The best fighting style/feat combo is Dueling Fighting Style and Polearm Master. Grab youself a quarterstaff or spear and a shield, and instantly you are rocking the highest possible AC along with the highest possible damage. Extra points if you are a gish that beats face with your Arcane Focus Staff. And if said gish has access to Booming Blade, you can follow up with the War Caster feat and get a free reaction attack whenever someone comes near you as well as cast with your hands full.
I know this was 4 years ago, but you can also add the crusher feat to this play style. When you use your reaction to booming blade you also push them away 5ft, if they get within range again they take the extra thunder damage.
Ive been using my action to push targets prone then using polearm master and great weapon mastery to crush them with advantage i flavour it as sweeping their legs then using the butt end of the glaive to conk them on the head with the option of calling it non lethal damage. My character is low level but Im excited for the second attack at 5 level 😇
I am only playing 5e since 2 years now with a single character. Half-orc barbarian and I am more than willing to pick up feats instead of raw stats. It gives me more options and allows to counter some weaknesses. Our dm allows little tweaking, which I did with Savage Attacker, 1. I added half ASI and made it so that if you use the rerol you are guaranteed a benefit. 2. If you roll equal or lower to the initial roll, you can add half a weapon damage die to the latter roll. So for 2d6 it is adds 3 and for 1d12 it adds 6. 3. You get a free rerol on a critical hit once per short or long rest. It is now more in line with the real features. Needless to say I am wielding a great axe, because it's iconic for barbarians and Orcs. Yet the mechanics aren't nice for them. I am planning on using Lucky to mitigate bad saves but I am going to remove the super advantage on disadvantage rolls. I will first apply disadvantage to the first roll and then allow for a rerol, pick highest. Otherwise you could attack with your eyes closed for super advantage with lucky, which is plain silly. Also I am planning on tweaking Great Weapon fighting style to not favor 2d6 so heavily. Have d8 and d10 rerol 1-3 and d12 rerol 1-4. But I will do some number crunching to see that it doesn't go over the top with my Savage Attacker Redux but since it's once a turn and it requires you to hit something, I think it is okay. Not something like Palidins can't do with smite without taking a feature.
I 💘 the feats! He'll, as long as I can hit creatures with a weapon that allows me to hit magic resistant ones, I don't care I I ever get a +X great axe. (GWM)
Ted dressed like he want the Archery fighting style and Xbow Expert feat for that medieval James Bond. He'll probably multiclass into Bard, with homebrewed Inspiration that he can use on himself.
I added a Versatile Weapons fighting style and a related feat for my players. The fighting style allows them to increase the damage die by one step (1d8/1d10 > 1d10/1d12) when using a Versatile Weapon with no shield or offhand weapon. The Versatile Weapon Master feat is a modified version of Great Weapon Master. It allows the player to take an attack penalty (up to their proficiency bonus) and add that to their AC when only wielding a versatile weapon. In addition, they get an attack as a bonus action if they crit or kill a foe. And can use versatile staves, swords, and piercing weapons as Finesse weapons.
I had a Half Elf Fighter/Hexblade with Elven Accuracy (Charisma) and GWM. The party Bard drops a Faerie Fire and I turn into a straight up meat grinder.
@@M0ebius Correction. You don't need to choose an ability score for Elven Accuracy. It works on any attack roll that doesn't use strength or con. As a warlock/fighter you should also consider trying out the spell Shadow Blade, which makes a more damaging magical weapon that gives advantage in dim light.
Valtur I’m pointing out that I’m using Charisma on the Greatsword via Hexblade - the only way to get GWM and Elven Accuracy to mesh in 5E currently. Shadow Blade actually doesn’t work well with Hexblades if you want to attack/damage with Charisma, since Hex Warrior requires that you touch the weapon at the end of a long rest. It also doesn’t work with GWM, which is the whole point of my build.
@@M0ebius There is one other way I'm aware of, if your DM is cooperative: a Great Club with Shillelagh. Great Club is a heavy two-handed weapon, and Shillelagh lets you use your casting stat for attack and damage rolls with clubs and staffs (plus counting it as a magic weapon). The reason I say a cooperative DM is they might rule only normal clubs work. A warlock of the tome, nature cleric, or any druid can get this combo with ease, and eventually so can bards. You can even grab it off the Druid list with Magic Initiate (Druid), if you're willing to use Wis for your attack stat. Tome Warlock and Bard, on the other hand, get to use their Cha. Of course, Shillelagh's other benefit, the d8 attack die, does nothing for the greatclub, but it can help if you're ever forced to use a normal club or staff. Your DM might even be nice enough to let Shillelagh's damage level-up like other cantrips or give you a special greatclub (though I'd probably use a +1/etc rather than increasing the number of damage dice). However, you aren't entirely required to use heavy weapons with GWM. It has two benefits, only one of which (the extra damage) is restricted to heavy weapons. The bonus attack is restricted only to melee weapons, so it can be beneficial for any melee build that doesn't have regular use of its bonus action. I made a theoretically optimized Fighterlock that uses both greatswords and Shadow Blade with GWM. Since GWM gives you an extra attack with every crit or kill, the idea was to maximize both: fighting in darkness with Shadow Blade or aided by Faerie Fire gives you advantage, and Champion gives you a wider range of crits. Since crits let you reroll weapon damage dice, the extra dice from Shadow Blade or a Flame Tongue weapon will impact very heavily and lead to much faster kills. I personally hate the Hexblade patron (I see it as a gimmicky way to fix the crappy original design of the Blade Pact), so I'm more interested in the Archfey Tome pact, which would let me use the Shillelagh method, in addition to giving me my own Faerie Fire and ritual casting from every class. I'm pretty sure I went for the straight-up strength build and heavy armor, but if you really want Elven Accuracy, any finesse or ranged weapon (including Shadow Blade) or Shillelagh would do the trick. If you'd rather have weapon summoning and extra casting than more crits, Eldritch Knight fits this build very well also. It's also worth mentioning, I think, that the Hexblade Warrior feature specifically prohibits two handed weapons unless they are pact weapons. The exact wording is "every pact weapon you conjure," which makes me think that it wouldn't even work with a bonded magical greatsword. You could argue it either way I suppose, considering you can conjure bonded weapons, but that's how I read it. So you're forced down the path of one pact and patron for something that may be restricted at your table anyway. And many of the benefits of this warlock path are lesser duplicates of abilities gained from the base fighter anyway. I think the only really substantial benefit of the blade pact to this build is Eldritch Smite, but I intend to be using spell slots for Shadow Blade, which with multi-attack is far more efficient per spell slot than Smite.
Great weapon fighting style and battle master subclass. Treat maneuvers like smites with bonus effects and add them to your crits. That's now 4+ dice eligible for rerolls in a single attack. You could get basically the same benefit from the champion subclass, just swapping more powerful crits for more frequent crits. I do think that's the most boring subclass in the game though
I found a way to use True Strike as it may have been intended. Human(variant), Fighter(Samurai,Great Weapon Fighter), Noble(Knight), Longsword, Breastplate, Charger, Martial Adept(Sweep, Precise), and Magic Initiate( Absorb Elements, True Strike, Compel Duel). I think it was intended to give you that slow down before striking effect from Samurai movies.
Thanks for that thought. It would add flavour. As it is now the only practical use I had for True Strike was for an ambush. However casting the Cantrip sort of negates any chance of surprise unless you are multi-classed and can also cast it subtly. I keep hoping they will either bump it to level 1 spell and then make it a Bonus Action to cast, OR if it is to stay a Cantrip then change the wording on the spell so that instead of being only the first attack, it goes to all attacks the next turn. I prefer the latter because it fits better with your thematic idea of a pause to summon up a burst of deadly attacks the following round. :-)
Unless you plan on multiclassing into paladin you wouldn't be able to get compelled duel. Though multiclassing wouldn't be a bad choice considering the extras you'd get would supplement this character build quite nicely.
