5 Commonly Mistaken Martial Class Features in Dungeons & Dragons 5e
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- čas přidán 29. 04. 2020
- MONSTERS OF DRAKKENHEIM is 300+ pages of eldritch horror inspired monsters for 5e by the Dungeon Dudes! Coming to Kickstarter March 26th, 2024: www.kickstarter.com/projects/... We cover five common rules mistakes players make with martial class features in Dungeons & Dragons 5e -- including Barbarians, Fighters, Monks, Paladins, Rangers, and Rogues!
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FLOW CHART FOR ROGUES SNEAK ATTACK
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TIME STAMPS
1:59 - Use Your Abilities!
2:19 - Unarmored Defence
5:43 - Extra Attack
7:36 - Action Surge
11:04 - Sneak Attack
14:37 - Divine Smite / Stunning Strike
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He Extra Attacc
He has a high AC Statt
But most importantly
Both of those dont Stacc
I'm impressed
Save or Death *finger clicking of approval*
You two stare right into my soul, and it makes me remember every mistake I've ever made.
We’ve been working on casting soul cage through the screen for a while now, it’s only partially working.
At the same time it's like they're saying "we understand, its okay"
Im not angry...just disappointed
SHAME!
Important thing about sneak attacks: Once per turn, doesn't mean once per round! Enjoy your opportunity attack sneak attacks!
Or those given to you by your Battlemaster Fighter colleague. Opportunity attacks aren't the only way to use your Reaction to attack!
A very important feature. Now how about that Sentinel Feat...
Yup. This concept is the basis of my rogue. Picked up sentinel and mage slayer to allow myself to get two sneak attacks as often as possible. My rogue does great damage as a result. Doesn't hold a candle to a GWM Barbarian going ham, but it's still satisfying!
If you multi class rogue with fighter for Action Surge... attack with sneak damage, ready to attack on the next turn with action surge for even more sneak damage.
@@arsonor sneak attack only works 1/turn, not 1/action. As a result, you don't get to sneak attack on your action surge action if you used it on your first action. You can use it on your action/bonus action attack (if you have one), one or the other, and your reaction as it's not on your turn. At least that's how I understand it
Class feature horror story, probably a common one: Forgetting to warn your allies not to attack undead you've just turned. It ends the effect and sends them right back into the combat.
Most will metagame knowing not to attack the turned undead... except one at a time in a surround and pound.
We generally let them get away with that.
I heard a worse one... a character casting Darkness when fighting Animated Armors FTW!!
F Huber i wouldn't consider that meta gaming at all. your characters are (generally) smart enough to know that your Cleric used an ability on the undead, and can reason that attacking them with "snap them out of it". or you could assume the Cleric has mentioned that attacking them stops the Turn Undead, without having the players explicitly mention it in character.
F Huber there's a difference between meta-gaming and assuming that your characters don't live under a rock. characters are allowed to know things about the world without having to explicitly say so as a player. yes, your character doesn't know of an "ability" called "Turn Undead" that your cleric uses, but the can rationalize it as the cleric doing some magic on the undead, and attacking it might mess with it. similar to how it wouldn't really be metagaming if you had to interrogate someone, and the players went around the table asking who has the highest Charisma. while the characters have no idea what a "Charisma Modifier" is, they can still rationalize who is the best at talking to people and who isn't
I play mostly Pathfinder 1E myself and I'm actually glad they made it so you have to use a feat to be able to Turn Undead so I can skip it. I've had similar experiences as you have but my group still complains about how I can't turn undead. Coincidentally they never compliment me for a well placed Channel Charge.
Quick addition about Unarmored Defense:
Some subclasses of Sorcerer (Draconic Bloodline and Aberrant Mind) also have this feature, so all the advice in the video also applies to anyone playing those subclasses.
Good call.
Newest version of the Aberrant Mind (Psionic Soul) does not have this actually iirc.
Also another fun one for spell casters is probably barkskin, which sets your minimum AC to 16, if you normally have 13 AC and Barkskin then place on a shield your AC remains 16 and not 18. A good fun one to also watch out for. If you had 15AC and barkskin before putting on the shield, your AC becomes 17 with the shield, Barkskin simply stops AC going below 16 and nothing more.
@@citrineconjurer Is the new Psionic subclass a replacement for the Aberrant Mind? I thought it was just another option.
aberrant mind and psionic soul have a very different feel tbh, think it'd probably be fine to go either or
I was DM'ing and my sister was playing a druid forgot that she had wild shape ability. I literally had to tell her every session that she has wild shape because she would just forget
Druids can often be very effective without using wild shape. many druid players rely on it a bit too much. specially if they only play at low levels because it is such a front loaded archetype/circle. If she's more after the nature spells. It's not necessarily a bad thing that she's not using her wild shape much. The higher their level gets the more potent spell caster focused druids get and even Moon Druids tend to shape changes somewhat less and rely on spells a lot more once they get into the higher levels because beast forms just do not necessarily adequately keep up with everything.
That's a primary feature of her class, what subclass is she?
@@dominusbalial835 While it is a feature that all druids get. How primary of a feature it is depends on a lot of factors when it comes to druids. And it's effectiveness can be limited in different ways. Both in limits of the power itself and limits in how to creatively use it. So there are plenty of druids that do not rely on it heavily at all while other players are obsessed with it. Different Circles/archetypes find more or less use for it on top of individual druids finding more or less use for it as well. it can be a bit of a hinderance to circle of the shepard and some circle of the land druids for instance because their archetype features revolve a lot more around being able to cast spells than changing shapes and wildshape actually prohibits their spell casting just as a couple of examples and so it becomes more of a ribbon ability to them.
@@Quandry1 That isn't really the point.
This isn't about what is the best to do or how to play a druid..it is litterally just about how some players have a tendency of forgetting some of their most basic abilities and it can be annoying as all fucking hell.
@@bibbobella What I'm saying is that it's a base ability that depending on the druid is somewhat ignorable for druids. So you may get annoyed that the druid isn't wild shaping. But they can have a good reason not to so perhaps consider the druid itself and not the just ability that your annoyed they are not using.
I'm pretty sure you can grapple with both attacks with Extra Attack. They specify the grapple only replaces one of them, so that the grapple doesn't take up the entire Attack action. It doesn't say you can replace *only* one of them. Same applies to the Shove attack.
This is correct - when you take the attack action you may attempt to grapple or shove instead of making an attack roll with a weapon. There is no rule even - suggesting - you can't do this with both attacks if you have extra attack. It's been confirmed that RAW with extra attack you can grapple a target and shove them prone in the same round.
Otherwise, real solid video as usual guys - keep up the great content!
Yeah Kelly is wrong there
Yup. Flurry of blows specifies unarmed strikes, so you don't get to shove with them, but if you're 5th+ level, you can trip, grapple, and then pummel.
