Top 10 Best Feat Combos in DnD 5e
Vložit
- čas přidán 8. 07. 2024
- Typically, feats are taken to enhance the power and roleplay capabilities of your character and, for the most part, tend to synergize well with your character’s class abilities or preferred playstyle. But, occasionally, feats can also often times combo with each other in a more general fashion to great effect, which is what we’ll be covering in today’s video. There are, however, some restrictions on how some of these feats can be obtained which might limit the viability of some of these feat combos depending on the campaign setting or character you’re playing.
Video edited by BV
Written by: Zephyr
├ The List
Intro: (0:00)
10. Charger + Mobile: (0:26)
9. Remarkable Recovery + others : (3:12)
8. Magic Initiate + Spell Sniper: (8:25)
7. Gift of the Chromatic Dragon + Strike of the Giants: (10:31)
6. Durable + Dwarven Fortitude: (15:34)
5. Resilient (CON) + War Caster: (17:51)
4. Elven Accuracy + Squire of Solamnia : (19:52)
3. Sentinel + Polearm Master: (21:49)
2. Sharpshooter/Great Weapon Master + Squire of Solamnia: (25:09)
1. Lucky + Second Chance + Bountiful Luck: (27:26)
-Social Media-
/ hirumared
/ thedndlogs
- #DnD #5e #DungeonsAndDragons
Art Assets:
Item Cards: www.sageadvice.eu/2016/08/20/...
Condition Images: crobi.github.io/dnd5e-quickre...
Potion Cards: www.dmsguild.com/product/3063...
Spell Cards: redd.it/6fga8k
Skill Screen Caps: arcaneeye.com/players/skill-c...
Icons: marketplace.roll20.net/browse...
Production Music courtesy of Epidemic Sound: www.epidemicsound.com - Hry
This video was inspired by Sentinel and Polearm master
My exact reaction to this video
Two of the lamest feats ever. Only because everybody takes them. Easy to defeat with a fireball.
I mean if your session is just PC against PC I guess but for stat block fights it comes in handy often
@@gustaafargoansorry, did you want the designers to make a combo that was completely undefeatable?
@@theresnoracelikegnome I don't allow gnomes in my games.
I had no idea the Remarkable Recovery feat existed and now I’m realizing that feat would be broke if that character had a Periapt of Wound Closure. Since the Periapt autostabilize’s you at the start of your turns while you’re dying, you would immediately regain hit points and be able to take your turn. You’d basically be playing a Long Death Monk at that point.
It's only recently popping up more because it's technically 3rd party, but is listed now in partnered content in D&D Beyond.
One of my players figured this out and has become a pretty devastating Dwarven fighter because of it.
Rather than Cure Wounds and Healing Word, wouldn't Remarkable Recovery work better with Goodberry? That way it can trigger 10 times rather than just 1, for 10-50 extra healing. It's basically the Life Cleric-Goodberry trick, but accessible to any class and only usable on oneself.
Remarkable recovery isn't from a book published from wotc. So it's essentially like fancy homebrew in terms of being official.
Edit: Just saw the video listing the feat and it annoys me, mixing 3rd party products into it -.-
It isn't third party. It is critical role, but it is also licensed first party material. @@Link6817
@@Link6817 I was wondering why it didn't sound familiar.
No, but it is partnered content. Officially recognized by wotc and hosted by them on beyond. @Link6817
Remarkable recovery likes anything that maximizes the healing. Goodberry and Paladin lay on hands are best.
Halfling divination wizard with silvery barbs, bountiful luck, and lucky feat. The character more lucky than Tymora herself
Don't forget to dip into Clockwork Soul Sorcerer because why not add more charges for this stuff as well as dipping into peace cleric for medium armor and 2x bless for everyone
Elven Accuracy + Eldritch Adept for Dankness builds. Can be used for finesse based, spell based, or range based builds. As long as you use a race/class that can cast Darkness. You're set.
I love that your autocorrect changed "darkness" to "dankness"
If you want to make your Lucky Halfling even more of a god, pick Wizard and at level two pick Divination. You gain Portent: "Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls."