@@karpmageddon4155 I could be mistaken on the first level spell, but the rest worked. The point was the True Strike. Edit: I meant Armor of Agathys and Toll the Dead as the other Initiate choices.
I was wondering if he would lose the suit after the intro. When the next scene popped up with the hoodie I rolled. Well played, Ted. That was great. ^_^
Shield Master with my Paladin of Conquest is fantastic. Scared enemies have 0 speed. Thus, getting knocked prone with SM means they cant get ever up. Fantastic flavour-wise and mechanically I can rain down smites at advantage while protecting the party.
I made a homebrew fighter archetype that utilized polearms. When playtesting I had the Sentinel and Polearm master feats. Complete mastery over the battlefield.
I did this with the Cavalier from Xanathar's Guide. The combination of their modified version of Sentinel with their high-level ability to take multiple opportunity attacks gives them better battlefield control than just about anything else. The cool thing about a Cavalier with Polearm Master is that PM gives you an opportunity attack as soon as anyone walks into range, and the Cav gives you another one if creatures move 5ft within your reach, letting you effectively lock down any monsters trying to move past you. If your DM allows unearthed arcana, you could take the Tunnel Fighter fighting style, Sentinel, and Polearm Master feats to get much the same ability at lower level with any fighter archetype.
@@qwertycal1707 How does teleportation play into this? Tunnel Fighter requires your bonus action, and so do most teleporting abilities. It also requires enemies to trigger attacks of opportunity, which normally means the enemy is moving past you, but with polearm master can also mean when they enter your reach for the first time (not when you move into reach of them). This style is all about holding ground in tight spaces, which limits the usefulness of having multiple attacks of opportunity. It's only the combination with Polearm Master and reach weapons that make it OP.
@@Nurk0m0rath well if you teleport in the middle of a group of enemies, you can lock them down and take an AoO if they do any movement, probably causing their movement to drop to 0 at the same time. You can also use teleport to stay ahead of you enemies by taking all your AoO when they eneter, move, and leave your reach; then you teleport in front of them, rinse and repeat if they lasted that long.
As far as the "ranged attack when someone is in melee range" I do some reenactment fighting, and pretty much nothing makes loading and shooting slower and more terrifying than a guy charging you with a spear.
Hey I was creating a character based on my real life self, and I decided to homebrew myself a background- *Boy Scout.* Here’s how it looks: *Description*: Haha didn’t really write that yet. *Skill Proficiencies:* Survival, Nature *Tool Proficiencies:* Knot Tying, Orienteering(compasses+maps+stuff) *Starting Equipment:* Boy Scout Pack with basic Boy Scout Items; sleeping bag, Scout book, Scout uniform, med kit(healer’s kit), mess kit, notebook + pencils + pens, paracord rope(lets say 50 ft), small hand shovel, whistle/compass/solar-power light multi-tool, soap, fire making kit(tinderbox), toilet paper, canteen, Boy Scout multi-tool pocket knife. *Feature:* Merit Badges; when earned, you get the bonus features from the merit badges: *-Camping;* when sleeping on the ground or in a tent, the minimum time to receive long and short rests’ full benefits is halved. *-Archery;* proficiency in all bows. *-First Aid;* proficiency with med kit/healer’s kit. *-Rock Climbing;* climbing speed equal to your base walking speed. *-Swimming;* swim speed equal to base walking speed. (There are many more merit badges but these are the ones I have that would be beneficial in a DND setting). Thoughts?
That’s the beauty of it. It’s designed to be OP, because in real life, being a Boy Scout is OP. Also I’m the DM and this is just a NPC of myself I’ll have help the party- But we haven’t even started this campaign and may not ever; we’re actually now in a campaign set in Ravnica with a magic tournament. (For this one I am not the DM). Of course I spent hours creating my necromancer wizard who wants to either become immortal or a lich into the best-suited for combat as possible. Oh also the DM is doubling the potency of magic in the tournament area/arena. (*v*)
Dual Wielder + Dueling so you can attack then sheath that weapon, draw your off hand weapon, and attack with it if your DM is flexible. QuickDraw badass.
@@supremecaffeine2633 I get where you coming from, but Dual wielding falls under TWF. Dueling is basically setup for players that want to go "Sword & Board", but still want to do good damage.
@@supremecaffeine2633 Yea, not sure where he is coming from too be honest. Dual Wielder just make it so you can draw both weapons at the same time as interaction instead of having to burn up a action to draw your off-hand.
human variant feat magic initiate - wizard find familiar 1st level character 1st level cleric- inflict wounds / healing word 3rd level character 2nd level fighter 4th level character 1st level Ranger which will finish off at 17th level 6th level character 3rd level ranger archetype horde breaker 7th level character 4th level ranger crossbow expert @ 7th level amungst other things i have with action surge once a rest and if two targets stand near each other 6 attacks and 4 each turn after wards if they'r others standing nearby each other. In 6 seconds... Always a fan watching every campaign. Anthony Nichole Ted Tod Dave. thanks still working on the toon level 7 so far.
Something I am doing in the game I am playing is a Bard of Swords with Mobility. This will alow me to move in , attack ( use a Flourish if need) and them move out. I would have a total of 50 speed so I could move up 25' attack and move back 25'. If I need a little more space I can also Mobile Flourish. pushing them back and still move back since I do not have to move up. This could put them so they can not move up to you in the next round at all.
When it comes to two weapon fighting style on a fighter, I like to pick up tavern brawler and Duel wielder, then I can use a shield for that extra ac and a bonus action attack that I get to add my modifier too.
In terms of Pole Arm Master/Sentinel: Unfortunately, the 5 ft restriction for Sentinel doesn't allow the 10ft reach of Pole Arm Master to work. If your DM is really cool, then they may ignore it, but most people force that 5ft restriction.
Just a couple of notes on the polearm/sentinel combo. The latest errata changed attacks of opportunity from 5ft to within your melee range, and dropped the 5ft requirement from sentinel, as well as removing the now unnecessary attack of opportunity reach bonus from the polearm master feat. That means that the main bonus of polearm master is now the bonus attack. As a side note, the UA combat style tunnel fighter is amazing with this combo, though it makes polearm master pretty much superfluous.
@@M0ebius attacking when they enter your range is amazing I'll admit, but since you can't use tunnel fighter and the bonus attack together it's does reduce the feats effectiveness.
If you have at least one other melee in the party, protection can flip the script on so many fights. Causing disadvantage with a reaction has saved my and others' bacon time after time.
It still saved my front line rogue's bacon several times. I would fight next to our battle master with the protection fighting style to ensure my sneak attacks and he would impose disadvantage on those attacking me and often give me a another sneak attack on his turn. Getting hit one less time at higher levels is still beneficial.
Rodney Allen Rossow It’s not useless, it’s just weaker than other options. Also depending on build, burning your reaction every turn just to maybe prevent a single hit could be a big opportunity cost. A battlemaster for instance could be using Riposte for a full on attack instead. In any case the best way for Rogues to Sneak Attack every turn is probably Haste+Hold Action attack, or for Arcan Tricksters Mirror Image+Sentinel.
I have a friend that plays a barbarian druid and he was banned in my last game from playing it because he played some weird skills and combinations that caused him to get almost 1200 HP by level five and he broke the DM's game
[Character Idea] Hi, I'm making a human variant Eldritch Knight that's a halruaan bounty hunter seeking revenge against a group of mages. He uses a rapier, so I would guess Duelist fighting style, and I was gonna chose my feats based on flavor alone: Mageslayer or Magic Initiate. Martial Adept could also make sense if the DM allows me to disarm mages from somatic or verbal spells with it by injuring their hands or tongue. Do you think this would be a good choice? What other feats would you recommend knowing that I will also take another feat at 4th level?
I know I'm late to the party, but for a slayer of mages specifically I'd go Monster Slayer Ranger with mageslayer. You get favored enemy (humanoids likely), at 3rd level you can learn weaknesses, resistances, and immunities, and all the higher level abilities are about screwing up spellcasters and special abilities.