@@Byssbod He's not actually wrong. Most people take it as wrong based off of what they are told Jeremy tweeted out about the matter in the past. But unless he's made a different one I don't know about the truth is that his answering tweet that I've seen and was linked into another conversation thread here was just as grey area about it as the core book with him just saying a attack may be replaced. Not any clarification that all attacks could be replaced.
@@Quandry1 Pg 195 - Grappling: If you're able to make multiple attacks
with the Attack action, this attack replaces one of them.
A common mistake I make is that with two-weapon fighting, you don't get to add your ability modifier to the damage of the bonus attack. There's a fighting stance that lets you add that damage back in, but you don't get it by default.
Yeah, two-weapon fighting in general is different than the two weapon fighting style that classes like fighters can choose. That being said, classes like Rogues can still benefit from having a dagger in their off-hand to throw at an enemy since that's enough to trigger Sneak Attack damage if they meet other common requirements.
“Action surge doesn’t give you an extra turn”
Laughs in Samurai fighter.
Their capstone ability lets them take a second turn under specific circumstances that I dont have in front of me right now.
Edit: looked it up, when you are reduced to 0 hit point you can immediately take a turn (with a possible action surge) and then drop unconscious when it ends.
So they get movement/attack/bonus actions instead of just another action? They could disengage and run over to healer then.
I mean, you'd fall unconscious at their feet right after but hey.
@@wolfofsummerbreeze Or save your Second Wind for after you get dropped, even. Then, you get to stay standing.
@@Shalakor If the stars align a 20th level samurai has the potential to make 21 attacks in a single round and still be standing.
Samurai Turn: Action 4 attacks, Action Surge 4 attacks, Rapid Strike if they advantage on at least one attack to get an extra attack, Bonus Action attack which can come from multiple sources, the one I would personally make a note of is the Great Weapon Master Bonus Action attack for scoring a Crit or reducing an enemy to 0 (everyone forgets that part of GWM).
Samurai Reaction: 1 attack. Can be an Opportunity Attack, Sentinel Attack, Battle Master manoeuvre attack either from another Battle Master or possibly the Samurai if they take the feat or fighting style that gives them Battle Master manoeuvres. Probably other ways to use it I haven't thought of.
Samurai hits 0hp and gets another Turn: Action 4 attacks, 2nd Action surge 4 attacks, Rapid Strike (its a new turn so the Samurai can use it again), Bonus action Second Wind to heal.
Samurai reaction: Yes a second reaction. They just had another turn which means their Reaction refreshed. Again, multiple ways to get this attack.
Assuming a great sword, a +5 Strength bonus, a +1 magic weapon, and the +10 from GWM... That would be 42d6 + 336 damage in a single round. Minimum damage of 378, maximum damage of 588. Not including any criticals. Now that is what I call OP. Of course this does require perfect circumstances, but still...
@@asherandai1000 takes a reaction to activate Strength Before Death. But that's still a LOT of attacks
As a long time DM (1979), I have just switched from Pathfinder 1e to D&D 5e. You guys are awesome at explaining the rules and I find this very helpful. Thanks so much for what you do!
Great to hear!
Also also on the extra attack feature, people always assume if you take 5 levels in fighter and 5 levels in barbarian you'll have 3 attacks at level 10 since you get extra attack twice. The only extra attacks that stack are the ones granted to high level fighters! Multiclassing will not grant you more attacks via extra attack.
Unless it's something that's only kinda like extra attack, such as the ua path of beast barbarian with their claws.
"people always assume..." Who? Never seem anyone do this, it is stated in the feature it doesn't stack.
*laughs in level 2 monk*
Super late reply, but the right way to see it isn't that "fighter extra attacks stack," but that the fighter Extra Attack (2/3) explicitly state "Beginning at [11th/20th] level, you can attack [three/four] times, instead of once, whenever you take the Attack action on your turn."
Monks, gloomstalkers and eldrich knight give you extra attacks that stack
You guys are still my favorite source to "how to" guides and things related. You're videos are top notch.
Thank you!
@@DungeonDudes I direct people your way due to this. Been doing this for 30 years and I prefer your stream over most and your tutorial guides. Keep it up.
The most amazing discovery I made was when my DM told me I could apply sneak attack once per turn, but it need not be MY turn (an enemy was hit by a Guiding Bolt - so the next attack against him had advantage - and ran past my rogue; my attack of opportunity hit him and the DM asked me to roll for sneak attack). Rogues are awesome!
Sneak attack on an opportunity attack is the most common second use, but there are other times that this comes into play. Commander's Strike is another.
Had a Mastermind Rogue wielding a sword cane (refluffed Rapier) who took the Sentinel feat. Enemy attacks me? Uncanny Dodge to mitigate some of the damage, or they attack my melee buddy? Opportunity attack via Sentinel with a fistful of d6 if it connects. If I wanted to make the tankiest rogue though, minimum 3 levels of Barbarian for Bear Totem Warrior. Sure I would lose out on the Rage bonus damage, but the massive survivability increase would be nuts; nigh-omni-resistance to damage on top of Uncanny Dodge saying no to half of a particularly big spike from an attack made against you once per round. Though if you are largely ignored as a target to attack, and why wouldn't you be since most will just bounce of your finely chiselled abs, there's an extra Sneak Attack chance. With the optional flanking rules adding increased crit fishing possibilities with good positioning
And a turn is not a round, so you can do a SA on your rogue’s turn, and then later do a SA on an enemy’s turn with an AoO.
Great point Johnathan: people often forget they can sneak attack technically as many times per round as there are people in the combat. I don't know how to get around having 1 reaction but it's the only barrier.
@@paulschirf9259 Readied actions as well!
Awesome video as always guys! One little thing, Jeremy Crawford confirmed via Twitter that you can grapple/shove twice using extra attack.
The part saying "this attack replaces one of them" does not prevent you from replacing both attacks with a shove/grapple.
That's such a good comment! Thanks you!
They said in a comment somewhere below this video that they no longer use Crawford's Twitter as a source, since he has contradicted himself in the past, because of the large amount of different versions of rules swimming in his head
@@Mckrivcho Doesnt really matter, since the PHB clearly states this already.
@@Mckrivcho Not nitpicking, but for added context there is no other errata or anything else that says you can only grapple once per turn, that is just how they first read it. As another comment thread here has gone into, DungeonDudes seem to have read "If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them" as only once per turn, when it's simply clarifying that a grapple doesn't use your whole Action. It's pretty settled that RAW doesn't limit you to one grapple per turn, that would be homebrew and kind of a pointless one at that.
I hate to say it, because i dont LIKE it (enlightened self interest) but the boys are right.
In order to make a grapple/shove you must use the attack action, and it replaces one if your attacks.
Strictly speaking, it doesnt matter which if them (crawford did clarify.. but didnt understand the question).
So.. order of operations of turn mechanics for character with extra attack (one of them) ability follows.. and explains why you only get one.
(Step 0) Move or bonus
Step 1) take an Action (choose Attack Action)
Step 2) attack 1 (can choose attack/shove/grapple)
Step 3) attack 2
Step 4) move or bonus remaining
Step 5) end turn.
