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you always exaggerate too much, i know its for the fun of exaggerating, but keep in mind you are critiquing the balance so you should actually be accurate. on the conjure minor elemental+scorch ray: so the total average damage is 7pts fire + 27choice energy per scorch ray that HITS. Druid is using a 6th slot (concentration so good), and a 5th slot scorch once-off (so not good). They will miss two of the rays on average. So 28 fire, and 108choice dmg, on a single target for total 136 energy dmg. a big difference. (and its not every round.... as the spell slots get used up the damage drops, and there is no way to get it back without a long rest. fighters can be consistent over the whole day for example. Warlock is 5.5 force+27 variable per ray (and one will usually miss) so 11 pts force +54choice on a single target for 65 pts dmg. this repeat build is on par with the fighter repeat, and use of the new mastery and nick rules. But i think a fighter under the new rules can get close to matching the druid, yet still be repeatable the entire day.
Well well i captured u i cast misty step and fuck off dm u cant cant do that ur bound and dont have ur compents misty step is verbal only dm suprised pikachu face fuck next time im gagging u
always remember that the only opinion on a rule that matters is YOURS when you play with your friends! You can ignore, change, or interpret anything you like (together as group is the best way!) - no publisher, commentator, or sage advice has any authority over your play group! 🔥🔥
Ok but that would be an amazing character, like they could be a warlock of the deeps or something to keep the Kraken flavour, and you have the perfect motivation to go against ab amazing BBEG
Lv 5 Cloud Goliath Warlock with Archfey patron and Fey Touched feat. Can teleport 30ft as a bonus action eight times per long rest without using any spell slots. Chuck in Repelling Blast and Lance of Lethargy for extra shenanigans
I prefer Hill Giant Echoknight with Maul. Knock them prone and can do that Prof number of times. And of they get up everytime you hit them with the maul they can be knocked back prone. They can also jump around infinite amount of times.
@@Jimmy-p9n you have topple from maul why would you take hill giant at that point? take a reach weapon if youre going to do that and go PAM and Sentinel and go frost giant.
For the Summon Undead Paralysis combo, you can also use Ray of Sickness on a Necromancer Wizard for the same result. New Ray of Sickness doesn’t have a saving throw.
As a DM taking notes, I'm looking forward to orc shamans casting haste as the horde runs past them. Honestly though, I don't think my players will go down the path of any of these combos, but it great to be aware of them. Thanks for the great video.
The problem is that many of those combos are so straightforward that you may hit them by chance. Any caster with access to conjure minor elementals and extra attack can arrive here even by chance.
A lot of this can easily be shutdown and just straight up said no. Rule as intended is alway precede rule as written. Making the conjure elemental proc once on scorching ray, making the grappled cheese grater combo require a strength check to push them further into the spike growth without the enemy being stuck on it. Nystul magic aura is just a stupid decision made by wizard of the coast. The monk one is actually ok since level 11 is already high up there and the cleric hallow one is just calling god for help. Dnd is an expansive game so exploit will fall through.
For anyone wanting something broken on BG3, 4 Element Monk using Plant Growth under someone & then using Water Whip to knock them prone. They permantly stay prone because the game can't solve the movement speed division since Plant Growth quarters your movement & you need to use half your movement to stand. (It only works with Water Whip due to it not having a prone duration... there is no time limit to how long the opponent stays prone.) Just don't cast any fire spells near the plants.
I'd disagree because standing up from prone always takes half your movement. If you have 60 base, standing takes 30. So plant growth takes an average maximum of 30ft to 7, standing takes half of that leaving
@@dergeshe said in BG3... you can disagree all you want but unless you're going to reprogram the game your disagreement doesn't really matter does it...
@@derges You disagree with something I can go and reproduce? I am not talking about the tabletop. As stated above it is on Baldur's Gate 3. It works, my character does it all the time. I don't think they coded in division of an odd number which happens to your movement once it is quartered.
@@derges I laughed so hard at this. You very VERY clearly didn't read what OP said, and made yourself look like a tool. Suggestion for the future, (As I used to also be the one to jump the gun so to speak) after you type your response, re-read what it is your replying to, then re-read what you put, might just save some red face.
the full force spiffing brit game breaking energy channeled into dnd in a easy to understand format even for dummy's new to the game amazing work as alwayse
the bit about the warcaster feat and opportunity attacks is not entirely cut and dry though. on page 371 it does just states 'a creature' , but on page 26 its specifically references enemies and foes in the opening paragraph. I suspect this will get clarified soon enough.