Medium Armour Master fits my Half-Orc Fighter like a glove, she has a Dex of 16 'cause I thought it would make sense for her She has Scale Mail but I might want to find some Half Plate eventually
Knowledge Domain cleric 1/ War magic Wizard X. Quarterstaff, Shield, Medium armor. War Caster+ Polearm Master= casting spells on anyone that comes in 5 ft. also, resistance con and shield master
I’ll raise you an Eldritch Knight 8+/Hexblade 2+, Polearm Master/War Caster/Crossbow Expert and Agonizing Blast/Repelling Blast, and Arcane Focus Staff/shield/heavy armor/Defense Fighting Style. Anytime someone comes near you, it’s EB to the face with pushback, which resets the combo. A single melee attacker literally can’t touch you unless you miss, and when that happens first they’d have to get through your 21 base AC, then your Shield spell for 26 AC, just to scratch you. Then you just EB+WarMagic them and the combo is reset again. All with no resources spent.
@@M0ebius that is a nice build. I imagine a fortress looking character lol. But I was going for full caster. with my build i'm getting all the INT skills, history and arcane are at expertise with insight/perception. well rounded saves to
All your videos are just awesome. Wish I could make up character builds for you guys lol. Favorite damage combo is heavy weapon master, polearm master, sentinel using a glaive. Never saw charger before like it must have skipped my eyes somehow. Also savage attacker is nice. Lol all the feats! And lucky is good for everyone. Anyways hope your both have a wonderful day. What's your favorite feat combo?
Favorite combo: Dueling Fight Style, Polearm Master, War Caster. Take a level or two of Hexblade and beatdown with an Arcane Focus Staff, and if anyone comes near you, the PAM opportunity attack triggers and you smash them in the face with a Booming Blade.
@@M0ebius oh that that's a good one. I like the hex blade warlock alot.get the three or 4 levels and you get the pack of the blade and get the invocation improved pack weapon. Where you can use bows, cross bows, two handed weapons, there a focus and +1 damage and hit.
Justin Harris If you also take Crossbow Expert, when you use your PAM opportunity attack you can Eldritch Blast into melee without disadvantage. If you also have the Repelling Blast invocation you will automatically reset the combo by pushing them back, and single melee opponents literally can’t ever come near you.
What about some of the new fighting styles like tunnel fighter. Take tunnel fighter with polearm master and sentinel and you can completely lockdown everything in your reach. Or the mariner fighting style that gives you a climb and swim speed.
Tunnel Fighter is a UA, and one that was absorbed into the Cavalier subclass as a high-level ability. If your DM lets you take tunnel fighter, more power to you, but I think Wizards is edging away from it.
here's a valid question about the monk sub class called the son soul you can basically punch people from 30ft away and I don't have the book to prove whether this is possible or not but if you took the sentinel feat as a son soul monk could you use the sentinal feat against anyone with in 30ft or would that not count as it technically isn't your fist
if there isn't something that says it's not possible then holly shit that would be broken also can we all agree that wizards should make a monk sub class that uses strength and/or constitution instead of dex
For the dueling or defensive fighting styles, what is the opinion on gearing it towards someone who captures or subdues others? For example taking the Feats like Sentinel, Grappler, and the charging feat. In addition, to say a net and manacles.
For what it's worth, my advice is DO YOUR RESEARCH... and I don't entirely mean JUST in D&D. A sympathetic GM is always a wonderful thing, but over the years, I've often found that if you bother with the academic research of whatever you want in the game, you're MUCH more equipped to argue it in rather than meet the figurative "stonewall" of a GM who just doesn't like it. I've run a few characters with grappling, and successfully pulled off the RP to prove them completely different from each other in-game, even though the general build was very VERY similar. One was even a "pacifist"... meaning, without reason (like life or limb) he wouldn't raise a hand in aggression... AND he adamantly REFUSED to cause death... everything leading up to death (however) was dubiously okay. (lolz man... for the lolz) AND have no fear, suitable research can still acquire moves in GRAPPLING that are every bit as lethal as anything a "traditional striker" could do, or even worse... Just ONE example comes from WWI Soldier Training Guides, termed the "Belgian Takedown" This one (freebie, you're welcome) starts with your PC approaching the opponent from behind. In a single motion, the PC jams a shoulder right at the Enemy's butt-crack and captures both knees with his hands. Lifting up and forward with the shoulder while yanking backward with the hands the PC is essentially slamming the Enemy to the ground on his face... This is then followed through by grabbing whatever is handiest (soldiers often used the enemy's helmet) to smash the Enemy viciously and repeatedly at the back of his skull, trying to destroy the brain stem... As a GM, I'd have to make this thing (arguably) two actions... 1. The take-down... & 2. The skull smash... There'd probably have to be some "contingency" rolls involved depending on things like whether or not the "Enemy" of choice was even wearing a helmet, or how exactly "handy" a nearby otherwise heavy and blunt object was for bludgeoning... etc... Granted, this would be essentially a forceful fall from whatever height your PC has, give or take any sympathies and additive STR or DEX bonuses you could argue your way clear for... BUT a Rogue class with surprise on his side could make it DEVASTATING... so have fun with it. You might also consider Japan for the Manriki Gusari "chain weapon"... it was multifunctional as a snaring instrument, a flail, and a garrot (strangulation) in the hands of a competent fighter. ;o)
I have a zealot barb that uses a greataxe. Not sure if I should take great weapon master or sentinel. Leaning toward sentinel since my teammates can dish some hurt
Then you have the other fighting styles that popped up in UA articles such as Mariner and short range shooter one (Can't remember the name, but it removes the disadvantage for shooting within 5' and a bonus to, I think, ranged damage)... The short range one is a great option for the Fighter archetype that gives a second fighting style unless you're using crossbows
when it comes to defensive fighting style I like to pick up tavern brawler and duel wielder feats so your shield counts as a weapon and more AC. 16 chain mail +2 shield +1 fighting style +1 duel wielder feat= 20 AC for a fighter at lvl 6 bonus points if you go champion so you can pick up two weapon fighting style level 10
I'm of no help, but would you consider making one yourself? For a one-shot, you dont need too much work, as opposed to a full setting. I bet that if you were to keep it simple and not think too hard, you can please your players. Good luck. I hope someone can give you better insight.
Don't know about that suit, Ted... Seems like you seriously NEED a Fedora with a razor edged brim... ...or maybe that's something that should get homebrewed into the game, too. ;o)
Im playing a sharpshooter archer fighter. What will you recomend as a second fighting style and what other feat will you recomend? Thanx a lot! And great video
Here's one you guys missed that a lot of people don't seem to think of... Two-Weapon Fighting and the Shield Master Feat, the way the feat is worded, your shield would count as a weapon for the purposes of getting the off-hand damage bonus that the Two-Weapon Fighting style provides
That doesn’t work. A shield is not a weapon, has no weapon stats, and is confirmed to works with Dueling Fighting Style which explicitly says you cannot wield a weapon in the off-hand. I suppose you can use it to bash things using the Improvised Weapon rules, but then you can’t use the bonus action shove, making the Shield Master feat moot.
Pg 147-148 of the PHB, Improvised Weapons: "Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can weild in one ore two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage ( the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."
Pg. 170 of the PHB, Shield Master: "You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: * If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. * If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. * If you are subjected to an effect that allows you to make a Dexterity saving throw to only take half damage if you succeed, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect."
While yes you may lose the occasional shield bash this way, the combination offers up so much more then that but is overlooked, and in my opinion criminally so, just because people only take for the shield bash; and in a game where options and customization is king, why limit yourself to what's considered "tradition"?
“Two-Weapon Fighting: When you take the Attack action and Attack with a light melee weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative.” A shield can be an improvised weapon, but it is not a light melee weapon.