Notice carefully... at no point can one take an Attack Action a second time.... *unless they have action surge* ...if they do, it fits between step 3 and step 5 it can be taken at any time after their Action is taken)
Unless you have action surge and use it, you only get to choose your Action ONCE... and THAT is when you choose to shove or grapple. It then replaces an attack within an attack action.
The reason Crawford didnt clarify further is simply because he didnt understand how players were confusing Attack Action and attacks.
This also explains why someone who said above that it would be different for warlocks is incorrect. They can also, following this flow of action economy, only ever get 1 Attack Action.. with one attack chosen as a shove/grapple, then an extra attack.
I hope this helps clarify.. (reposted from a different thread)
When I played my first character, my Bard didn’t know they had Bardic Inspiration the entire campaign....
one misconception about sneak attack is that it happens once per turn, not once per ROUND. So if you hit with a sneak attack on your turn and your foe runs away, triggering an AOO, you might be able to sneak attack him again
This one really frustrated me when I was eventually corrected on it. Played and DM'd rogues for years thinking that you could only use Sneak Attack on your turn and only once.
@Billionai just so you know, the technical meaning of your comment is that you are saying that Sneak Attack is 1/round and that the misconception is that it is 1/turn. I understood what you were trying to say (it is 1/turn, not 1/round), but I just thought I'd point out that you worded it incorrectly. For anyone who is confused: Sneak Attack is 1/turn, not 1/round. They also made this grammatical mistake in the video at 3:24, so I guess it is a common one.
@@QuiescentPilot What are you trying to correct? OP clearly stated once per turn, not once per round
@@1217BC "One misconception about sneak attack is that it happens once per turn, not once per ROUND." What this sentence means is that people incorrectly think that it is once per turn when it is actually once per round. It is analogous to saying "One thing that many people get wrong about sneak attack is that it happens once per turn, not once per ROUND."
OP then stated it correctly in their second sentence, so what they are trying to say - that people think it is 1/round when it is 1/turn (which is correct) - becomes clearer. However, the first sentence is worded incorrectly. The correct wording of the first sentence would be: "One misconception about sneak attack is that it happens once per round, not once per turn."
I am not debating OP's claim (that it is once per turn and not once per round), I am simply correcting the wording.
Hopefully this clarifies what I was trying to say; I probably should have included the quote in my original reply, so that's on me.
I feel this violates RAW, but the official ruling is you can sneak attack when it's not your turn. www.sageadvice.eu/2016/02/17/can-rogue-sneak-attack-once-his-turn-and-again-on-someone-elses-in-the-same-round/
Wait.... Once per turn..... NOT your turn but every turn. I figured it out. You can sneak attack once per each turn of anyones turn.
I have a paladin player in my group that has forgotten that he has Improved Divine Smite since he gained it. Its been about 5 sessions. Ouch.
If he's a player that uses his spell slots for other things. he's not necessarily playing it wrong. he may be making a tactical decision about it to use them differently. many players fall into a trap that they need to use all the spell slots they can up to a certain level for Smiting because all they see are damage numbers. But there are other spells and optional smite spells that can actually greatly affect the flow of combat on their own rather than simply adding a few extra dice of damage to an attack and as a bonus many of them add at least some of those dice into the attack as a spell anyway.
So if it's a new player. Maybe ask him. if it's an advanced player. Maybe watch or ask him if he's using more advanced considerations, technique's, and Strategies for those spell slots rather than just seeing them very narrowly as purely a damage source.
@@Quandry1 Improved Divine Smite is an 11th lvl feature that gives 1d8 damage to every attack, not only when you spend a spell slot. So Paladin basically forgot about the damage he had for free.
@@antongrigoryev6381 Yeah it's free damage. I always forget and am confused because the name of it sounds like it would be some sort of 1d8 improvement to regular Divine Smite. If it added 1d8, but didn't increase the max of 5d8 (which it doesn't specify) it'd actually make your max divine smite a 3rd level slot. It's already confusing that a 5th level slot doesn't do 6d8.
@@JackOfHearts42 which is even more fun with Hexblades that infact do inflict 6d8 from a 5th level pact spell slot for eldritch smite.
@@JackOfHearts42 I mean technically speaking it does. It just always applies before Smite is declared.
Fun fact, although you need to use a finesse weapon to get sneak attack, you do not need to use dex. As finesse allows you to choose to use dex or strength, you can just use strength, so a rouge/barbarian can use strength for attack and damage and still get sneak attack, as long as they use a rapier or something.
Gotta admit I'm impressed with the editing here. Video calls make the timing and chemistry difficult, but this worked out really well.
Do they use scripts because that would make editing so much easier
Love this. One thing about grappling, you can grapple multiple times with extra attack. PHB 195: "If you're able to make multiple attacks with the Attack action, this attack replaces on of them." & "Using at least one free hand" means you can try twice, or grapple up to two separate creatures in range. You can also grapple and shove in the same action with extra attack, which is a consistent way with "Enlarge" to grapple dragons and knock them prone :)
At least one free hand does not necessarily mean the grapple necessarily only takes one hand. Just that it might. It's actually up to the DM. Also it says you can replace one attack during an action. Not every attack during an action. The multiple grapple/trip/shove actions in a single turn are actually using grey areas within the rules that are technically by DM allowance to do them. The books themselves don't actually say what they are interpreted to say.
Enlarge also does not actually make you large enough to grapple or knock prone most dragons. All but maybe baby dragons are at least large and most are actually in the huge to collosal range which is generally outside of grapple and tripping attacks ranges. There is also the issue that knocking prone/tripping does not necessarily work on creatures with multiple legs. It's another grey area that is up to DM ruling but the book suggests it's likely often not in your favor by the way it is worded.
@@Quandry1 Agreed that a lack of restrictions does not mean the DM cannot apply them. Just wanted to call out that RAW does not exclude the option of using both attacks similar to how nets work (148 PHB: "when you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make". The same description for grapple on 195 does explicitly say you use at least one free hand as well (again, always subject to DM).
I'm not sure if you're aware of this, but you're actually only allowed to grapple once per action. It does specify "this attack replaces *one* of them" meaning that, while you may both grapple and shove in one turn, you can only replace one attack per ability.
A twentieth level fighter gets as many shoves (per action) as a first level wizard.
However, you are technically allowed to grapple the same target twice. Because you have two hands, and because the same condition can be applied to a single target from multiple sources, you can "double up" on a grapple over two turns, or your party can dogpile a foe and hold them still with no chance of escaping.
My berserker (gnoll, homebrew) likes to tackle a target (extra attack: one grapple, one shove) with the blade first (bonus actiom melee weapon attack), then on the next turn grapple them again and bite down twice (no free hands means no weapons). It's a really fun way to lock a target out of the fight in roleplay while having mechanics to back up your actions.