Regardless of whether it says creature or enemy. It specifically says: "when a creature leaves your reach provoking an opportunity attack." As far as I'm concerned, allies don't provoke opportunity attacks.
@@esefine While I'd like to agree... Nothing says you cant punch your friend. And since its not going to hurt them and may save their life, why wouldn't you? Ususally no-one chooses to attack their friend. You are always allowed to though...
@@rogerexcell249 Actually, the rules for opportunity attack are clear: "You can make an opportunity attack when a hostile creature that you can see moves out of your reach." Yes, you can attack your friends on your turn all you want, but unless they're hostile, they don't trigger the AOO.
@@esefine No it doesnt: PHB 2024: p371 "You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds." It does not say hostile. (It does need to be visible though so cant use it on a hidden or invisible ally)
For those who wanna skim the video for the things, here's my small little blurb that sums it up scuffly (Of course watch the video. He should get the views and income. But I know my friends are busy and would rather read it summed up) 1. Conjure elementals is changed to do a on hit affect that does 2d8 at 4th level for 10 minutes (scaling to an extra 2d8 per slot above). So basically you run up to a creature within 15 ft, and cast scorching ray for like 36d8 extra damage 2. new grappler lets you grapple a creature and move at full speed. So then you spike growth dragging them through it. 3. Warcaster can be a reaction to hit any creature, with any spell. So you can like haste an ally as they go by, or cure wounds. 4. Spirit Guardians, is no longer once per turn but rather round. SO allies can kick them through the damage aura to make them take even more damage 5. Clerics at 10th level, get psuedo wish to cast any spell 5th and lower instantly (Excluding reaction spells). And basically just cast the new hallow instantly, and make them vunlerability to any one damage type 6. Play a warlock with pact of the chain, grab quasit. Make that quasit poison a target, with its attack. Then summon an undead spirit via undead summon, which when it attacks a creature auto paralyzes when its poisoned (This one is disgusting) 7. Coffee lock. But even better now. 8. Monk + ranger + nick weapon mastery. Basically you make 3 attacks with dagger, 3 with flurry of blows. Then hunters mark 9. Nystul's Magic aura, lets you basically change a creature to count as another creature type. So you charm monster kraken, make it count as humanoid via nystluls, then magic jar to possess it very long process (This works on anything. But it mentions specifically kraken because op. But for all intense and purposes you basically can get shape change permanently)
You reversed #4 but nice breakdown. Honestly #4 feels the most broken to me. Well, anything with "Taking damage when entering an emanation/turn." One spell should not be able to do 400+ damage in a round.
@@timh5180 That sounds right, but eldritch blast scales at the same rate as a fighter attacks, and I guess it just feels like they're attacking times when they have to roll for each roll. Because if it was intended for it be only one attack why not make it do 4d10, and not let it split.
@@Subject_Keter A DM using features the players use themselves isn't hostile DMing, its playing the game. Don't disrespect the effort your DM put into making a game by trying to pull bullshit without talking to them about it first. If you do, get ready for your character to die and to have to roll a new one. That isnt toxic, its consequences.
@@StoneWindsOr, the GM could act like an adult and instead of killing off the player character like some petty tyrant, they could pull the player aside after the session, congratulate them for finding a cool combo, and then ask them not to use it again because it breaks the game. That's always an option too.
We were always overpowered. It comes with being a cleric. We can do literally everything and most times we can do it better than those other classes that specialize in specific things. Tank, heal, dps, utility, we can do it all and that's just the basic cleric, we get even crazier with domains.
So, one thing you have to take into account with D&D 2024 is they went down the path Pathfinder 2e did with its "tags" system: if an attack/feat/spell/etc. calls out a condition or a specific action, you apply the ruling of what the triggering attack/feat/spell/etc. does based on the condition or specific action's description. In the case of Opportunity Attacks, the new definition of Opportunity Attack starts out with the following text: *"Opportunity Attacks* *_Combatants_* watch for *_enemies_* to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack." By RAW and RAI, Opportunity Attacks are meant to be against hostile creatures. So the example of an ally moving past your square triggering an Opportunity Attack from you is incorrect, even though the new rules arguably made it less clear by removing the word "hostile" from War Caster.