Some feats and fighting styles are lack luster. Using a shield in this game is... boring. I always think of Vikings running in, pushing an enemy off a ship rail with their shield, using their shield like a fist weapon and punching them with the edge, then slashing with an axe or sword... Like historical fighting manuals often depict shields being used offensively to strike and push/bash an opponents weapons out of the way. Using a shield doesn't mean the wielder needs to be defensive. Wish the game reflected this. I personally think either the feat or fighting style using shields should have incorporated using a bonus action to hit with the shield for a D4 like the polearm master feat. That way you always have a choice to use your bonus action. It's not like your already limiting your character by using the lowest range and damaging weapons or something.
Not in regards to lucky because lucky let's you pick which of the numbers you rolled....so with disadvantage you would roll 2 dice and take the lowest but if you used lucky you roll another die and pick which number you use
@@Andrew-vq2zr Yes, Lucky isn't actually advantage. You couldn't use it to qualify for sneak attack, for example. What you can use it for is closing your eyes to give yourself disadvantage, spend a luck point, roll 3 d20s and now just pick whichever of the 3 you like. That's by design. Being Lucky, among other things, means turning a disadvantageous situation into effectively a super advantageous situation. Some DMs however like to have you first filter out the highest of your first 2 d20s before you get to pick between the remaining d20 and your luck d20
@@Andrew-vq2zr Neat! Thank you for the clarification. I tend to ignore this feat because the power/style balance is a bit skewed, munchkin-ie even. My bad! Should've known better than doubt the wisdom of Ted's Basement!
Feel like fell handed is only really good if you can consistently get advantage, like a Barbarian with reckless attack, or you can help as a bonus action like the mastermind rogue with an offhand hand axe and a shortsword.
Hey Chris, Since it is only a few days difference between Origins and D&D in a Castle, sadly I do not think we will make there this year. - Nerdarchist Ted
So, these camera changes. It's pretty jarring to change angles more than once every five seconds. I would use a couple rules in editing like no more than one change every five seconds and an average camera change timing of ten seconds. Also, to cut down the clips where you're editing content out, this is a good opportunity to do one of these camera changes. It's a little hiccup that isn't a big deal when something is clipped out, with the sudden shifting of body language, and can be nullified entirely by placing a camera angle change which makes it appear that no clip has been made at all.
I have to say, I like the older version of your videos. No cutie intro, no cutting back and forth. Just a couple of guys from Jersey talking about the game your passionate about. Also, could you throw in a little more advice for the more advanced player? Multiclassing for two fighting styles?
I'm tired of this ASI is a better choice than a feat. ASI gives you a +1 to rolls, that's it. Meanwhile the right Feat can give things like extra attacks, extra spells, resistance to damage types. The right Feat can always be better than an ASI.
Sage Advice supports our understanding of lucky and the advantage/disadvantage mechanic. Nerdarchist Dave www.sageadvice.eu/2015/05/21/lucky-explained/
@@NuclearSavety Ding dong, you are wrong. How does the Lucky feat interact with advantage and disadvantage? The Lucky feat lets you spend a luck point; roll an extra d20 for an attack roll, ability check, or saving throw; and then choose which d20 to use. This is true no matter how many d20s are in the mix. For example, if you have disadvantage on your attack roll, you could spend a luck point, roll a third d20, and then decide which of the three dice to use. You still have disadvantage, since the feat doesn’t say it gets rid of it, but you do get to pick the die. The Lucky feat is a great example of an exception to a general rule. The general rule I have in mind is the one that tells us how advantage and disadvantage work (PH, 173). The specific rule is the Lucky feat, and we know that a specific rule trumps a general rule if they conflict with each other (PH, 7). media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf
I'd swear that was Ted asking me if I'd heard about the good word and trying to convert me to the Church of Latter Day Saints. Though in hindsight maybe he was trying to convert me to the Church of Reorx..
While he may look silly fighting in that, gotta say, Ted, that suit was snappy.
Luke408417 ouch xd
Ted wearing the +5 suit of the mafia Don, excellent choice my man.
Sounds like magic that needs to be made.
Nerdarchist Dave
+5 to make an offer people can’t refuse. Opponent fails a save, and sleeps with the fishes.
On the opposite spectrum get a -5 cha penalty when talking to a lawful good paladin
The best fighting style/feat combo is Dueling Fighting Style and Polearm Master. Grab youself a quarterstaff or spear and a shield, and instantly you are rocking the highest possible AC along with the highest possible damage.
Extra points if you are a gish that beats face with your Arcane Focus Staff. And if said gish has access to Booming Blade, you can follow up with the War Caster feat and get a free reaction attack whenever someone comes near you as well as cast with your hands full.
I know this was 4 years ago, but you can also add the crusher feat to this play style. When you use your reaction to booming blade you also push them away 5ft, if they get within range again they take the extra thunder damage.
Ive been using my action to push targets prone then using polearm master and great weapon mastery to crush them with advantage i flavour it as sweeping their legs then using the butt end of the glaive to conk them on the head with the option of calling it non lethal damage. My character is low level but Im excited for the second attack at 5 level 😇
I agree with sum body, but at 5th level you will be able to use one of your attacks to prone the target and then all your cheese combo!
I personally like feat heavy characters in d&d. But to each their own.
I am only playing 5e since 2 years now with a single character. Half-orc barbarian and I am more than willing to pick up feats instead of raw stats. It gives me more options and allows to counter some weaknesses.
Our dm allows little tweaking, which I did with Savage Attacker,
1. I added half ASI and made it so that if you use the rerol you are guaranteed a benefit.
2. If you roll equal or lower to the initial roll, you can add half a weapon damage die to the latter roll. So for 2d6 it is adds 3 and for 1d12 it adds 6.
3. You get a free rerol on a critical hit once per short or long rest.
It is now more in line with the real features.
Needless to say I am wielding a great axe, because it's iconic for barbarians and Orcs. Yet the mechanics aren't nice for them.
I am planning on using Lucky to mitigate bad saves but I am going to remove the super advantage on disadvantage rolls. I will first apply disadvantage to the first roll and then allow for a rerol, pick highest.
Otherwise you could attack with your eyes closed for super advantage with lucky, which is plain silly.
Also I am planning on tweaking Great Weapon fighting style to not favor 2d6 so heavily. Have d8 and d10 rerol 1-3 and d12 rerol 1-4. But I will do some number crunching to see that it doesn't go over the top with my Savage Attacker Redux but since it's once a turn and it requires you to hit something, I think it is okay. Not something like Palidins can't do with smite without taking a feature.
I 💘 the feats! He'll, as long as I can hit creatures with a weapon that allows me to hit magic resistant ones, I don't care I I ever get a +X great axe. (GWM)
Ted dressed like he want the Archery fighting style and Xbow Expert feat for that medieval James Bond. He'll probably multiclass into Bard, with homebrewed Inspiration that he can use on himself.
I added a Versatile Weapons fighting style and a related feat for my players. The fighting style allows them to increase the damage die by one step (1d8/1d10 > 1d10/1d12) when using a Versatile Weapon with no shield or offhand weapon.
The Versatile Weapon Master feat is a modified version of Great Weapon Master. It allows the player to take an attack penalty (up to their proficiency bonus) and add that to their AC when only wielding a versatile weapon. In addition, they get an attack as a bonus action if they crit or kill a foe. And can use versatile staves, swords, and piercing weapons as Finesse weapons.
They should add something like that officially. Specially since Netflix's witcher adaption, I'm sure a lot of people wanting to do that.
If it takes an attunement slot for the notification bell. I must have quite a few attunement slots
Ahhh I’m doing it as Great Weapon Fighting, GWM ... and multiclassing into a Sorcerer to teleport around like a DBZ character with a buster sword lol
I had a Half Elf Fighter/Hexblade with Elven Accuracy (Charisma) and GWM. The party Bard drops a Faerie Fire and I turn into a straight up meat grinder.