@@Quandry1 it says if you have multiple attacks thanks to the extra attack feature, grappling/shoving replaces one of them. NOT that it can ONLY replace one of them. That is a very important distinction. RAW if you couldn't replace more than one it would have to say ONLY. As it is the rule merely clarifies that grappling doesnt eat the entire action to do and you still get your normal attacks, it just is a special attack you can substitute in place of one.
The rule and clarification regarding how many spells you're allowed to cast per turn should be written in all caps and bold at the beginning of every paragraph of every 5e book until people stop believing this misconception -- it's too common.
It is at the beginning of Xanathar's.
@@nathankurtz8045 just checked xanathars on beyond and I don't see anything on it.
It's on page 5 in the introduction, in the section "Ten Rules to Remember" that clarifies certain rules established in the core rulebooks.
*Bonus Action Spells*
If you want to cast a spell that has a casting time of 1
bonus action, remember that you can't cast any other
spells before or after it on the same turn, except for can-
rips with a casting time of 1 action.
Me: Sneak attack rules seem like they would lend themselves well to a flow chart.
(Roughly 1.3 seconds later)
DD: Check out our flowchart on sneak attack rules linked below.
*finds a spot to pencil in "BALISTA" on the flowchart* there, done.
Fun fact about Unarmored Defense, not only do they not stack, RAW you can't even gain the feature the second time, not just can't benefit from it. So if you start as a Monk and multiclass into Barbarian but have better CON than WIS you're "stuck" with the Monk version (or vice versa) RAW.
> If you already have the Unarmored Defense feature, you can’t gain it again from another class.
I’m pretty sure that, RAW, gaining a new AC calculation that’s better allows you to switch.
@@jacobwiens659 For most other things yes, it's your choice. The multiclassing section I quoted states you straight up cannot even gain the feature the second time
@@neoman4426 Ok, I didn’t realize that the last part of your comment was a quote.
'' you can wait to do this at KI moments''
No mention about rogue's being able to sneak attack on opportunity attacks? Sneak attack is once per TURN. Opportunity attacks happen on someone else's turn, so a rogue can sneak attack twice per round.
This is important for any Rogue to remember 👍🏻 Happened in one of our games. The bad guy was attempting to flee and I reminded the Rogue he got sneak attack, which did just enough damage to bring down the target.
There's two problems with this. Technically once it's been used it is used until your turn comes around again because it is not a class feature like smiting which allows you to apply it to any attack. Just the first successful attack made by the Rogue.
And second is that it's using a rules grey area that is heavily up to DM approval and there are many DM's that just say no to this kind of things because your just lashing out. Your not making the precision targeted attack that sneak attack represents.
@@Quandry1 Additional Sneak Attack on opportunity attack was confirmed in official Sage Advice.
yess thats correct, additonally the battle masters manenuever "commanding strike" I think it's called. That will also let you sneak attack again.
@@Quandry1 there is no rule stating you don't regain sneak attack until your next turn. It only says "once per turn" not even "once on YOUR turn". There is absolutely no official rule casting any doubt on the rogue's ability to sneak attack on opportunity attacks. Everything is up to DM discretion so that point doesnt matter. There are DMs that dont allow certain official classes or spells as well, but they are still official.
Thanks for this. I have been allowing my wizard/fighter multiclass to multiattack with booming blade; it didn't occur to me that that is invalid because it's technically a spellcasting action with an attack component and not an attack action. I've also sent this to my rogue and paladin who are underusing their sneak attack and divine smite.
Yeah, it's a common misconception with BB. Imagine a class with three attacks each attacking with Booming Blade.... For that matter, imagine TWINNING each of those booming blades!!!!!
@@BelfastBikerdo you would it be "broken" to allow a bonus action attack With an offhand weapon after bb or gfb. As a DM I find them underwhelming and too situational to have utility especially below lv5. If not a ba attack what about extending the range a little for ranged or thrown attacks?
“Green flame blade takes your action and you can’t attack after”
Laughs in bladesinger after Tashas
Remember you can also apply divine smite to bonus attacks granted by Polearm Master. So you can divine smite 3 times in a turn from level 5.
luketfer Must be nice to fight only one or two encounters a day.
And with 2 levels of Fighter, Divine strike up to 5 times in a single round per short rest. I once destroyed the DM's Boss monster in one round with 5 divine smites of which 2 were critical hits. If I remember correctly, I did something along the line of 250 damage in one round and I think we were around level 10 at the time.
Could theoretically get another one if for some reason an enemy had Readied a move they triggered on your turn and decided to eat the OpAttack
@@M0ebius It's still really nice once you get to level eleven and get those free d8s on every attack.
@@M0ebius I'd say more campaigns are like this vs that mad 6+ fights per day they keep saying is the average.
based on the multi-classing rules: "If you already have the Unarmored Defense feature, you can't gain it again from another class." so technically, depending on what class you start with, you're stuck with that form of unarmored defense. Though don't know a DM that wouldn't allow you to choose it.
Could you argue that while you don't get two Unarmored Defense "features", you can still choose how the one you have is calculated?
I believe if you are a monk barbarian, you can choose either con and dex or con and wiz to calculate ac.
I'd like to give a shout out to two "martial" features that I feel are just as often ignored as they are misunderstood.
The Battle Smith Artificer's Battle Ready and the Hex Blade Warlock's Hex Warrior.
In both cases you have an ability that allows you to use a mental stat (Intelligence for Artificer, Charisma for Warlock) instead of using Strength or Dextrity for attack and damage to that weapon.
However, in both cases there are rules and exceptions that are routinely overlooked.
The Battle Ready feature states that you may use intelligence instead only when wielding a magical weapon.
Hex Warrior states that you choose one non two handed weapon each day and that's the only weapon you can do this for initially, but you can get some further options with the Pact of the Blade.
Regularly I see players making these characters thinking that they can be a one stat build and master of all weapons in spite of these rulings. This is not the case. I'm not pointing this out to try and stifle fun and creativity at the table, but to point out that this is one of the main ways that these features are balanced and ignoring them gives a player an abusable power boost if they don't take this into account.
Having a magical weapon on artificer is a joke, and sword'n'board is a go-to combination for bladelocks anyway
@@motymurm I'm not so sure about that. To be fair, an Artificer has the easiest time out of any class having access to a magical weapon. They are slightly less durable than the other half-casters but have typically a wider variety of tools.
The argument of whether or not something is "good" is always a bit of a misnomer. Most objectively the generalist classes and archetypes tend to be considered on the lower end of power but it all comes down to your setting, your party composition, and of course your personal enjoyment.
motymurm your statement “having a magical weapon on a artificer is a joke” is confusing are you trying to say “it’s a joke to give them magical weapons” or “ it’s a joke to think they wouldn’t have a magical weapon”
@@TheSlickster65 bit of both in my opinion. First because they can rely pretty heavily on spells and spell like abilities. and second because they are one of the easiest classes to have various toys on. Also magical weapon is a bit of a loose term in 5e because there are a few different ways to make weapons act as magical weapons for various reasons and it's unclarified if those also work for the issue of the feature of the Artificer.