I just realized that there's a pretty powerful self-heal combo you can pull off with Remarkable Recovery. If you take Remarkable Recovery as a Circle of Stars Druid and use the Chalice constellation, you could cast Cure Wounds at 1st level on yourself for potentially 1d8+10 healing, and then heal yourself an additional 1d8+10 for free thanks to your constellation (2d8+10 at 10th level).
You could also use this combo with Healing Word to retain your action for a cantrip or weapon attack, for 1d4+1d8+20 for just a bonus action and a 1st level spell slot. In my games I buff the 1st level healing spells anyway (2d4 for Healing Word, 2d8 for Cure Wounds) so in my games a 10th level Stars Druid with Remarkable Recovery could heal themself for 4d8+20 from just a 1st level casting of Cure Wounds.
I know you can't cast two leveled spells in the same turn (basically) but a way you could get aroun this for a supreme Self-Healing build would be to multiclass Stars Druid with Celestial Warlock, and take Remarkable Recovery. You could theoretically use an action to cast Cure Wounds for 1d8+10 healing, use your Chalice constellation for 1d8+10 healing, then bonus action Healing Light on yourself for 1d6+5 healing.
Go with Pact of the Chain and grab the Gift of the Ever Living Ones invocation on top of all that and you could be looking at an easy 47 healing to yourself in one turn from spending just one 1st level spell slot and one Healing Light dice. Even more if you get to level 10 in Stars Druid and/or buff 1st level healing spells like in OneD&D, as well as by spending more of your Healing Light dice at once.
Sharpshooter + crossbow expert with a hand crossbow is a must
I would like to point out that a three level dip into fighter, specifically the samurai subclass from Xanathar's, can serve as a replacement for Squire of Solamnia in any of these combos that use it. The class feature Fighting Spirit, acquired when taking the subclass, allows you three times per long rest to gain advantage on all attacks this turn as a bonus action.
This means a fighter with multi attack and great weapon master or sharpshooter can use a bonus action to give themselves advantage, then make up to four attacks with advantage (depending on fighter level) while still using the perk.
I forget about this channel for three months and then binge the backlog once I remember. Great stuff as always
Tavern Brawler (makes you proficient with improvised weapons) + Dual Wielder (allows you to use two-weapon fighting with non-light weapons) = Use your shield as an improvised weapon to make an offhand attack as a Bonus Action.
Holy shit that's actually genius, I'm stealing this
I use Warcaster/Polearm Master/Spell Sniper to really wreck enemies on their approach. Spell Sniper is required since Booming Blade only has a range of 5ft, so being able to double to to 10ft so you can hit inbound enemies and they have to continue their movement to get to you really powerful.
This! I always say warcaster plus polearm master is broken.
I don't think combo works. Booming blade's range is 'self' with an *area* of a 5 feet radius centered on you.
Edit: I'd also argue that Booming Blade doesn't make you make an attack roll, it makes you make a melee attack, within which you make an attack roll. I'd also also argue this combo makes no sense thematically.
This was actually changed to no longer work, though the wording is weird. BB and GFB are now range self (5 foot radius). It was done specifically to make Spell Sniper not double the range.
Though you can still get a similar result by using a quarter staff and replacing Spell Sniper with Crusher.
Technically not allowed, rules as written
Actor feat and metamagic adept feat using subtle spell are two great choices for an eloquence bard. There are other great choices such as inspired leader feat. If the DM bans multiclass dips then moderately armored feat on an a single class eloquence bard makes sense. Have a starting base of 10 str and 13 dex then use +1 in dex for moderately armored with a total dex of 14 now use breastplate and shield to have no penalties to move silently. This will give an 18 armor class on the eloquence bard. Use either spells or a rapier with the free hand.
Remarkable Recovery combos really well with goodberry, depending if your DM considers that the healing comes from the spell
Life cleric regeneration spell would trigger each round.
Using the Lucky+ combo as a Divination Wizard would be so much fun
Curious, not sure on wording. Of the knight of solmania background, which says ",you gain the squire of somania feat". Does that trigger at lvl 1 or level 4.