@@M0ebius Correction. You don't need to choose an ability score for Elven Accuracy. It works on any attack roll that doesn't use strength or con. As a warlock/fighter you should also consider trying out the spell Shadow Blade, which makes a more damaging magical weapon that gives advantage in dim light.
Valtur I’m pointing out that I’m using Charisma on the Greatsword via Hexblade - the only way to get GWM and Elven Accuracy to mesh in 5E currently.
Shadow Blade actually doesn’t work well with Hexblades if you want to attack/damage with Charisma, since Hex Warrior requires that you touch the weapon at the end of a long rest. It also doesn’t work with GWM, which is the whole point of my build.
@@M0ebius There is one other way I'm aware of, if your DM is cooperative: a Great Club with Shillelagh. Great Club is a heavy two-handed weapon, and Shillelagh lets you use your casting stat for attack and damage rolls with clubs and staffs (plus counting it as a magic weapon). The reason I say a cooperative DM is they might rule only normal clubs work. A warlock of the tome, nature cleric, or any druid can get this combo with ease, and eventually so can bards. You can even grab it off the Druid list with Magic Initiate (Druid), if you're willing to use Wis for your attack stat. Tome Warlock and Bard, on the other hand, get to use their Cha. Of course, Shillelagh's other benefit, the d8 attack die, does nothing for the greatclub, but it can help if you're ever forced to use a normal club or staff. Your DM might even be nice enough to let Shillelagh's damage level-up like other cantrips or give you a special greatclub (though I'd probably use a +1/etc rather than increasing the number of damage dice).
However, you aren't entirely required to use heavy weapons with GWM. It has two benefits, only one of which (the extra damage) is restricted to heavy weapons. The bonus attack is restricted only to melee weapons, so it can be beneficial for any melee build that doesn't have regular use of its bonus action. I made a theoretically optimized Fighterlock that uses both greatswords and Shadow Blade with GWM. Since GWM gives you an extra attack with every crit or kill, the idea was to maximize both: fighting in darkness with Shadow Blade or aided by Faerie Fire gives you advantage, and Champion gives you a wider range of crits. Since crits let you reroll weapon damage dice, the extra dice from Shadow Blade or a Flame Tongue weapon will impact very heavily and lead to much faster kills. I personally hate the Hexblade patron (I see it as a gimmicky way to fix the crappy original design of the Blade Pact), so I'm more interested in the Archfey Tome pact, which would let me use the Shillelagh method, in addition to giving me my own Faerie Fire and ritual casting from every class. I'm pretty sure I went for the straight-up strength build and heavy armor, but if you really want Elven Accuracy, any finesse or ranged weapon (including Shadow Blade) or Shillelagh would do the trick. If you'd rather have weapon summoning and extra casting than more crits, Eldritch Knight fits this build very well also.
It's also worth mentioning, I think, that the Hexblade Warrior feature specifically prohibits two handed weapons unless they are pact weapons. The exact wording is "every pact weapon you conjure," which makes me think that it wouldn't even work with a bonded magical greatsword. You could argue it either way I suppose, considering you can conjure bonded weapons, but that's how I read it. So you're forced down the path of one pact and patron for something that may be restricted at your table anyway. And many of the benefits of this warlock path are lesser duplicates of abilities gained from the base fighter anyway. I think the only really substantial benefit of the blade pact to this build is Eldritch Smite, but I intend to be using spell slots for Shadow Blade, which with multi-attack is far more efficient per spell slot than Smite.
Ted's outfit style worked for agent Smith...
Have you Guy’s done a video on what subclasses pair great with fighting styles? I feel like that could be intresting
Great weapon fighting style and battle master subclass. Treat maneuvers like smites with bonus effects and add them to your crits. That's now 4+ dice eligible for rerolls in a single attack.
You could get basically the same benefit from the champion subclass, just swapping more powerful crits for more frequent crits. I do think that's the most boring subclass in the game though
I found a way to use True Strike as it may have been intended. Human(variant), Fighter(Samurai,Great Weapon Fighter), Noble(Knight), Longsword, Breastplate, Charger, Martial Adept(Sweep, Precise), and Magic Initiate( Absorb Elements, True Strike, Compel Duel). I think it was intended to give you that slow down before striking effect from Samurai movies.
Thanks for that thought. It would add flavour. As it is now the only practical use I had for True Strike was for an ambush. However casting the Cantrip sort of negates any chance of surprise unless you are multi-classed and can also cast it subtly.
I keep hoping they will either bump it to level 1 spell and then make it a Bonus Action to cast, OR if it is to stay a Cantrip then change the wording on the spell so that instead of being only the first attack, it goes to all attacks the next turn.
I prefer the latter because it fits better with your thematic idea of a pause to summon up a burst of deadly attacks the following round. :-)
Unless you plan on multiclassing into paladin you wouldn't be able to get compelled duel. Though multiclassing wouldn't be a bad choice considering the extras you'd get would supplement this character build quite nicely.
@@karpmageddon4155 I could be mistaken on the first level spell, but the rest worked. The point was the True Strike.
Edit: I meant Armor of Agathys and Toll the Dead as the other Initiate choices.
I was wondering if he would lose the suit after the intro. When the next scene popped up with the hoodie I rolled. Well played, Ted. That was great. ^_^
Shield Master with my Paladin of Conquest is fantastic. Scared enemies have 0 speed. Thus, getting knocked prone with SM means they cant get ever up. Fantastic flavour-wise and mechanically I can rain down smites at advantage while protecting the party.
I made a homebrew fighter archetype that utilized polearms. When playtesting I had the Sentinel and Polearm master feats. Complete mastery over the battlefield.
I did this with the Cavalier from Xanathar's Guide. The combination of their modified version of Sentinel with their high-level ability to take multiple opportunity attacks gives them better battlefield control than just about anything else. The cool thing about a Cavalier with Polearm Master is that PM gives you an opportunity attack as soon as anyone walks into range, and the Cav gives you another one if creatures move 5ft within your reach, letting you effectively lock down any monsters trying to move past you. If your DM allows unearthed arcana, you could take the Tunnel Fighter fighting style, Sentinel, and Polearm Master feats to get much the same ability at lower level with any fighter archetype.
@@Nurk0m0rath the Tunnel Fighter combo is so OP, especially if you find a way to give your character a teleporting spell
@@qwertycal1707 How does teleportation play into this? Tunnel Fighter requires your bonus action, and so do most teleporting abilities. It also requires enemies to trigger attacks of opportunity, which normally means the enemy is moving past you, but with polearm master can also mean when they enter your reach for the first time (not when you move into reach of them). This style is all about holding ground in tight spaces, which limits the usefulness of having multiple attacks of opportunity. It's only the combination with Polearm Master and reach weapons that make it OP.
@@Nurk0m0rath well if you teleport in the middle of a group of enemies, you can lock them down and take an AoO if they do any movement, probably causing their movement to drop to 0 at the same time. You can also use teleport to stay ahead of you enemies by taking all your AoO when they eneter, move, and leave your reach; then you teleport in front of them, rinse and repeat if they lasted that long.
@@johnriley9256 You can do the same thing with dash and disengage actions without spending spell slots.
I love how you guys don’t give a f***. The self deprecating humor is awesome. I love ya both.
Can we get D&D Combos as a series?
Could very well happen.
Nerdarchist Dave
As far as the "ranged attack when someone is in melee range" I do some reenactment fighting, and pretty much nothing makes loading and shooting slower and more terrifying than a guy charging you with a spear.
Hey I was creating a character based on my real life self, and I decided to homebrew myself a background-
*Boy Scout.*
Here’s how it looks:
*Description*: Haha didn’t really write that yet.