As for the Warlock. many players actually pick a particular kind of weapon they are mostly always going to go with so it becomes a rare issue that they have conflict with their Hex Warrior class feature. Specially once they manage to get their hands on a magical weapon to dedicate to themselves. using their pact of the blade feature to change weapon types is often more of a hassle than it's worth unless they are presented with a rare situation where one particular type of weapon is the answer which is almost non-existant in 5e. So it's a problem they only make for themselves if they are complicating things and showing off if they do run afoul of the restriction.
iirc infusions grant "magic weapon" to any weapon, after all, the prerequisite is a simple or martial weapon.
The game I've been running for last year had an issue with sneak attack! I play with veteran D&D players and for some reason all 4 of us were interpreting it as though the rouge gets advantage on the attack when he has sneak attack available. We went about 6 months doing weekly session with this rule in play and finally re read the section! He text me one night with the realization that you get sneak attack when you have advantage, not the other way around. Thankfully everyone understood and we just moved forward! Good learning experience though. I make a point to check just incase now.
I read the use of grapple or shove, PHB 195, "If you're able to make multiple attacks with the Attack action, this [grapple or shove] attack replaces one of them." does not mean can replace ONLY one of them, as Kelly indicated.
Actually thats exactly what it means.
I hate to say it, because i dont LIKE it (enlightened self interest) but the boys are right.
In order to make a grapple/shove you must use the attack action, and it replaces one if your attacks.
Strictly speaking, it doesnt matter which if them (crawford did clarify.. but didnt understand the question).
So.. order of operations of turn mechanics for character with extra attack (one of them) ability follows.. and explains why you only get one.
(Step 0) Move or bonus
Step 1) take an Action (choose Attack Action)
Step 2) attack 1 (can choose attack/shove/grapple)
Step 3) attack 2
Step 4) move or bonus remaining
Step 5) end turn.
Notice carefully... at no point can one take an Attack Action a second time.... *unless they have action surge* ...if they do, it fits between step 3 and step 5 it can be taken at any time after their Action is taken)
Unless you have action surge and use it, you only get to choose your Action ONCE... and THAT is when you choose to shove or grapple. It then replaces an attack within an attack action.
The reason Crawford didnt clarify further is simply because he didnt understand how players were confusing Attack Action and attacks.
This also explains why someone who said above that it would be different for warlocks is incorrect. They can also, following this flow of action economy, only ever get 1 Attack Action.. with one attack chosen as a shove/grapple, then an extra attack.
I hope this helps clarify.. i will repost this in its own thread.
A bit funny to correct you guys in a video about common mistakes, but I believe you ARE able to grapple/shove more than once using the attack action if you have extra attacks even if you miss. I think one scenario where you would use shove multiple times is if you have 3+ extra attacks and two enemies on you and you can shove them both while still having extra attacks.
Love your videos and insights!
I thought this too. But after rereading (first print book, don't know if it's changed) you can take a special grapple attack when you make the attack action, if you have extra attack then it replaces one attack.
It actually seems more plausible that it is only one grapple to me now.
wedlock94 sure, but what stops you from using the special grapple attack again? All criteria are met. You’re using the attack action and replacing a different extra attack with a grapple.
wedlock94 and even if you are limited to one grapple, is it once per turn? Once per attack action when considering action surge, haste, etc? Or is it once only if you fail? By limiting it to one grapple there are so many more questions that pop up simply because the rule is misinterpreted. I would probably house rule it that if you miss then you can’t for the rest of the turn on the same character
I hate to say it, because i dont LIKE it (enlightened self interest) but the boys are right.
In order to make a grapple/shove you must use the attack action, and it replaces one if your attacks.
Strictly speaking, it doesnt matter which if them (crawford did clarify.. but didnt understand the question).
So.. order of operations of turn mechanics for character with extra attack (one of them) ability follows.. and explains why you only get one.
(Step 0) Move or bonus
Step 1) take an Action (choose Attack Action)
Step 2) attack 1 (can choose attack/shove/grapple)
Step 3) attack 2
Step 4) move or bonus remaining
Step 5) end turn.
Notice carefully... at no point can one take an Attack Action a second time.... *unless they have action surge* ...if they do, it fits between step 3 and step 5 it can be taken at any time after their Action is taken)
Unless you have action surge and use it, you only get to choose your Action ONCE... and THAT is when you choose to shove or grapple. It then replaces an attack within an attack action.
The reason Crawford didnt clarify further is simply because he didnt understand how players were confusing Attack Action and attacks.
This also explains why someone who said above that it would be different for warlocks is incorrect. They can also, following this flow of action economy, only ever get 1 Attack Action.. with one attack chosen as a shove/grapple, then an extra attack.
I hope this helps clarify.. i will repost this in its own thread.
for the flowchart, you should probably add "are you a swashbuckler" and then have the only option as sneak attack.
Unless you have disadvantage, then sneak attack doesn't apply
i love fighter sorcerer multiclass because getting action surge can really push the limits of that cinematic feeling of pushing your sorcerer to their limits by combining the effects of two spells in the same turn.
One thing that deserves to be mentioned about Sneak Attack (and something I found about after over a year of playing 5e) is that you get to do it once in your turn... as opposed to once per round. You can sneak attack outside of your turn on an attack of opportunity - it might not be likely that you meet the conditions but it is possible.
I thought the condition was the enemy is fighting another ally, and the "sneak" part of the name was irrelevant to the actual mechanics.
@@Halinspark I mean, yeah, but it's unrelated, really. What you are talking about is that in order to use sneak attack, you need to have advantage or have flat roll and attack someone adjacent to your ally. What I am saying that you can do that once per turn so you can sneak attack with your regular attack and then on attack of opportunity (e.g. when an enemy leaves your reach on their turn).
I’m 8 sessions into a new campaign and the Bard has yet to use Bardic Inspiration a single time. I don’t want to tell him how to play his character but like... it’s a bonus action, c’mon
Most of my bard's bonus actions go into Healing word rather than Bardic Inspiration, but I do use it when I get the chance.
That's literally like...the one thing bards are actually good for!
I've given bard inspiration like 3 times, I played sword college so I had the fun of should I give it to someone or save it to boost myself up
One of my party members knew Shape Water since the beginning and never used it, even now we're in a setup surrounded by ocean, and still never used it. It wasn't until I switched to a new pc (a druid) and started flexing with the cantrip that she said "oh, I have that too". But at least led to some interesting role playing where my pc teached hers how to us it while we stroll to our next destination. I get the spell is not necessary at all, but it is such a cool one that it's a waste to not abuse if you have it.
@@faylinnmystiquerose2224 People really shouldn't be healing that often. This isn't warcraft. Hit points are there to be used, heal after fights, or gain hp bck on rests. It makes more sense to use all actions to reduce hp of the enemies.