I made a half-elf samurai fighter with the Elven Accuracy and Sharpshooter feats, so I could just choose to give myself 3+ attacks with advantage and roll 3 dice per attack and pick the highest. With sharpshooter, each of those attacks that hit dealt an extra 10 damage. I completely wrecked combat encounters by dealing 50+ damage per round from 600 feet
I would argue that a better combo for Resilient (con) and Warcaster would be Resilient (con) + Eldritch Adept (Eldritch Mind). The main drawback to Warcaster is that it only helps when you take damage and need to make a concentration check. There are times you are forced to make a concentration check without damage being done, which warcaster doesn't help with. However Eldritch Mind is always on, so always helps with concentration checks.
But that's only if you're JUST wanting advantage on concentration checks.
You missed a bet with Remarkable Recovery. The spell a non-caster wants to pair with this feat is Goodberry. Each berry is another chunk of healing with R.R., and you can get it from the aforementioned Initiate Feats or Rune Shaper, Divinely Favored (if you're Neutral on the Good/Evil scale), or a Halfling (Mark of Hospitality).
My thought after thinking about the Mobile and Charger combo is can you combine the ability to shove with the Charger feat with the Battlemaster Trip Attack Maneuver? This would both shove 10' and knock them prone. How would some of my fellow DM's out there rule this?
Unfortunately, RAW, Charger's Shove & Maneuver: Trip Attack don't connect.
Trip Attack follows after a "weapon attack," while Charger's shove is much like the traditional Shove, a "special Melee attack." Despite it coming from the Attack Action, a "Special Melee Attack" is the secret third type of attack from the usual weapon or spell attack.
However, as a DM, I'd allow it because RAF, (cool as hell.)
Alternately, if you add Crusher with Charger's Attack rather than the Charger's Shove, if the attack connects, Crusher will push 5-ft & Maneuver: Trip Attack will attempt to knock'm Prone.
This also applies to Open Hand Monk's Open Hand Techniques.
Also also, secretly, you don't need Maneuver: Trip Attack on Charger's Shove... if you push them Diagonally Upwards or just upwards 10-ft. They'll fall, take Fall Damage, & land Prone. Battlemaster's Pushing Attack does this with a 15-ft push.
I'm a big fan of Charger and the Minotaur race, and Dashing around.
I’m have never used Bountiful Luck and Second Chance before, and I’m currently running a halfling that has both feats. The combo is useful for support characters to lessen nat 1 rolls and to save yourself from that deadly critical hit.
Halfling Divination Wizard with all of the feats in the number 1 slot, and silvery barbs. And then let's throw in command, alter memory, charm person, friends...
19:16 Resilient and Remarkable Recovery for Life Cleric, to add an additional +3 or +4 to your self healing when u heal another player while sorta still helping with concentration checks if u decide to cast Bless or Spirit Guardians
Essentially a free Cure Wounds on yourself any time you heal anyone
I can imagine a Halfling bard with Bountiful luck, Second Chance, Lucky Counter spell, Vicious Mockery and Silvery Barbs.
Take 2 levels wizard for portent
Thanks for this video! I learned about a new feat- Remarkable Recovery- which would allow me to play a character i have wanted to play more effectively xd.
Strike of giants, hill and either being a simic hybrid with claws or tentacles, or the tavern brawler feat to smack something do some extra damage, force a save to knock them prone and then bonus action grapple them. Until they break the grapple or port away you and any melee minded allies will have advantage and the creature will have disadvantage as they can't stand up.
bountiful luck is sooo useful. Currently in a party where for some reason, we keep rolling 1s. Hey, as long as you're close enough to me, you get advantage. So many 1s turned into at least a hit.
How is an eleventh level fighter with spell sniper eldritch blast better than an eleventh level fighter with sharpshooter and the archery fighting style?
My DM allowed me to make a Barbarian for our upcoming game that we are going to play from lvl 1-20. He did allow me one concession that not every DM will allow though. He allowed me to be a Half-orc that is orc elf instead of orc human. I get the racial bonuses of a Half-orc but still qualify for taking Elven Accuracy. So at 4 I am taking Elven Accuracy, at 8 I am taking Piercer which gives an extra damage die when you crit with a piercing weapon. I'm taking Barbarian till I get the Brutal Critical, which adds another extra die, then taking three levels of fighter to go champion for the 19-20 crit range. I am using a Pike, and then also picking up the Polearm Master and Sentinel eventually, but Crit fishing with Elven accuracy and a 19-20 crit range, each crit doing an extra 3-5 dice is gonna be fun. He was just glad I wasn't going to go Polearm Master/Great Weapon Master and was willing to have something new at the table. Shout out to d4 Dungeons and Dragons Deep Dive channel for the idea
He went over Elven Accuracy, Sharpshooter, and Squire of Solamnia, but if you have room for another feat add Piercer to this combo. Basically Piercer will make your crit hits with Piercing weapons (bows) hit like a truck and allow you to reroll a damage dice once a turn.