*Skill Proficiencies:* Survival, Nature
*Tool Proficiencies:* Knot Tying, Orienteering(compasses+maps+stuff)
*Starting Equipment:* Boy Scout Pack with basic Boy Scout Items; sleeping bag, Scout book, Scout uniform, med kit(healer’s kit), mess kit, notebook + pencils + pens, paracord rope(lets say 50 ft), small hand shovel, whistle/compass/solar-power light multi-tool, soap, fire making kit(tinderbox), toilet paper, canteen, Boy Scout multi-tool pocket knife.
*Feature:* Merit Badges; when earned, you get the bonus features from the merit badges: *-Camping;* when sleeping on the ground or in a tent, the minimum time to receive long and short rests’ full benefits is halved. *-Archery;* proficiency in all bows. *-First Aid;* proficiency with med kit/healer’s kit. *-Rock Climbing;* climbing speed equal to your base walking speed. *-Swimming;* swim speed equal to base walking speed.
(There are many more merit badges but these are the ones I have that would be beneficial in a DND setting).
Thoughts?
Fun exercise, but terrible background. Way to many mechanical benefits.
Nerdarchist Dave
That’s the beauty of it. It’s designed to be OP, because in real life, being a Boy Scout is OP.
Also I’m the DM and this is just a NPC of myself I’ll have help the party-
But we haven’t even started this campaign and may not ever; we’re actually now in a campaign set in Ravnica with a magic tournament. (For this one I am not the DM).
Of course I spent hours creating my necromancer wizard who wants to either become immortal or a lich into the best-suited for combat as possible.
Oh also the DM is doubling the potency of magic in the tournament area/arena.
(*v*)
Orienteering? I think you mean Cartographer's tools.
Vince McDaniel; good point, yet irrelevant. I’m not worrying about this right now.
Dual Wielder + Dueling so you can attack then sheath that weapon, draw your off hand weapon, and attack with it if your DM is flexible. QuickDraw badass.
That's just plain silly and breaking the rules.
If you are only wielding one weapon, you don't have an off-hand.
As DM I wouldn't allow it.
@@JorisVDC How is it game breaking?
There's plenty of medieval and renaissance dueling manuals where people duel wield.
@@supremecaffeine2633 I get where you coming from, but Dual wielding falls under TWF. Dueling is basically setup for players that want to go "Sword & Board", but still want to do good damage.
@@DragonKnightX12 You're right. Two-weapon fight requires you to have two weapons in you hands, and dueling requires you to have one.
They don't stack
@@supremecaffeine2633 Yea, not sure where he is coming from too be honest.
Dual Wielder just make it so you can draw both weapons at the same time as interaction instead of having to burn up a action to draw your off-hand.
With the new stuff from tashas you can combine the thrown weapon style and archery to make some epic darts.
human variant feat magic initiate - wizard find familiar
1st level character 1st level cleric- inflict wounds / healing word
3rd level character 2nd level fighter
4th level character 1st level Ranger which will finish off at 17th level
6th level character 3rd level ranger archetype horde breaker
7th level character 4th level ranger crossbow expert
@ 7th level amungst other things i have with action surge once a rest and if two targets stand near each other 6 attacks and 4 each turn after wards if they'r others standing nearby each other. In 6 seconds...
Always a fan watching every campaign. Anthony Nichole Ted Tod Dave. thanks
still working on the toon level 7 so far.
Something I am doing in the game I am playing is a Bard of Swords with Mobility. This will alow me to move in , attack ( use a Flourish if need) and them move out. I would have a total of 50 speed so I could move up 25' attack and move back 25'. If I need a little more space I can also Mobile Flourish. pushing them back and still move back since I do not have to move up. This could put them so they can not move up to you in the next round at all.
Mobile works even better when you have access to Booming Blade.
@@M0ebius yea he has it since he dip into warlock hex blade
Sounds an interesting idea, like irritating your foe while calling them names to get under their skin.
When it comes to two weapon fighting style on a fighter, I like to pick up tavern brawler and Duel wielder, then I can use a shield for that extra ac and a bonus action attack that I get to add my modifier too.
that sweater is better than the suit tbh
Would love to see a new version of this video after everything from tashas came out
Apparently that suit gave you a charisma buff.
In terms of Pole Arm Master/Sentinel: Unfortunately, the 5 ft restriction for Sentinel doesn't allow the 10ft reach of Pole Arm Master to work. If your DM is really cool, then they may ignore it, but most people force that 5ft restriction.
Awww I was kinda hoping you were also going to cover the fighting styles in Tasha's. I know it's brand new but they did have a review of it earlier
Fantastic video.
Exactly the info I need to polish my new character.
Awesome! Happy to be of service.
Nerdarchist Dave
Level 3 fighter (samurai) + level 5 Warlock (hexblade) pact of the blade, thirsting blade, improved pact weapon, eldritch Smite + level 10 Bard (College of Whispers) + level 2 paladin + haste spell + great weapon master + changeling or dragon born.
Your videos are getting better and better.
I’m guessing that the ones for protection will work for interception too.
Just a couple of notes on the polearm/sentinel combo. The latest errata changed attacks of opportunity from 5ft to within your melee range, and dropped the 5ft requirement from sentinel, as well as removing the now unnecessary attack of opportunity reach bonus from the polearm master feat. That means that the main bonus of polearm master is now the bonus attack.
As a side note, the UA combat style tunnel fighter is amazing with this combo, though it makes polearm master pretty much superfluous.
Tunnel Fighter Polearm Master reads stronger than it plays in my experience. After seeing it in action once it’s too easy for DMs to play around.
@@M0ebius attacking when they enter your range is amazing I'll admit, but since you can't use tunnel fighter and the bonus attack together it's does reduce the feats effectiveness.
If you have at least one other melee in the party, protection can flip the script on so many fights. Causing disadvantage with a reaction has saved my and others' bacon time after time.
The problem with Protection is that it starts to suck as you level up since it only works on 1 attack and most enemies have multiattack.
It still saved my front line rogue's bacon several times. I would fight next to our battle master with the protection fighting style to ensure my sneak attacks and he would impose disadvantage on those attacking me and often give me a another sneak attack on his turn. Getting hit one less time at higher levels is still beneficial.
Rodney Allen Rossow It’s not useless, it’s just weaker than other options. Also depending on build, burning your reaction every turn just to maybe prevent a single hit could be a big opportunity cost. A battlemaster for instance could be using Riposte for a full on attack instead.
In any case the best way for Rogues to Sneak Attack every turn is probably Haste+Hold Action attack, or for Arcan Tricksters Mirror Image+Sentinel.
I have a friend that plays a barbarian druid and he was banned in my last game from playing it because he played some weird skills and combinations that caused him to get almost 1200 HP by level five and he broke the DM's game
That’s actually not possible. Pushing 120 would be ridiculous at lvl 5
wait so if you have polearm master and sentinel you have 2 opportunity attacks when a creature enters your range?
[Character Idea]
Hi, I'm making a human variant Eldritch Knight that's a halruaan bounty hunter seeking revenge against a group of mages.
He uses a rapier, so I would guess Duelist fighting style, and I was gonna chose my feats based on flavor alone: Mageslayer or Magic Initiate.
Martial Adept could also make sense if the DM allows me to disarm mages from somatic or verbal spells with it by injuring their hands or tongue.
Do you think this would be a good choice? What other feats would you recommend knowing that I will also take another feat at 4th level?
Mage Slayer is great for what you are talking about it.
Nerdarchist Dave
Defensive duelist. Sincr you're using a rapier you can add proficiency to your AC using your reaction. Which is sweet.
I know I'm late to the party, but for a slayer of mages specifically I'd go Monster Slayer Ranger with mageslayer. You get favored enemy (humanoids likely), at 3rd level you can learn weaknesses, resistances, and immunities, and all the higher level abilities are about screwing up spellcasters and special abilities.
Medium Armour Master fits my Half-Orc Fighter like a glove, she has a Dex of 16 'cause I thought it would make sense for her
She has Scale Mail but I might want to find some Half Plate eventually
Knowledge Domain cleric 1/ War magic Wizard X.