The amount of set up to make this happen is ridiculous. People saying that this is an exploit or somehow an oversight are ignoring the fact that it takes very specific set up. Sure you’ll probably get away with it one time but after that most DM’s are gonna find a way around the cheese grater.
@@dentheduck2095Dex can also be used… but yeah, it also doesn’t matter if they’ve got a good score because of how badly it goes for them if they fail once.
Vs Grappler cheese: Encumbrance (5e) If you carry weight in excess of 15 times your Strength score, you are encumbered, which means your speed drops to 5 feet. 20 STR = 300 Lbs.... A 240 lbs enemy in full plate is automatically immune Flight encumbrance is even lower
Consider another use for the Cleric's Divine Intervention: Glyph of Warding. If your players have any amount of downtime and a place that they go to regularly (Like a tavern or a guild hall), a cleric can just slap the wall every single day with a Glyph. They still have to spend a spell slot and components if they store a spell on the glyph, but you could theoretically stockpile any number of glyphs. Imagine an army of villains raiding the players' main base, only to be turned to dust as a hundred glyphs simultaneously cast Guiding Bolt.
Or whole place covered in Spirit Guardians. Upon casting designate your party to be excluded from it, and suddenly anything that steps inside or within 15 feet of the walls turns into dust. That's 10 minutes of time where no one can enter the place without spending some serious muscle in magic department to dispel them proper, and it would've DEFINITELY caught the intruders on first action proper. Not to mention, Spirit Guardians does not require LOS. So if you put it inside the door, one guy walks in and triggers it, anyone within 15 feet outside will ALSO be caught in the AoE. And you can have a lot of people ready by doorframe for assaulting in that space...
That Kraken combo reminds me of a character concept idea I had a couple months ago. You start as a normal character and then when you die your friends realize you can't be resurrected. Then they find someone else that shares the same fate. And in reality that is because you're actually a high level wizard that got bored and started using magic jar to be in someone else's skin and have some thrill adventuring without risking themselves. And everytime they die, the Wizard just replaces them with another puppet. Of course this requires a slight adaptation of the spell and your DM's discretion, but I think it's fun.
@@brilobox2 And also bypasses any logical defense what so ever. Advantage on saves against poison, high constitution, high wisdom? Oh, you have 14 AC? Get fucked then.
12:02 an better idea, multiclass into war domain cleric, they get access to divine favor which might be a 1d4 damage instead of a 1d6 but it doesn’t require concentration and doesn’t need to be moved with your bonus action so any turn for 1 minute after casting you can get the d4s at no opportunity cost unlike hunters mark which loses you your bonus action flurry of blows every enemy death.
If a new edition fixed things so it didn't include the ability to make new overpowered broken builds it wouldn't sell: People would just use the old edition where they could continue to play godly characters. Hasbro understands how to use power creep to make older, but 'compatible', editions irrelevant -- Remember their mission is to FURTHER MONITIZE THE PLAYER BASE, not to make a good game.
I can't speak for others but I stopped playing 3.5 because I moved on from my first TTRPG . . . kinda like you probably no longer ride a tricycle or a scooter -- you grew up and probably drive a car or a motorcycle, or (if you're into health) ride a bike.
See these manual things here that’s reference material. To give you a guide as to what might be possible not what is possible. Its an idea. Like go go gadget copter is an idea.
One thing with warcaster, although its definitely not intended I see a wizard with an important concentration spell and no more shield/absorb elements. A dm could just ping them with ranged attacks/saves and suddenly that haste is gone.
It's fully intended, otherwise they would have simply copy pasted the wordings from both warcaster and the opportunity attack rules but instead they changed their wording from "hostile" to just "creature", from what I can see all this is doing is setting up players doing more teamwork which is always preferable to them just being selfish with their characters, and this means they're consuming more spell slots than normal, these are both fine
Playing a campaign now and we switched to the 2024 classes w/weapon masteries last week. I'm playing a Beast Barbarian w/the intent to multiclass into Kensei Monk eventually. Had to give the GM a heads up as I realized that at level 5 I'm going to have 4 attacks per turn, level 6 gets me 5 attacks, level 7 boosts me to 6 attacks a couple of times per short rest and if we get up to level 15 I'll be at 7 attacks pretty much every round. All at advantage. All adding my strength and rage modifiers. He proceeded to try to end me the very next session :D
Yeah, as my rogue at level 3 was attacking twice with weapons and fired off magic missiles at the same time, I realized how well-designed 2024 was. On a completely unrelated note, did anyone check the designers for copious amounts of drugs at their last physical exam, or what that before they uttered the words "backwards compatible and balanced"?