Remarkable Recovery on a Paladin allows for a mass amount of self reliance with a Paladin's healing, as long as you have the turn economy or time outside of combat to spare to use it.
Crossbow Expert and Sharpshooter? 🤔
Would be a good way to make 3 sharpshooter attacks as a Ranger! Until you get swift quiver
I am surprised it is not part of the list tbh, I thought it was made because of that combo lol. Like 10 x 3 flat damage as long as you hit at level 5 is very high level of damage. Add in the rolls and any special features like Dread Ambusher and you can 100-0 an enemy
It had an honourable mention didn't it? @@katyprarie
Crossbow Expert/Sharpshooter on a Battle Master Fighter with Archery Style is my favorite character to play.
for the #9 slot.. i wouldnt waste a feat to get cure wounds. you can just as easily take the "witherbloom student" background and, if a caster, get cure wounds for free.. elsewise the background gives you the witherbloom strixhaven initiate feat for free. (witherbloom lets you pick off the druid's list so healing word and cure wounds would still be available). or you can take the "rewarded" background to get magic initiate for free (or the lucky feat or skilled feat). background "astral drifter" gives you cleric magic initiate.. or you can pick the mark of healing halfling and get a free use of cure wounds and gave both cure wounds and healing word added to your spell list if you're a caster.. basically my point is theres ways to get a free feat or access to cure wounds without a feat. (and if you take the two backgrounds i mentioned you can take variant human or custom lineage and get the lvl 1 feat from there, being able to get this online at lvl 1.
though i guess if you're not allowed the backgrounds as they're campaign spesific and may not fit your canpaign (same with the mark of healing halfling racial option) than yeah you can snag the feat from normal means.
also: the rewarded background, giving you magic initiate for free, can also work with the spell sniper combo. again, allowing to pull it off at lvl 1 with variant human or custom lineage.
as for the strike of giants feat.. you can get that free from the "Giant Foundling" background so thats also another lvl 1 combo if uding the variant human or custom lineage..
Strike of the giants (cloud) and cloud giant cunning gives you possibly the best reaction in the game : half damage off an attack and misty step 30 feet away, 1 to 3 times a day. Absolutely clutch on a melee build.
Healing word > Cure Wounds. Healing with a bonus action is just so much better than using an action. If you're in bad enough shape that you need to heal, you will never regain the momentum for victory if you have to sacrifice your whole turn to heal. Chances are the big bad will just smack you again and you won't have accomplished shit.
I prefer just Warcaster/Polearm and just use dissonant whisper. If they fail the save it forces them to expend their reaction and run away which could trigger op atks from your party. You weaponize their turn against them.
Keen Mind and Observant are great together. Add in Encode Thoughts cantrip and Comprehend Languages spell to have a top notch gatherer of information.
Telekinetic and Cartomancer to get super stealthy versions of Mage Hand and Prestidigitation, two of the most flexibly useful spells in the game.
Historian pairs with a half dozen racial and subclass features more than it does other feats, but Help actions that give advantage and +Prof make everything easier. Make it bonus action and do it twice per turn as a Mastermind. Throw around tons of temp HP as a hobgoblin.
Want to make the top combo even more powerful? Make your character a Halfling Divination Wizard.
Imagine the halfling lucky combo but also playing as a divination wizard with the spell silvery barbs. Your dm will wanna murder you.
Remarkable recovery + 14th level life Cleric with 7th lvl Regeneration with Metamagic (Extended spell)= unkillable for 2 hours
Remarkable healer is a M. Mercer feat so I guarantee that the healer feat was intended to work usually when features like this are made they have very general things. This wording was likely an long winded way of making it not work with temp HP. I have known a few people who would argue that it could apply to spells like false life as well because temporary HP is still HP. So this wording wouldn't stop that argument.
