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D&D: 5 Fast Methods to Shut Down a Fighter

About To Play by About To Play
October 12, 2022
in Role-playing
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Dealing with a Fighter? Don’t fear. They are usually extra meat than defend. We’ve acquired you lined, right here’s how one can shut down a Fighter in D&D.

Fighters could be intimidating opponents at first look. They’re large, beefy, and lined in steel armor. Typically they’re wielding greatswords or polearms. And after they’re enemies, Fighter sorts normally have multiattack and extra hit factors per hit cube than most different monsters.

Because the outdated D&D adage goes, “kill the mage first.” It’s a Fighter’s job to attempt to preserve you from doing that. So if you wish to kill the mage first, right here’s how one can shut down the Fighter standing in your approach.

Transfer Out of Vary

One of many limitations that the majority Fighter kind NPCs have is that they’ll actually solely stand in your approach at quick distances. Positive, the odd Fighter might need a ranged assault choice as nicely. However usually that’s simply throwing the spear they had been holding.

Or at greater ranges, loading up a crossbow to do much less harm. Among the best issues you are able to do to close them down is to remain out of their vary. In any case, they’ll’t hit you if they’ll’t get to you. Mobility spells like Longstrider and Haste can preserve you out of their attain, whereas additionally providing you with sufficient motion pace to hit and run them into the bottom.

Crowd Management

One other good approach to cope with a Fighter is to fall again on MMO terminology and take a look at your “crowd management” choices. Spells like Maintain Individual or Banish or Polymorph and even Tasha’s Hideous Laughter can rapidly take away a Fighter from the struggle. Chances are you’ll solely get a spherical or two of them incapacitated, however most Fighters aren’t the hardiest in the case of making the saves that Maintain Individual or THL goal. So that you might need longer than you assume.

Ensure you’re able to capitalize on the opening so you will get to the mage they had been protected earlier than they get again up.

Disarm Them

 

Take away a Fighter’s weapons, and there’s not a lot they’ll do. Positive it’s not as efficient as immediately paralyzing them, however in the event you don’t have entry to that, think about using the Disarm guidelines, that are discovered within the least-read D&D e-book, the Dungeon Grasp’s Information.

The best way it really works is, you make an assault roll contested by the goal’s Athletics or Acrobatics test, and in the event you win, the assault causes no harm, however the defender drops the merchandise. Then all you want is an motion to seize the weapon — have a celebration member with mobility swoop in and seize it, or use Mage Hand to telekinetically take the weapon out of the Fighter’s attain, and also you’ve shut them down.

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Transfer Them Out of Attain

Fighters are likely to lack the mobility choices that different lessons have. They don’t get elevated pace like Barbarians, and may’t use bonus actions to sprint as Monks and Rogues can. They’re simply type of on their very own and must hope a 30 ft. transfer is sufficient.

So use that lack of attain towards them in a extra proactive approach. Reposition the fighter — although teleport spells that work on enemies are few, they’re on the market. And you may usually take an opponent out of the struggle by simply transferring far sufficient away (solely be sure you’ve acquired a fast approach again, in any other case you’re not doing your self any favors).

However even spells like Levitate or Telekinesis can work, since they take the Fighter off of the bottom and maintain them in place, or a minimum of stop them from reaching most opponents.

Wall Off

Since Fighters lack any sort of magical capability (with uncommon exceptions), magic is particularly efficient at shutting them down. And magic wall spells are in all probability the best approach. Simply lure a Fighter in a dome of ice, a dice of drive, or another magical obstacle that they don’t have any technique of coping with and also you’ve acquired ’em out of the struggle so you may kill the precise risk, the mage.

Then you may return and kill the Fighter at your leisure later

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Bell of Misplaced Souls Employees Author and DM, J.R. covers RPGs of all stripes and from time to time eats sandwiches. You’ll be able to ask him about both at [email protected]



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