| SUBCLASS |
SELF-SUFFICIENCY |
ACTION ECON |
ZONE OF CONTROL |
SOLO VERDICT |
| Rune Knight |
Very High: Hill Rune provides resistance to common physical damage types. Stone Rune provides darkvision and incapacitating reactions. |
Excellent: Heavily utilizes bonus actions for Giant's Might and various runes, plus reactions for Runic Shield and Cloud Rune redirects. |
High: Giant's Might increases size to Large (eventually Huge), expanding reach and enhancing grappling and battlefield presence. |
S+ Tier: Arguably the best fighter subclass for solo play due to the massive variety of defensive and offensive utility provided by runes. |
| Battle Master |
High: Maneuvers like Parry and Evasive Footwork bolster defense, complementing Second Wind to maintain high survivability. |
High: Maneuvers provide numerous ways to utilize bonus actions and reactions, such as Riposte, Brace, or Commander's Strike. |
High: Maneuvers like Goading Attack, Pushing Attack, Menacing Attack, and Trip Attack allow for significant battlefield manipulation and enemy management. |
S- Tier: The most versatile fighter, Can adapt to solo play by choosing defensive and crowd-control maneuvers essential for solo survival. |
| Psi Warrior |
High: Features like Guarded Mind provide psychic resistance and the ability to end conditions, while Protective Field reduces incoming damage. |
Excellent: Utilizes reactions for Protective Field and bonus actions for Psi-Powered Leap or regaining Psionic Energy dice. |
Medium: Telekinetic Movement and Telekinetic Thrust allow for moving objects and pushing/knocking creatures prone at range. |
Very Strong: A highly versatile fighter that uses mental force to supplement physical defense and mobility, making them resilient in solo combat. |
| Eldritch Knight |
High: Access to Abjuration spells like Shield and Absorb Elements significantly boosts survivability, mimicking Wizard-level defense. |
Medium: War Magic allows for bonus action attacks after cantrips; spellcasting provides various reaction options but creates competition for bonus action budgeting. |
Medium: Evocation spells allow for area-of-effect damage, though limited spell slots restrict frequency of use. |
High: Magic utility provides solutions for problems martial prowess cannot, such as mobility or range, which is essential for solo survival. |
| Cavalier |
Medium: Warding Maneuver provides defense for self.
Unwavering Mark encourages enemies to focus on the fighter. |
High: Features a unique bonus action attack and multiple special reactions for opportunity attacks. |
Extreme: "Hold the Line" and "Vigilant Defender" make them masters of locking down enemy movement and spatial dominance. |
High: Best-in-class spatial dominance. Excellent for controlling space and mitigating incoming damage even in a solo setting. |
| Champion |
High: Survivor feature provides constant passive healing. High AC potential with heavy armor and defensive styles. |
Low: Relies almost entirely on the main Action. Very few bonus actions or reactions beyond basic fighter features. |
Low: Lacks features to hinder movement or force targeting. Relies purely on basic opportunity attacks. |
Viable: Extremely sturdy and simple to manage.
Survivor makes them very hard to kill in long attrition battles. |
| Samurai |
High: Fighting Spirit provides temp hit points and advantage on attacks. Strength before Death allows a reaction to gain an extra turn. |
Medium: Uses bonus actions for Fighting Spirit. Focus is on burst damage rather than varied action types. |
Low: Focuses primarily on offense and personal durability rather than battlefield manipulation. |
Viable: One of the best 1v1 subclasses due to high burst potential and the ability to delay death. |
| Purple Dragon Knight |
High: Rallying Cry provides extra healing via Second Wind, and Bulwark allows rerolling key mental saving throws. |
Medium: Enhances existing features like Second Wind and Action Surge, though the fighter's own action economy remains standard. |
Low: Focuses more on social leadership and inspiring allies than magical or physical area denial. If you don't have any "allies" via multi-class it's useless. |
Medium: While survivability is strong, core features are designed to benefit allies, losing significant value in a strictly solo setting. |
| Arcane Archer |
Low: Focuses on ranged offense without intrinsic healing or major defensive features. |
Medium: Uses bonus actions for Curving Shot and limited uses of Arcane Shot. |
Medium: Controls the battlefield through magic arrows that can banish or blind targets from a distance. |
Medium: Strong at kiting but restricted uses of core features and vulnerability when closed in upon make solo combat difficult. |