Lol if a DM allows this to work with temp hp wait till they discover the heroism spell. 😂😂😂 I do imagen that long death monks and fiend warlocks (hmm 🤑armor of agathys and gift of the ever-living ones also various hp sucking spells) would love a ruling like that. Meanwhile beast barbarian (pincers option), mutant bloodhunter (reconstruction option, if the DM allows a Taldorei feat they'll maybe also allow bloodhunter), lycanthrope bloodhunter (lvl 11 feature) or if it's a very flexible DM there's the mutagenist apothecary class from the dungeon dudes.
Too bad race isn't mentioned in the feat, because Dhampir would be very cool.
Magic Initiate: Warlock + Eldritch Adept. Depending on your race, a nice, powerful Eldritch Blast at the beginning of your game.
I didn't know Knight of Solamnia, I'll try it
Anyone got a good feat combo for Shield master?
different observation for feat combos: you mentioned squire of solamnia, elven accuracy, and sharpshooter.. throw in lucky. now you can roll 3 times, then reroll the lowest, THEN use the highest roll.. if you still miss after that, you should change dice. rofl
also, great weapon master works with elvan accuracy if you can change your attack stat (i.e. hexblade using charisma or battle smith using intelligence)... so theres that..
Resilient CON + Warcasster = Concentration Spell master
Artificer Initiate + Ritual Caster (Wizard). The key features of the Artificer & Wizard.
Wizard Ritual Spells with Materials that's not consumed nor gold cost.
1. Alarm
2. Comprehend Language
3. Tenser's Floating Disk
4. Unseen Servant
5. Gentle Repose
6. Feign Death
7. Leomund's Tiny Hut
8. Water Breathing
9. Rary's Telepathic Bond
All with a Ladle and Pot OR a select Artisan's Tool.
While the rest of the Wizard Ritual Spells are as normal and isn't used with Artificer's Initiate's tool:
Wizard Rituals without material component:
10. Detect Magic
11. Skywrite
12. Phantom Steed
13. Contact Other Plane
Wizard Rituals with materials that are consumed or with gold cost.
14. Find Familiar
15. Illusory Script
16. Magic Mouth
17. Divination
18. Augury
19. Drawmij's Instant Summons
20. Identity
P.S. A traditional Component Pouch can circumvent all of this for 25gp.
That first barbarian example is asking for 2 bonus actions the first round
The durable and dwarven fortitude works great for a sorcerer with a bloodwell Vial
Kinda wish there were less videos like this that focus on the gameified aspect. Efficiency is fine, but there comes a point of excess
variant human fighter, samurai, great weapon master, gift of the chromatic dragon, fey touched ( pick hex) give yourself an advantage for a whole turn (samurai) hit 4 times and deal extra 40 (gwm) and 4d4 fire from cromatic and 4d6 necrotic from hex then ofc you would have a greatsword and deal 8d6 from that so all around- 40+12d6+4d4+str x4 (+3 is common) now THATS alot of damage and can be optained in lvl 6 (damage from 68-140) thats with a standard greatsword.
I'm always surprised more people don't talk about pairing War Caster with Polearm Master. Banishment is a single target, action cost spell... just saying...
Improved version of charger mobile is you can play as centaur which only needs mobile
Dwarven Fortitude combos with the Bloodwell vial to restore sorcery points mid combat aswell.
I think dwarven fortitude with remarkable recovery and gift of the ever-living ones is a pretty solid combo too. (Lol lvl 14+ undead warlock could gain hp from the 2nd feat each turn. If we can also choose our items: periapt of wound closure and blood fury tattoo are prime picks)
First time I had to slow someone's video to understand what they were saying.
Lucky is the pod of gread of dnd 5e
There is a player in one of our campaigns that through a bunch of situations ended up almost unable to drop concentration.
Using Warcaster, resilient con, dual focus (Feat from thir party that allows you to concentrate on two spells) and Stars Druid with Dragon Constellation. It's such an obscenely busted combo when you can double Cast Spike Growth or some other Druid combos and just not drop. Epic
Cool
im makong a divination wizard that has the lucky feat and silvery barbs. may as well make him a halfling too.
I give all of my characters Remarkable Recovery feat and Witherbloom Student background. I all give Durable to guarantee extra hp when each level. Get periapt of wound closure to get back up your next turn after getting knocked unconscious.
