So Cunning Action at level 2 is a must, to let her disengage and reposition for sneak attacks. Swords bard flourishes are nothing special for melee that battlemaster maneuvers can't also do (they're very good with bows or crossbows though). My best Fighter was my Dammon Tav (Zariel tiefling) who had the Gauntlets of Hill Giant Strength, Alert, GWM, and ASI for DEX. That means, ideally, all opponents melee attacking you the turn you triggered evasive footwork, get disadvantage. Trip attack makes the target prone which gives advantage to attacks made within 5ft, and disadvantage to ranged attacks, so it is worse to pick this than a melee Battle Master, and wouldn’t give the ranged character advantage. Reply reply Effective-Feature908 • Yeah rally is solid, great in a pinch. 16 points in str and dex each, 14 con, 12 cha, 8 wis and intelligence each. While Battlemaster is still better, having your 2 best maneuvers never work always feels bad. Utility toolbox options in Maneuvers Precision Attack helps offset Sharpshooter earlier on Maneuvers take up actions, meaning no combining them with special arrows Hunter Ranger. So I don’t know how often they will miss. menacing attack 3. Many of the others amount to little more than adding your maneuver die to damage, which isn't nearly as good as the effects of the three I mentioned. Volley is uncapped and unlimited AOE damage every turn Volley procs on-hit effects on every target struck Yeah I know, I was mostly just saying that because like it's basically just the same as pure monk but better iirc. You can make some interesting builds with it, but normally a 2-handed fighting style with a good Greatsword normally ends to be the best, but I also enjoyed my Dual Wielding build with multiclass into Rogue Thief for 3 levels, but if you want to powergame, just go all the way 1-12 into Fighter Battlemaster, grab the Feats Great Weapon Master Gloomstalker 5 for extra attack+ misty step, thief (or assasin) 3 for the bonus action, sneak attack and cunning action and then battlemaster 4 for action surge, combat maneuvers and more HP for the second feat level than taking rogue 4 The rest of the maneuvers are corner case, ranging from potentially useless (Disarming Attack is the poster child for a mother-may-I maneuver: if all it does is make the monster use his free "interact with an item" action then it's pointless, if your DM lets you disarm the ogre and steal his club it's godly) to sometimes decent (Commander's The spell DCs are laughable. Gather your party and venture forth! But I'm usually doing quite a bit of kiting and if my only ranged option for battlemaster maneuvers is to use a bow/x-bow (while having low dex), I'll probably respec her. The rest are not great. Assuming 16 DEX, heavy would give you 18 ac, medium 17 ac and light 15 ac, so the advantage only considering AC is heavy. Its disgustingly low. you can do this at level 4 by rolling 17 str (dump another stat like cha or wis, or compromise on con for now,) and combining with a certain act 1 quest reward, and BG3 is the third main game in the Baldur's Gate series. " I just checked with Laezel using a Hill Giant potion at level 10 giving her the following stats : 21 STR 18 DEX BG3 is the third main game in the Baldur's Gate series. Still, this caught my attention: each Weapon Action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. Sentinel is overrated too imho but it's decent. Here are the absolute best. Even on a battlemaster I find it a poor choice. Working on my survey response and reading everything very carefully. You can very easily make Auntie Ethel surrender on the first turn with GWM/SS, for instance. Don't. If you take the rally maneuver for your Battlemaster, you may be tempted to use the ability in combat. So how to play this? Battlemaster maneuver In the case of Battlemasters, you can take Precision Attack to help offset the -5 to hit. umpbu mknhlg urvreuz jcku qdld iqfp gamxb dewcg orkzdti fiar kwnm yyqi hmtqbtz vpjyg zboaey