Quarterstaff, Shield, Medium armor.
War Caster+ Polearm Master= casting spells on anyone that comes in 5 ft.
also, resistance con and shield master
I’ll raise you an Eldritch Knight 8+/Hexblade 2+, Polearm Master/War Caster/Crossbow Expert and Agonizing Blast/Repelling Blast, and Arcane Focus Staff/shield/heavy armor/Defense Fighting Style.
Anytime someone comes near you, it’s EB to the face with pushback, which resets the combo. A single melee attacker literally can’t touch you unless you miss, and when that happens first they’d have to get through your 21 base AC, then your Shield spell for 26 AC, just to scratch you. Then you just EB+WarMagic them and the combo is reset again. All with no resources spent.
@@M0ebius that is a nice build. I imagine a fortress looking character lol. But I was going for full caster. with my build i'm getting all the INT skills, history and arcane are at expertise with insight/perception. well rounded saves to
I prefer their space shirts over suits. Do they have a day job for those suits?
Looking sharp, Ted
All your videos are just awesome. Wish I could make up character builds for you guys lol. Favorite damage combo is heavy weapon master, polearm master, sentinel using a glaive. Never saw charger before like it must have skipped my eyes somehow. Also savage attacker is nice. Lol all the feats! And lucky is good for everyone. Anyways hope your both have a wonderful day. What's your favorite feat combo?
Favorite combo: Dueling Fight Style, Polearm Master, War Caster. Take a level or two of Hexblade and beatdown with an Arcane Focus Staff, and if anyone comes near you, the PAM opportunity attack triggers and you smash them in the face with a Booming Blade.
@@M0ebius oh that that's a good one. I like the hex blade warlock alot.get the three or 4 levels and you get the pack of the blade and get the invocation improved pack weapon. Where you can use bows, cross bows, two handed weapons, there a focus and +1 damage and hit.
Justin Harris If you also take Crossbow Expert, when you use your PAM opportunity attack you can Eldritch Blast into melee without disadvantage. If you also have the Repelling Blast invocation you will automatically reset the combo by pushing them back, and single melee opponents literally can’t ever come near you.
@@M0ebius ya and if you have war caster with crossbow expert they'll never get close.
I notice the barbarian is missing from that list of classes. Monster misplay on WotC's part, again.
What about some of the new fighting styles like tunnel fighter. Take tunnel fighter with polearm master and sentinel and you can completely lockdown everything in your reach. Or the mariner fighting style that gives you a climb and swim speed.
Tunnel Fighter is a UA, and one that was absorbed into the Cavalier subclass as a high-level ability. If your DM lets you take tunnel fighter, more power to you, but I think Wizards is edging away from it.
here's a valid question about the monk sub class called the son soul you can basically punch people from 30ft away and I don't have the book to prove whether this is possible or not but if you took the sentinel feat as a son soul monk could you use the sentinal feat against anyone with in 30ft or would that not count as it technically isn't your fist
if there isn't something that says it's not possible then holly shit that would be broken also can we all agree that wizards should make a monk sub class that uses strength and/or constitution instead of dex
No the wording from sentinel prevents it.
Nerdarchist Dave
Radiant Sun bolts are "ranged spell attacks" with 30ft ranged. That 30ft is nothing to do with your "reach".
For the dueling or defensive fighting styles, what is the opinion on gearing it towards someone who captures or subdues others? For example taking the Feats like Sentinel, Grappler, and the charging feat. In addition, to say a net and manacles.
Justin M that sounds fun to play. Like a bouncer or bounty hunter.
For what it's worth, my advice is DO YOUR RESEARCH... and I don't entirely mean JUST in D&D. A sympathetic GM is always a wonderful thing, but over the years, I've often found that if you bother with the academic research of whatever you want in the game, you're MUCH more equipped to argue it in rather than meet the figurative "stonewall" of a GM who just doesn't like it.
I've run a few characters with grappling, and successfully pulled off the RP to prove them completely different from each other in-game, even though the general build was very VERY similar. One was even a "pacifist"... meaning, without reason (like life or limb) he wouldn't raise a hand in aggression... AND he adamantly REFUSED to cause death... everything leading up to death (however) was dubiously okay. (lolz man... for the lolz)
AND have no fear, suitable research can still acquire moves in GRAPPLING that are every bit as lethal as anything a "traditional striker" could do, or even worse...
Just ONE example comes from WWI Soldier Training Guides, termed the "Belgian Takedown"
This one (freebie, you're welcome) starts with your PC approaching the opponent from behind. In a single motion, the PC jams a shoulder right at the Enemy's butt-crack and captures both knees with his hands. Lifting up and forward with the shoulder while yanking backward with the hands the PC is essentially slamming the Enemy to the ground on his face... This is then followed through by grabbing whatever is handiest (soldiers often used the enemy's helmet) to smash the Enemy viciously and repeatedly at the back of his skull, trying to destroy the brain stem...
As a GM, I'd have to make this thing (arguably) two actions... 1. The take-down... & 2. The skull smash...
There'd probably have to be some "contingency" rolls involved depending on things like whether or not the "Enemy" of choice was even wearing a helmet, or how exactly "handy" a nearby otherwise heavy and blunt object was for bludgeoning... etc...
Granted, this would be essentially a forceful fall from whatever height your PC has, give or take any sympathies and additive STR or DEX bonuses you could argue your way clear for... BUT a Rogue class with surprise on his side could make it DEVASTATING... so have fun with it.
You might also consider Japan for the Manriki Gusari "chain weapon"... it was multifunctional as a snaring instrument, a flail, and a garrot (strangulation) in the hands of a competent fighter. ;o)
I have a zealot barb that uses a greataxe. Not sure if I should take great weapon master or sentinel. Leaning toward sentinel since my teammates can dish some hurt
Is it Teds basement or Teds dungeon?
Then you have the other fighting styles that popped up in UA articles such as Mariner and short range shooter one (Can't remember the name, but it removes the disadvantage for shooting within 5' and a bonus to, I think, ranged damage)...
The short range one is a great option for the Fighter archetype that gives a second fighting style unless you're using crossbows
Close Quarter Shooter from UA is actually very strong on the various Warlock EB builds since it works on all Ranged Attacks including spells.
when it comes to defensive fighting style I like to pick up tavern brawler and duel wielder feats so your shield counts as a weapon and more AC. 16 chain mail +2 shield +1 fighting style +1 duel wielder feat= 20 AC for a fighter at lvl 6 bonus points if you go champion so you can pick up two weapon fighting style level 10
I'm very sure the shield doesn't count as a weapon for dual wielder
@@Bersilus i try, but shield is not a improve weapon
Can you guys suggest some 5th ED modules that have a coliseum? I want to run a single shot game and the arena setting I feel would be a good fit.
I'm of no help, but would you consider making one yourself? For a one-shot, you dont need too much work, as opposed to a full setting. I bet that if you were to keep it simple and not think too hard, you can please your players. Good luck. I hope someone can give you better insight.
@@ashenwuss1651 I had considered that, however even that would require more time than I can dedicate. Hence the out of the box solution.
@@Johnny_Nitro I feel ya. Well. I have the day off, so I'll look around for ya!
@@Johnny_Nitro I could only find 'Arena of Thyatis', which isnt 5e. There's also a wiki page on Maerimydra, a Drow Colosseum
Maybe not an adventure, but arcknight flat plastic minis has a great Coliseum map.
Nerdarchist Dave
Don't know about that suit, Ted... Seems like you seriously NEED a Fedora with a razor edged brim...
...or maybe that's something that should get homebrewed into the game, too. ;o)
Im playing a sharpshooter archer fighter. What will you recomend as a second fighting style and what other feat will you recomend? Thanx a lot! And great video
Hi remember me I have a question where might I be able to ask it
Our gmail account is the best place.
Nerdarchist Dave
*Did anyone catch where he got those fancy dice?*
Why Easy Roller Dice of course!