It's very good feat for beast barbarians. (Pincers)
Its suoer weird that crossbow expert+sharpshooter is not on this list. Especially with elven accuracy and squire of solamnia.
imagining durable, dwarven fortitude and remarkable recovery joined up...
Throw that on top of a beast barbarian 3/long death monk X and that's quite a bit of recovery.
Not sure how you figure Eldritch Blast does more damage than a ranged weapon for a Fighter at level 11.
17:51... ok... but why spend 4 levels for Resilient, when you can pick your first level as Artificer or sorcerer?
Charger+Great Weapon Master
Lucky, halfling, bountiful luck, second chance with a divination wizard. I am the rolls. What I say goes.
Extra healing through dwarven resilience
Gift of the chromatic dragon and strike of the giants sounds like a fun feat combo for a blood hunter, stacking even more damage types in one hit
Lucky + bountiful luck. Especially on a halfling divination wizard packing silvery barbs. You can hand out potential nat ones to your enemies and both you and you partner will never role a nat one again.
I’ll take a Number 10 combo please, and make that large.
~_~
Remarkable recovery plus any level of paladin
Haven't seen the video yet: I'll riot if Resilient CON + War Caster isn't on here
Edit: Good, balance is maintained
I have a character named grunduck, grunduck the sweet boy he is is level 3 and closing in on level 4 but I have no Idea what feat to give him and I would like some help from anyone willing to. For this to be good obviously im going to need to lay out his actually crazy stats (we do rolled) and his personality. Be prepared to read a LOT if you want to grasp everything because I just realized how much I typed out for him, at the bottom I will add a very small tldr about him but you will not get anything like his personality or antics he has gotten up to.
Grunduck is 16 str 16 dex 20 con 4 int 17 wis and 17 charisma, he is so stupid that he forgot his name and began calling himself something else. Grunduck is also a homebrew race called the Metalliferide specifically a subrace called the Tungsten Metalliferide. The Metalliferide are a construct race in which have a layer of stone that covers their metal interior and they are supposed to have 1 syllable names, grunduck doesn’t know nor care what a syllable is. We have the option of gold buy start but instead of rolling you just start with 200 gold and go from there, so grunduck the idiot he is started with 195 gold as he had only a survival backpack to start. Grunduck then went on to have at his peak 450 gold by session 2 which in then he bought a magical tattoo made of solid gold, he just melted gold and had someone professionally pour it onto some concaves that he made on his arm. Grunduck also melted a holy symbol onto his chest of his god because why not. Grunduck has murder 4 serial killers and will soon make 4 indents on his forehead in remembrance of the lives he took. Grunduck absolutely hates liars, is a paladin, and has donated 116 gold to a local church that has since given back to the homless camp nearby, this donation also sparked the “donation leaderboard”. Grunduck has no weapon and simply punches his problems. Now lets get onto a fun thing if the Metalliferide, they weigh an incredible amount, Grunduck is 9 feet tall and weighs and enormous 1.2 tons. The tungsten Metalliferide has a fun racial trait where their fall damage dice is doubled and they get to roll and attack, on successful hit (this can crit btw) their fall damage is dealt to whatever they land on, if they miss a shockwave goes out for 5 feet hitting everything around them for half that damage. Grunduck soon plans to fight ghosts so he is going to carve out hollow bits in his fists and fill it with holy water because “ghosts go through objects, so they will go through my fists and hit the holy water” Grunduck is proficient in animal handling, religion, insight, and medicine and has both disadvantage and advantage on stealth, disadvantage because he weighs 1.2 tons and advantage from the tattoo (shadowfell tattoo(he got said tattoo from thieves so it makes sense)) Grunduck is also an oathbreaker paladin who accidentally broke his oath.
Grunduck also has the tough feat from backgrounds, in our campaigns backgrounds don’t carry much weight sadly, so he has wildspacer which just gives you the tough feat.
With this truck load of information I need ideas, I will not be going for the feat that turns ur fists into dice rolls as at 10th level he can turn his arm into any weapon he wants and he will always have proficiency with it. And I could also just add spikes to his fists but the race is a generally peaceful race so I won’t be doing that.