I'm pretty sure you can shove more than once with extra attack
This is if you failed to shove the first time.
Attack Action: Shove Target
Attack: Success
Target: Prone or moved 5-10ft back.
Unless you have extra movement left, you could not close the gap to shove again, and shoving a proned enemy seems like a waste of an action. You probably could shove more than one enemy if they are within melee range, but that is for the dice to decide.
The rules aren't clear. It "replaces one of your attacks", which seems to mean that it can then replace a second one. But I could see a reading there that implies it replaces "one", so you can't use it to replace two of them
You can also replace one of those attacks with a grapple, making it possible to knock someone down, hold them there, and if you have an offhand weapon, or are a monk, attack them, at advantage.
Then your buddies run up and pound the poor sap into pulp.
It has been clarified that it works by Jeremy Crawford. mobile.twitter.com/JeremyECrawford/status/700143392257249281
Yes, you absolutely can.
Thank you guys for still making content during the lock down. Watching your videos helps me have a schedule and keep connected to the things I like. Keep being cool guys 😎💪😎
Really impressed at how synced the intro is despite the seperate locations
0:01 - dang that is a lot of bongs...
Good catch
Yeah, I noticed this in previous vids, too.
lmao
Bongs are like dice. You can't really have too many..
It being legal in Canada has its benefits lol :D
I played a rogue for my first time playing, and forgot I had sneak attack, uncanny dodge, evasion, and disengage until I was lv 10
So you played a commoner for 10 levels?
What on Earth did you do?
Really great video guys, loved the fact about the Second Wind spellcasting! :D
I thing worth mentioning on rogues thoug is that they can Sneak Attack more than once in a round!
As the rules say that a rogue can can take an Attack action and apply Sneak attack and apply the Sneak Attach to the Attack of Opportunity, as that can happen on somebody else's turn
Two quick things... First, I thought you were gonna say this when you talked about Extra Attack. It doesn’t stack if you get it from multiple classes (PHB pg 164). Second, along with Divine Strike and Stunning Strike, College of Swords Blade Flourishes work the same way. They’re added after you know whether you hit or not (XGtE pg 15).
I loved that you covered it, but I'm sad you have to tell people that they can't wear armor and get the benefits of UNarmored defense.
The problem is players coming over from PAIZO or from D&D 3.5 are used to stacking different types of AC. For example, there you can stack Dodge AC with Natural AC with Armor ... etc.
@@O-D-X 3.5 was so arcane on that, though, with multiple types of dodge AC not stacking with each other, but stacking with other types of AC benefits. The only character I played for a reasonably long time in 3.5 was a protection domain cleric, so I _definitely_ went into the weeds there, lol.
Great Video! I would also like to add a specific detail that is related: If you are under the effect of haste (which along with other effects lets you take an action for several things including an attack) you do NOT get the benefit of extra attack on the action provided by haste as it is stated on the spell that you can only make one weapon attack with that specific action provided to you by haste.
Haste Description:
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Had a fighter under the haste spell in a recent game and I found this out and I think it is relevant to the video. Keep up the good work!
Awesome video my dudes, thanks for clearing up some stuff for me and my groups!
Had no clue about action surge and spell combination. Thanks for the info
the biggest thing i extracted from this is the fact that thrown weapons draw from strength instead of dexterity
which i somehow completely overlooked, thinking only dex classes can be ranged
Fear the barbarian or dwarf warrior who likes to throw hammers and axes at peoples heads. They tend to be just as devastating as any rogue or archer. They just usually can't do it indefinitely. But then they aren't designed to either usually.
Yeah, I still apply dex to all missile attacks. I need to look this one up and rethink my whole life.
Dex can be used to throw any weapon with the finesse property and the thrown property, and throwing any weapon without the thrown properly must use dex.
It says right in the Players Handbook that if a melee weapon has the thrown property, you use the same rolls and bonuses when throwing the weapon as you would when you make a melee attack. If a thrown weapon has the finesse property, such as a dagger, that property applies when thrown. However, throwing a hand axe or javelin would use strength since that's what you roll for a melee attack. Sidenote, throwing a monk weapon still counts as attacking with a monk weapon for the purpose of using their class features such as using the monk damage die and activating flurry of blows
I thought the rules let you choose whether to use the new stat provided by the property. dex for finesse on the usually str melee or str for thrown on the normally dex ranged attack.
...
Just checked core rule book and finesse lets you choose but you have to use the same for both attack and damage rolls, but thrown makes you use the same stat you would have to if using it in melee. Daggers are both so you can choose either stat both up close and at range.
Embarassingly, I jumped into sorcerer having only skimmed the details and was wrecking the field not fully understanding metamagic. "Wow! This is fun as hell!" I thought, as I was twinning scorching rays, fireballs, etc and just choosing from the full array of metamagic instead of the TWO you're supposed to pick from. I built the character in a hurry (we were all newish to dnd too) but after going back and actually reading everything in the week following the session, I decided to retire the character because he literally stole the show and was super OP. The whole group learned to pay more attention to the books.
A. Nice clarity, it helps me explain it to my players so I'll send this vid to them if they have questions.
B. I somehow have a crush on both of your voices and you are so wonderful to listen to.
Another fantastic video. I'm glad you've also found a good balance with the video whilst during lockdown without the other person not talking looking like a spare thumb.
I'm a simple man. I see Drizzt Do'Urden on a thumbnail, I click.
what level of sarcasm is this on
THank you guys to keep uploading content :D
Another one of those “expend the resource before you hit the attack” thing is MOST but not all battlemaster maneuvers. A lot of them let you decide to use them only after you hit, and most of those that don’t, like feinting attack, modify the attack roll itself.
For me there were two main revelations that occurred to me while I was playing as my monk (Way of the Open Hand).
First thing was that I realized that I need to declare either Flurry of Blows, or Unarmed Strike for my Bonus Action. I can't make an unarmed strike as a bonus action and then once I hit or miss decide whether I want to spend a ki point to make another unarmed strike as a Flurry of Blows.
The second thing (which I was super jazzed about) was the Way of the Open Hand's third level ability. The way that I thought it worked was if you attacked one creature with your Flurry of Blows unarmed strikes, you could inflict one of the listed status effects on them. Turns out this is far more versatile than that. If you hit an opponent with both of your unarmed strikes for Flurry of Blows, you can inflict one status effect for EACH of those successful attacks, meaning that by spending one ki point you could deal 2d4 + 2*dex bludgeoning damage and also prone and knock an opponent back 15ft all as part of your bonus action at level 3. You could also, assuming you hit both opponents, prone two different opponents so that your party could take advantage on all of their attacks up until those opponents' turns. Really turns Flurry of Blows into a game-changer on the battlefield.
My first time playing a monk in 5e, I misread the martial arts ability and took it to mean that my fist and monk weapons are the same so the bonus action attack was made with fist or a weapon. My DM was new and not wise on the monk at all. It wasn't till level 5 we realized that I can't be Naruto throwing 4 kunai(daggers) at a d6 each from 20 feet away 🤣🤣. I could throw 2, but my bonus/flurry had to be hand to hand.🤷🏾♂️ Fun while it lasted though.