Nerdarchist Dave
Here's one you guys missed that a lot of people don't seem to think of...
Two-Weapon Fighting and the Shield Master Feat, the way the feat is worded, your shield would count as a weapon for the purposes of getting the off-hand damage bonus that the Two-Weapon Fighting style provides
That doesn’t work. A shield is not a weapon, has no weapon stats, and is confirmed to works with Dueling Fighting Style which explicitly says you cannot wield a weapon in the off-hand.
I suppose you can use it to bash things using the Improvised Weapon rules, but then you can’t use the bonus action shove, making the Shield Master feat moot.
Pg 147-148 of the PHB, Improvised Weapons: "Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can weild in one ore two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage ( the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."
Pg. 170 of the PHB, Shield Master: "You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
* If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
* If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
* If you are subjected to an effect that allows you to make a Dexterity saving throw to only take half damage if you succeed, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect."
While yes you may lose the occasional shield bash this way, the combination offers up so much more then that but is overlooked, and in my opinion criminally so, just because people only take for the shield bash; and in a game where options and customization is king, why limit yourself to what's considered "tradition"?
“Two-Weapon Fighting:
When you take the Attack action and Attack with a light melee weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative.”
A shield can be an improvised weapon, but it is not a light melee weapon.
Does a hand crossbow work with defensive duelist
You must be wielding a finesse weapon.
Nerdarchist Dave
Confused martial with finese. Thanks for the reply. Looking for reaction based feat for a crossbow fighter
0:12 Jonh wick would like a word with you
Personly i think humans need a nerf, stat butt, feat and social rollplaying acepted since humans are common = a bit op
Great video guys, have ya'll considered doing a gish build? I'd love to see your take on something that frustrates you.
They have done a couple of Gish builds, should be on the home page 👍
Guys I love your intros! 😂
Some feats and fighting styles are lack luster. Using a shield in this game is... boring. I always think of Vikings running in, pushing an enemy off a ship rail with their shield, using their shield like a fist weapon and punching them with the edge, then slashing with an axe or sword... Like historical fighting manuals often depict shields being used offensively to strike and push/bash an opponents weapons out of the way. Using a shield doesn't mean the wielder needs to be defensive. Wish the game reflected this. I personally think either the feat or fighting style using shields should have incorporated using a bonus action to hit with the shield for a D4 like the polearm master feat. That way you always have a choice to use your bonus action. It's not like your already limiting your character by using the lowest range and damaging weapons or something.
You can do a lot of that already.
Nerdarchist Dave
Have you seen the Shield Master feat?
And +2 AC is nothing to sneeze at. That’s the trade off for damaging weapons. Hardly limited lol
The only ones that suck is protection and two-weapon fighting, They haven't gotten TWF right since 3.0/3.5.
Sorry to be particular, I really love you guys, but wouldn't any iteration of advantage just cancel out when applied to a roll with disadvantage?
Not in regards to lucky because lucky let's you pick which of the numbers you rolled....so with disadvantage you would roll 2 dice and take the lowest but if you used lucky you roll another die and pick which number you use
@@Andrew-vq2zr Yes, Lucky isn't actually advantage. You couldn't use it to qualify for sneak attack, for example.
What you can use it for is closing your eyes to give yourself disadvantage, spend a luck point, roll 3 d20s and now just pick whichever of the 3 you like. That's by design. Being Lucky, among other things, means turning a disadvantageous situation into effectively a super advantageous situation.
Some DMs however like to have you first filter out the highest of your first 2 d20s before you get to pick between the remaining d20 and your luck d20
@@Andrew-vq2zr Neat! Thank you for the clarification. I tend to ignore this feat because the power/style balance is a bit skewed, munchkin-ie even. My bad! Should've known better than doubt the wisdom of Ted's Basement!
Lucky actually breaks the game a little in the sense that players now have an incentive to purposely get disadvantage on a roll.
@@M0ebius thought it was bad enough already... sheesh!
Man those transactions 🤣🤣 flawless
Bugbear with sentinel!
Wouldn't fell handed be a good feat for great weapon fighting
Feel like fell handed is only really good if you can consistently get advantage, like a Barbarian with reckless attack, or you can help as a bonus action like the mastermind rogue with an offhand hand axe and a shortsword.
You guys going to Origins this year?
Hey Chris, Since it is only a few days difference between Origins and D&D in a Castle, sadly I do not think we will make there this year.
- Nerdarchist Ted
Dah! Makes sense though.
I like James ted more
What's not to like.
Nerdarchist Dave
Never. They'll never talk about other role-playing games....
and we're ok with that.
So, these camera changes. It's pretty jarring to change angles more than once every five seconds. I would use a couple rules in editing like no more than one change every five seconds and an average camera change timing of ten seconds. Also, to cut down the clips where you're editing content out, this is a good opportunity to do one of these camera changes. It's a little hiccup that isn't a big deal when something is clipped out, with the sudden shifting of body language, and can be nullified entirely by placing a camera angle change which makes it appear that no clip has been made at all.
F.style meaning fancy Style
Have they EVER mentioned another role playing game? I've watched 100 hrs of videos looking for it. Lol
Here's a video about Cypher System.
ua-cam.com/video/IUNhMt1Cj9k/v-deo.html
Nerdarchist Dave
We did this video on the Expanse as well.
ua-cam.com/video/Vd1grmotdbk/v-deo.html
Nerdarchist Dave
Take the Subscriber feat : Allows the user to sub to any channel at the start of your turn and gain an advantage on persuasion checks on likes.
I have to say, I like the older version of your videos. No cutie intro, no cutting back and forth. Just a couple of guys from Jersey talking about the game your passionate about. Also, could you throw in a little more advice for the more advanced player? Multiclassing for two fighting styles?
I'm tired of this ASI is a better choice than a feat. ASI gives you a +1 to rolls, that's it. Meanwhile the right Feat can give things like extra attacks, extra spells, resistance to damage types. The right Feat can always be better than an ASI.
No lucky + Disadvantage is NOT superadvantage. Order is important here, min(d20,d20) +d20 ...
Sage Advice supports our understanding of lucky and the advantage/disadvantage mechanic.
Nerdarchist Dave www.sageadvice.eu/2015/05/21/lucky-explained/
Lucky ruling overrides Advantage/Disadvantage rule "pick lower/greater" with its "choose which die to use"
@@xRedivivus nope. You make a disadvantage roll, pick the lower, then the lucky roll and pick the higher ...
@@NuclearSavety Ding dong, you are wrong.
How does the Lucky feat interact with advantage and
disadvantage? The Lucky feat lets you spend a luck point;
roll an extra d20 for an attack roll, ability check, or saving
throw; and then choose which d20 to use. This is true no
matter how many d20s are in the mix. For example, if you
have disadvantage on your attack roll, you could spend a
luck point, roll a third d20, and then decide which of the
three dice to use. You still have disadvantage, since the feat
doesn’t say it gets rid of it, but you do get to pick the die.
The Lucky feat is a great example of an exception to a
general rule. The general rule I have in mind is the one
that tells us how advantage and disadvantage work (PH,
173). The specific rule is the Lucky feat, and we know that a
specific rule trumps a general rule if they conflict with each
other (PH, 7).
media.wizards.com/2015/downloads/dnd/SA_Compendium_1.01.pdf
"Super advantage"?......
Yes lucky plus advantage or disadvantage you choose best of 3 d20 rolls.
Nerdarchist Dave
Goes from sharp suit to galaxy hoodie. Style, they name is Ted.
Ted's just really wearing glamoured armor.
Nerdarchist Dave
Multiple mandatory commercials. I hope y'all are getting PAID, because I'm not sitting through this crap.
Please stop wearing that blue hoodie during videos.
I'd swear that was Ted asking me if I'd heard about the good word and trying to convert me to the Church of Latter Day Saints. Though in hindsight maybe he was trying to convert me to the Church of Reorx..