TLDR: Grunduck is dumb, hates liars, punches things and has no weapon (wont take the feat that increases punch to d6) he has 25 movement, is not quiet, and is a paladin. And he has tough feat from background (we have access to almost all dnd content and wildspacer grants tough)
the link to the race will be commented after this comment since links usually lead to comments being automatically hidden I will also remove that link if the creator of this video asks. it was made on dnd beyond by my dm and trust it at your own discretion.
4 INT? He isn't even a viable character. Have to call BS on the rolls, unless you rolled 5d6 and re rolled 1's took the best 4.
@@gustaafargoan intelligence makes up 5 of the 18 skills in the game, all of which can be covered by allies. Low intelligence means nothing because he can still speak and he does his job, kill undead. People also tend to look down on wisdom but by having such a high wisdom means he has a lot of experience, meaning I can still be a semi intelligent being while not having the intelligence to back it. Intelligence is used for history, arcana, investigation, nature, and religion all of which I don’t really care about. Sure I won’t be good at looting but that doesn’t matter when he by sheer luck manages to make the most money out of the party, history is important and especially so when it I involves his own race, but that dodgy matter because I rolled a natural 20 when the only important history check he will ever have came to him. Intelligence doesn’t need to define a character so long as you have other good stats to back up the lack of int. Grunduck doesn’t need it so long as other party members have it.
@@gustaafargoan my rolls were 15 16 18 17 4 and 17, and we do the regular 4d6 drop 1, I just make a shit ton of characters in my free time on dnd beyond because it is a fun pass time, obviously at some point im going to have a hot roll streak and obviously im going to have times when I roll shit, I have made a character before who didn’t have a stat over 10, he’s a small boy who was a bard, his highest stat being a 9 in charisma for a total of 12 with feats and racial bonus.
@@Hungry_Raccoon_ He wouldn't even know how to take a piss on his own. 3-4 is a common INT of animals. Still call BS on the rolls. I've been allowing 4d6 re roll 1's, take the best 3 since 1979.
You don't need to respond, I'm bored with you.
You can’t use toll the dead and war caster as toll the dead is not an attack roll
Good video. Don’t sleep on Actor and Skill Expert on a high Cha character that is deceptive and persuasive. +2 to Cha, and advantage and expertise in those skills.
am I bugging or does he sound like hirumaredx??? the thumbnail design kinda similar too.. 👀
THE DUEL LOGS????
Keep in mind for #1, that while it is extremely powerful, it's also extremely annoying given how much it can slow the game down.
27:39 imagine in the top of that being a Divination wizard
i have a build like this. Going to play it next campaign. Mark of Hospitality Halfling, Div Wiz, Aberrant Sorc, and possibly Bard (Lore, Whispers, Eloquence)
Still working on a back story tho.
I'm only one who thought about making a halfing choromancer/diviner?
Yes
Let me guess: polearm master + heavy weapon master, crossbow master + sharpshooter, polearm master + sentinel
#1 is why halflings are banned in Vegas
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then
So the first example there is even worse for the poor barb! If they rage, dash in. The rage drops on their turn until they get Persistent Rage at level 15! Fifteen whole levels and you're likely to only have 4 rages~ a day! Dropping it by not attacking is terrible and feels pretty unfair for newcomers who don't realize that small wording!
You’re actually making an argument to take the combo. Charger lets you make an attack as a bonus action if you dash. It’s not particularly strong, but if rage falling off is your concern then it’s an option.
Though you could just throw a javelin or something.
Best feet combo: right foot and left foot.
No Sharpshooter & Crossbow Expert?????????
I also have 2 feet
Sentinel + War Caster. This mainly applies for Gish characters, but in the event of a creature attempting to run away, it enables you to cast Magic missile as an opportunity attack. Not much damage, but since it's a guaranteed hit, the zero movement effect comes into play.
I personally used this in a dragon encounter where the DM wanted it to disengage and fly off, but this combo begged to differ and allowed my Eldritch Knight and our Barbarian to straight up bully the Dragon for another 2 rounds until it fell.
sentinel states the speed reduction comes from hitting with an opportunity attack.
war caster allows you to cast a spell INSTEAD of an opportunity attack, so sadly, hitting with that spell doesnt reduce speed. you can still try a hold person tho
In the case of the first example of Charger and Mobile on Rogue, I don't really see why a Rogue would take Charger expect MAYBE for the extra five damage. They can already Dash as a bonus action, which is much more flexible than using your action to do so; it leaves more options open for what the Rogue can do after, including using Dash AGAIN if they need to REALLY haul ass.