Huh, it's fun. Even knowing that it's against rules, I would allow something like that if I was DM.
U could have been a sun soul and reflavored the energy attack they can replace any of thier normal attacks with as throwing kunai and that is just reflavoring and not changing mechanics
You must have run out of daggers pretty fast. Or carried so many you looked like a porcupine with all the daggers sticking out of everywhere!
@@asherandai1000 lol, I had 15 on my sheet and was constantly trying to recover them after fights.
@@karatekoala4270 Haha! Well I'm not sure how thrown weapons are handled, don't think I've ever seen a ruling directly on it. But "ammunition" can only be recovered at half. Debatable whether thrown weapons fall under the same category... Still, DM's rules override the rulebook. I guess you had a kind DM!
DM: Okay Wizard, you're up.
Wizard: Alright, I cast forcecage to trap the enemies.
DM: Alright, next up is-
Wizard: Action Surge. I also cast Cloudkill so that the gas rolls into the cage with them.
The bonus action spell + cantrip vs spell/action surge/spell was super helpful. Thanks, guys!
I was really hoping that you were going to cover the barbarians Danger Sense! I've seen so many players and DMs make mistakes around Danger Sense. Which always baffles me because it seems so straight forward. Although I am really glad that you covered Smite and Stunning Strike! My groups Paladin always either uses it early or forgets to use it on his crits so I'll definitely make sure to send him this.
Thanks for another great video guys!
So you're telling me, all the times I've been playing a monk, hit with the shortsword, hit with bonus attack and then picked between flurry or stunning strike I was playing it wrongly!?
I could hit with short sword and apply stunning strike, hit with bonus attack and apply stunning strike, then hit with flurry of blows and apply stunning strike but each time I roll for stunning strike or flurry, I don't have to use KI if I miss?
If that's the case, is there a page number in a book I can say "look see, it's written here" if the DM gets a lil uppity about it?
'cos shit, I've been wondering why the rogue and sorcerer where dealing sick damage and I'm tickling the enemies. Fireball lands, takes out 6, sneak attack takes out the big guy and here's the monk to lighten the mood with a custard pie to the face of the last remaining bloody orc.
Yeah bruh, as a monk vet, you've been doing that wrong. Stun attempt only requires that you hit. It doesn't cost an action or bonus action. You have been burning actions and ki points
Also I just noticed your other question. Yes you still spend a ki point to ATTEMPT a stun. It's just have the option when to do it. It doesn't go off if you don't hit or the enemy dies before the save is made.
As a monk if you have enough ki points you could run in attack with you action(apply stunning on both attacks if you are lvl 5) flurry(apply stunning to both) step back without opportunity attacks then have your wizard fireball potentially 4 enemies that auto fail there save due to be omg stunned
@@karatekoala4270 So if I hit with an attack, I can just then after the fact, say "oh that was a stunning strike"?
Like after flurry, you can say "make me a strength save to see if you go 15 foot back"
Also remember, using Flurry of Blows IS your bonus action.
I still think you're explaining actions, the Attack action, and Extra Attack clumsily. Extra Attack says that when you take the *Attack action* you can make 2 attacks instead of one. The Attack action is a specific action, and many warrior class features interact with it.
An "attack" is a rules process which has 4 types - melee weapon attack, ranged weapon attack, melee spell attack, and ranged spell attack. If you can help people keep that distinction clear, many potential confusions can be avoided, including the Greenflame Blade one you cited. It is a spell, it uses the Cast a Spell action, so does not benefit from Extra Attack.
Otherwise, good video!
I'm still a little confused about the types of "attacks" you can make during your extra attack. I know you CANNOT use green flame blade as you "Attack Action" to trigger Extra Attack, but could you use it as an "attack" for your Extra Attack?
Meaning, Attack Action - melee weapon swing, Extra Action - green flame blade?
@@CaseyIkeda1 This is the problem with using the same word - "attack", for two different things in the rules.
The first is the Attack action. Thus is the name for one of the various actions you can take on your turn. The others actions include Cast a Spell, Dash, Help, Disengage, and others. You get one action per turn (unless a feature or spell changes thus).
The other use of "attack" is the rules process involved in rolling a d20 plus modifiers vs a target's Armour Class in order to do harm. This is subdivided into melee weapon attack, ranged weapon attack, melee spell attack, and ranged spell attack.
The Attack action is the primary way to be able to make weapon attacks, it grants 1 weapon attack initially, but thus number can be increased through the Extra Attack feature. It is still the same single Attack action however.
The weapon attack involved in spells such as Green-flame Blade is entirely separate from the Attack action, as it is a process followed as part of casting a spell - the Cast a Spell action. So any features that interact with the Attack action have no interaction with the attack involved in Green-flame Blade.
Sorry for being wordy, but I hope this helps clear things up.
Another thing about Unarmored Defense is that under the multiclassing rules, it specifically says that if you have an unarmored defense feature from a class, you cannot gain it from multiclassing. So a monk barbarian can't even choose whether to use one unarmored defense or the other, whichever class they gained first is the unarmored defense that they have. This is especially important if you (for instance) wanted to start as a monk for the monk's saving throw proficiencies, but intended to multiclass barbarian to use its unarmored defense, it wouldn't work
Love the Sneak Attack Flowchart. Thanks!
I really can't fully express just how angry I am about the whole "casting two spells on your turn" thing. I understand this is to prevent sorcerer's Quicken Spell from being crazy powerful, but I can't be the only person who exists that believes that the rule about limiting your spellcasting to one spell on your turn only applies when your bonus action is used during spellcasting is just messy. Got 2 Actions? No problem. Cast 2 spells. Cast a spell with your Bonus Action? ONLY CANTRIPS FOR YOU. It's just so non-intuitive and I 1000% understand why nobody gets this.
Hmm, we forgot this rule, and our sorcerer still felt kinda weaker than our wizard.
I think it was a mistake/oversight that they never bothered correcting because it would cause too many problems with other rules. It's definitely poor design.
I actually removed the bonus action spellcasting restriction in my game, and the spellcasters in the party became several leagues more powerful. The cleric could cast Heal and a 5th-level Healing Word in one turn; the sorcerer would use Quickened Spell to cast 2 5th-level fireballs and use Empowered Spell on both of them; generally it unbalanced the game in ways I didn't think were possible. Counterspell is also used incredibly frequently in my games; by removing the bonus action spellcasting restriction, Counterspell became significantly less useful for the monsters, those of whom could cast the spell being outnumbered by the party members who could. When the party was casting multiple high-level spells in a single turn, even when an enemy could successfully counter one of them it made little impact.
