fighter battle-master great-weapon-master honour-mode

Battle Master Fighter

Battle Master Fighter 12 (pure)

Frontline martial / melee DPS / tank Difficulty: Easy Any origin Updated 2026.07.18
Key levels
  1. L3
  2. L5
  3. L6
  4. L8
  5. L11

Pure Battle Master 12 — the pick-up-and-play Honour build: strong from level 1, nearly gear-agnostic, 3 attacks from level 11 + Action Surge. Trip Attack is the Honour-mode key: prone enemies get disadvantage on saves and lose reactions, which strips legendary actions. One-turns Raphael with the right stack.

Battle Master Fighter (Honour Mode)

Final composition: Battle Master Fighter 12 (pure single-class).

Why this split

Fighter is a very simple yet powerful build that’s easily recommended to every player. No multiclassing, extremely forgiving with gear — “just pick up a sword and start bonkin’”. Battle Master is the sub for the extra options and the consistent damage from Maneuvers. Strong all the way from early levels, and the action economy at the end game is a bit nutty.

Character Creation

FieldPick
OriginAny
RaceAny
BackgroundPlayer’s choice
ClassFighter (Battle Master)
Fighting StyleGreat Weapon Fighting (2h) — also valid: Archery (DEX build) or Defence
SkillsAthletics, whatever else you want

Stats with Elixir recommended; feel free to swap CON / DEX based on preference.

How Superiority Dice Work (read once)

  • Superiority dice are added to specific Maneuver effects and refund on a short rest.
  • Trip Attack is the Honour-mode key: prone targets have disadvantage on Strength and Dexterity saves and cannot take reactions — which removes most legendary actions from the equation. Melee attacks within 5 m of a prone target have Advantage.
  • Precision Attack: spend a die to guarantee the hit when the dice go wrong.
  • Riposte: off-turn attack when they miss you (and they generally do, in heavy armour).
  • Disarming Attack: use on Maelish to push his side away.
  • Pushing Attack: great for repositioning enemies (e.g. the Steel Watchers encounter).

Level-by-Level

L1 — Fighter 1

  • Fighting Style (this guide assumes Great Weapon Fighting). Ideally pick the archetype now — all solid options.

L2 — Fighter 2

  • Action Surge.

L3 — Fighter 3 — Battle Master — power spike

  • Maneuvers: Precision Attack, Riposte, Trip Attack.

L4 — Fighter 4 — first feat

  • Feat: Alert — going first is critical in Honour Mode to control combat and set up the first round.

L5 — Fighter 5

  • Extra Attack (2 attacks from here).

L6 — Fighter 6 — second feat

  • Great Weapon Master — if you can ensure consistently high attack rolls (−5/+10)
  • Savage Attacker — very effective boost to damage rolls
  • Sharpshooter — only if playing a DEX archer fighter

L7 — Fighter 7

  • Maneuvers: Disarming Attack, Pushing Attack.

L8 — Fighter 8 — third feat

  • Take the L6 feat you didn’t pick (GWM / Savage Attacker / Sharpshooter).

L9 — Fighter 9

  • Indomitable.

L10 — Fighter 10

  • Maneuver of your choice. “Honestly I don’t use any others.”

L11 — Fighter 11 — power spike

  • Extra Attack — third attack. Endgame action economy: 3 attacks + Action Surge on a single turn.

L12 — Fighter 12

  • Feat: Ability Improvement (your choice)
  • Athlete — round out STR if not using elixirs or gauntlets
  • Tough — for survivability

Key Items

ItemActWhy⭐
Adamantine Splint Armour1-2Chest
Gloves of the Growling Underdog1-2Gloves
Haste Helm1-2Helm
Doom Hammer1-2⚠️ applies Bone Shell to Maelish (stops his mite healing) + magical bludgeoning he doesn’t resist⭐
Svartlebee’s Woundseeker / Jorgoral’s Greatsword / Unseen Menace / Halberd of Vigilance1-2Weapon options
Balduran’s Giantslayer2-3Weapon (Act 3 reward, listed in the Act 1+2 alternatives)
Reaper’s Embrace / Armour of Persistence1-2Chest options
Gauntlets of the Warmaster / Gauntlets of Hill Giant Strength1-2Gloves⭐
Boots of Speed / Helldusk Boots1-2Boots
Wavemother’s Cloak1-2Cloak
Titanstring1-2Ranged alt — pair with Drakethroat (Thunder)
Drakethroat Glaive (Thunder)3Setup: use on Titanstring
Shadeclinger Armour3Equip/remove to keep Advantage on saving throws
Elixir of Bloodlust / Hill Giant StrengthgeneralConsumables⭐

Combat Pattern

  1. Initiative: Alert — you go first; set up the party or start the nova.
  2. Standard turn: Trip Attack (prone) → attack with Advantage → Action Surge for the full barrage. Prone + no reactions = the boss’s legendary actions stop working.
  3. Reactions: Riposte on every miss; they generally do miss.
  4. Role: front line — tank, bait opportunity attacks, set up the nova or clean up stragglers after the casters’ first round.

Act-by-Act Priority

ActPriorityNotes
1Adamantine Splint, Underdog gloves, Trip AttackStrong from level 1
2Haste Helm, Doom Hammer (Maelish), GWM/Savage Attacker onlineConsistent high damage
3Giantslayer, Hill Giant gauntlets, 3 attacks + Action SurgeOne-turn boss potential

Honour Mode Reminders

  • ⚠️ No AOE — this is a head-empty single-target style; the party handles crowds.
  • Prone is the whole identity: if a boss can’t be proned (immune), fall back to Precision Attack + riposte pressure.
  • Viable solo (tested solo on stream after patch 7) — no elixir powers needed, just survivability.
  • Gear-agnostic: don’t over-optimize; heavy armour + a big stick is 90% of the build.

Source