Pretty much entirely for damage. Or you could 10 foot shove with your noodle arms. (Feasible with expertise, but still.)
@@skycastrum5803 Yea, I don't ultimately see that being worth it over other choices in feats, but that's me personally.
I'm honestly kind of exasperated that you'd put magic initiate and spell sniper on the list and not Crossbow Expert and Sharpshooter.What are you talking about?
Because they are boring! Just as boring as Pole arm master and Sentinel.
Comment fishing.
Agreed it's boring, I don't get why people love those combos so much, you're not any stronger and you maybe get a little more damage while putting yourself a lot closer to harm.
@@bringitonbatman I guess I don't understand what you mean by 'you're not any stronger'. The math doesn't bare that out. More damage is better. More attacks is more damage, ignoring cover is more consistency, and being ale to use a crossbow in melee makes it way more likely you'll have a magic item that works in both ranged and melee. People love it because it's one of the strongest options in the game. As for being 'closer to harm', doing more damage means you're less likely to take damage,, because the faster an opponent goes down, the less chances they have to hurt you.
Lucky isn't Broken, and I'm tired of people pretending it is.
Depends on number of combats/day. Also if you ever end up in a Boss fight with all your luck points, it is definitely a momentum shifter, but there is always that chance to crit yourself when using a luck point so it's a give and take.
It is for me lol xD you can tecnically turn a disadvantage into an advantage choosing one of the 2 dices you rolled (or one of the 3 dices im not entirelly sure but still this is amazing). Making a bad situation into à good one. And you can use this 3 times a day. Possibly saving yourself from à knockdown so the cleric can patch you up or if you missed a finisher attack etc. This feat is really versatile and i think this is the reason why it is op. You can use it to strike, défend, in a situationnal way by making à lockpicking easier etc.
Let us pretend you take a 500 foot shot at disadvantage, and feel lucky. That is the best of 3 rolls.
@@gustaafargoan ever heard of sharp shooter...
@hylius5780 that is the one time Lucky is very good. Making disadvantage into super advantage.
You can't use the majority of these combinations in Adventure League or conventions
That was never an established goal of this video
remarkable recovery doesnt it get you up if someone casts spare the dying on you. if so ghost lantern is the most broken item in the world with it as it always stabilizes you. never make a death saving throw again
Lucky is overrated. It's not banned because it's strong (rerolling 3 times per adventuring day truly isn't that impressive); it's banned, if at all, because it's boringly generic, and removes those comedic moments when a low die roll may lead to a more interesting outcome for DM's who enjoy having their players occasionally fail at things.
why do you use homebrew feats?
the critical role books were put on DND Beyond, so more people allow them at their tables.
Am I missing something or are some of these feats NON-existent? I'm guessing some of them are from addon or third-party books? Homebrew perhaps? I only recently got back into D&D after a 30-year absence (AD&D 2e OG) and I'm trying to relearn all the new rules (5E).. So, I'm figuring I am not familiar with all the new sources that people may be using ..
Almost every new rule book and some modules have feats, spells and backgrounds.
I'm starting to thats a bit clearer now. Thanks so much for the reply. Seems D&D can be more fun than I previously remember.
@@patkenney7226 I started in 79 and played through 2nd. 5th isn't as daunting as it seems at 1st glance.
@@gustaafargoan I'm starting to see that, but there is so much more to keep track of. Though, so far, there I see quite a bit more sense in many of the newer mechanics. Just trying to break the old "habits" that were engraved in my mind so many years ago. Now If I can wrap my head around the VTT idea. Too cool.
Dice are not inconsistant
I really like your vids since I started following but yeesh this one was hard to watch with all the flashing backgrounds and spinning fire vortexes... kinda felt nauseous 😬
What's with the sex bots in the comments?
For lucky+second chance, take silvery barbs as a wizard or bard to then make then reroll again
Compared to getting +4 ASI, many of these feat combos give very little in return and are simply not worth picking up.