The restriction seems ill-thought-out on the surface, but it makes more sense when you try to play without it. Every character gets an action and a bonus action on their turn, but Action Surge is a limited-use ability restricted to fighters, and extra actions afforded to you by Haste can't be used to cast spells. While there is probably a more intuitive way of applying the restriction, I definitely understand now why it exists.
You make very valuable videos, but I cannot stand listening to you on anything other than 2x speed.
Bro I totally understand your perspective because reading this comment was absolutely annoying.
Yeah sorry it's one of those comments that criticizes something in the most annoying way. Nothing constructive was said and it was backhanded. So completely useless and with no merit whatsoever.
I was unaware of the trigger smites and stunning strikes so I learned something. Thanks.
Just a quick thank you for all the awesome content. New to the hobby and I am really enjoying. Your videos have helped me greatly in getting to grips with D&D. Thanks for the great content.
I just started watching your videos and thoroughly enjoy them. You two are always super informative and awesome
Thank you for doing these videos, Dudes, they are fun, informative and well made :D
One of your most helpful videos, thanks guys!
My favorite combination is to use the Battle Master's Commander's Strike to trigger the Rogue's sneak attack, or the Paladin's Smite.
When the DM doesn't expect his BBEG to get blasted with another 75 damage this round, it's extremely satisfying.
I should note that I'm proud of my players doing this when I DM as well. "You guys really do read the rules...*sniff*"
Omg thanks for telling me these I was wondering about these martial skills
We recently switched our campaign from D&D to Pathfinder 2e. The decision was made to rebuild our characters as Level 8 (where we left off in D&D). I spent the entire first session forgetting to use my abilities. :D
Awseome job at editing that had alot of good conversational flow back and forth etc. That mustve been alot of work both scriptimg and a ton of video editing and timing
lol I have literally been searching for so long to find a good enough dungeon maker and you just come in here with a sponsor for me 10/10 signing up now
Great reminders on how these feats work, and I like how Monty changed the camera position.
Are we seeing the world the way that Kyle does?
btw if you use bladesong on top of your unarmored defense it does in fact work because you gain a bonus to your AC instead of using a different calculation
As someone who is about to play a Eldritch Knight Fighter, Assassin Rouge. This video was ludicrously insightful. Thanks as always dudes.
I love the way you managed to keep doing videos !!
Thank you!!
You guys are great!! Thank you for your passion!
Thanks for watching!
Hey guys! Love ur videos, for this specific video though it bothered me a lot that ur volumes were fluctuating
I explained to my players that Extra Attack is like Multi-Swing in some other games. You just get more swings or punches when you choose to use the Attack action.
Another great video! Thank you so much!
Great videos, Dudes. I appreciate the clarifications.
Legit the best D&D channel on CZcams ✌
Glad you think so!
Here's another aspect about Sneak Attack that sometimes gets missed: Sneak Attack is a 1/turn feature.. not a 1/round feature..
This means, If a rogue can attack again using its reaction (through opportunity attacks, or Battlemaster Fighter's Commander's Strike Maneuver) and hits, they can apply Sneak attack on that attack as well. This does mean Rogue's can utilize the feats like Sentinel or Mage Slayer to deal a devastating amount of damage
This can also make the battlemasters much frowned upon commanders strike good.
Re Sneak Attack, don't forget you can sneak attack on an opportunity attack (assuming you have advantage), and it doesn't count as happening on your turn. :) I find I have to remind rogues that they can do this far more often than telling them when they can't use it. ;)
I guess that I missed this video when it was released. One addition to the Sneak Attack chart applies only if you chose the Inquisitive subclass, which is Insightful Fighting, which is an attacker Wisdom (Insight) check vs. a target Charisma (Deception) check. Success effectively lets you use Sneak Attack for one minute provided you do not have Disadvantage, negating the requirement that the target need an enemy within 5ft. if you lack advantage.
We had a fighter warlock multi class and an inexperienced dm and he didn't realize that the player couldn't cast spells in the multi-attack and the player at level 8 used eldritch blast (which had two blasts and agonizing blast) a total of 6 times in one action (using action surge) to ended up one shotting the boss dealing a whopping
94 damage and our DM was speechless. Especially because it was a demi-lich we weren't supposed to fight.
At 8th level Eldritch blast fires only two shots, so with action surge you could only fire 4 in one turn. At 11th level what you described would work though.
@@nathankurtz8045 I believe the DM mistakenly allowed the warlock to apply Extra Attack to spells like Eldritch Blast, rather than just to the Attack action.
Another common thing I've seen with monks is that they wait until *after* they've taken their action and/or move to spend a ki point to use Patient Defense. Using a ki point in this way can actually be done at the very beginning of the turn, or any point during their turn, for that matter.
Dungeon fog looks really cool to cut tiles out and make terrain on the fly. I like to make random encounter terrain on the fly sometimes or change stuff around a little bit and using this to do that looks like it would be great.
Another common mistake with Unarmoured Defense is actually the misconception that you can have both iterations of it. A Barbarian/Monk multiclass only has access to the version of it that they got first
No. You can choose which one you use. In fact you can choose on the fly.
In the SA Compendium you can read "These methods-along with any others that give you a formula
for calculating your AC-are mutually exclusive; you can benefit from only one at a time. If you have access to more than one, you pick which one to use." It never tells you when to pick them or when to use which one. Needlessly to say, anyone will choose the best one for a given situation. Druids love this.
Pg 164 of the PHB, Unarmored Defense: if you already have the Unarmored Defense feature, you can't gain it again from another class. If you have one iteration of it, you are not capable of having the option to even choose to use the other
Dungeon Fog is possibly the best sponsored thing I've seen on your channel.
Ya know, ive been watching your videos for a while and slowly progressing through Drakkenheim. I wish I could have Monty DM a game for me where Kelly is a fireball toting wizard. Love your videos guys! Thanks for enlightening a new player like myself!
We used action surge way wrong (everything doubled) with also haste doubled (instead of extra attack) which basically gave the hasted ftr a 3xround.
There is also the fine line of how much you should correct/remind the forgetful player (tends to be the same person everytime huh) and what is better left for inbetween sessions or maybe just leave it as well thats how his/her character works, its flawed but we can live with it.
Probably should check that reminds are ok with the player in question.
Guys, next week I'm starting my 1st campaign as DM, your videos made it possible, thanks!! Ah, Kelly? In my Campaign you're the bad guy 😅
Another great one guys! It took many seasoned DMs at my local gaming store a few games to figure out the multiple spells a turn ruling and we still commonly see it disputed at tables. Can you make a flowchart for that, or even a shirt?
Awesome job guys. One small thing about Stunning Strike. It can only happen after a melee weapon attack. Flurry of blows is unarmed attack. So you can't flurry of blows then Stuning Strike.
Unarmed strikes are still melee weapon attacks; 'melee weapon attack' is simply a category of attack (distinct from ranged weapon attacks or spell attacks), and doesn't necessarily describe an attack made with an actual weapon, despite the name.
Great video as always guys. Please please consider a video about psionics!!! Last time I mention it I promise.