Much of this was published in UA for playtesting, and MUCH of it was given feedback from players... and still got published broken anyway. For example, we told them Conjure Minor Elementals was absolutely busted bonkers and would single-handedly destroy high-level combat. In the UA, the radius increased 5' for each level it was upcast, too. We told them, 'this should scale like other damage aura spells' and they said oh, we got you fam... the radius won't increase. lolol
Armor of agathys can now be stacked with false life to keep temp hp up indefinitely for the 1 hour duration. New wording says as long as there is temp hp the spell doesn't end early. 5e version specified only the temp hp created by the spell can keep the spell up. With new version, a 9th lvl warlock can cast lvl 5 armor of agathys and keep his armor up if it drops low with a 5th lvl up cast false life, which is 2d4+24 temp hp.
The warcaster reaction on your alley doesn't work. From Chapter 1 Melee attacks -> Opportunity attacks: "Opportunity attack: Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack.", it then explains avoiding on how to make an opportunity attack. " You have to be an enemy to provoke an opportunity attack.
that's a flavourful description of how an opportunity attack might happen, not a ruling (understandable mistake though) - if you check the glossary you'll find the exact wording on exactly what triggers an opportunity attack in mechanical language, and it no longer requires the target to be a hostile creature! This is was a purposeful change, I'm not sure why they did it but they did!
@@DnDShorts I think most DMs let players attack anyone with an opportunity attack. Hostility is a vague and mutable state. But being able to cast leveld spells with a casting time of one action as a reaction is straight up stupid.
@DnDShorts I don't think that section on opp attacks is pure flavour, it's a clear statement on what opp attacks are and the circumstances in which they occur. The feature is not now 'Opportunity Reactions' or something, it's very clearly still intended to be an attack against a hostile creature, during a momentary drop in guard.
Regarding the Monk's nick combo, if you're dual wielding daggers then you can make an additional off-hand attack. That makes it 7 attacks at level 11 (assuming you can stack dual wielding and nick property).
We told them most of these things during the Unearthed Arcana, which they claim they read all of the feedback from. Some of these use post-UA additions that didn't get playtested at all, but much of it was heavily discussed on a much smaller, more focused scale. For example, Conjure Minor Elementals used to increase its radius by 5' for each level it was upcast. They removed that, but for some reason left the damage scaling completely busted. They either aren't paying attention to feedback at all (even when it's most critical), or they actually believe it's balanced.
@@brilobox2 That's a very broad assumption. Many of the changes may have come from other channels, and certainly at least some were just their normal QA. My comment may have leaned toward hyperbole, but the sentiment remains and we have good reason to justify that.
The really great thing about all these wonderfully balanced, non-exploitive updates is no NPCs can use them. Nope! They'll never, ever be used by DMs who we all know are kind, understanding, and don't even know the meaning of the letters "TPK".
Frankly I'd say the warcaster buff is a case of benefits outweigh the downside. It's still burning through the casters spell-slots. And can allow both the caster AND the martial to cause mayhem that round instead of one having to trade a turn for the other.
@@James_Irish the feat has no effect on the Encumbrance Rule: "Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push. [Small/Medium Str. × 15 lb. Str. × 30 lb.] While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet." If you dump STR as a medium sized monk (8 STR) you can't Drag an enemy at all that weights more than 240lbs. if your small that's 120lbs... Armor alone weighs 20-65lbs. Plus weapons and the actual weight of the creature. Your shit out of luck. Wanna drag your heavy armor wearing Cleric around with Spirit Guardians? haha good luck with that.
Using encombrance as a fix here isn't RAW or RAI, since I'm pretty sure the two systems aren't meant to be used together even though they are logically related. I'd buy it as a valid reason on why not as a player though. But only if the DM allows "counts as one size higher for carrying" abilities to count for mounting and grapples.
With the wording on the 2024 gaze of two minds you can now have an invisible spell slinging machine by using an unseen servant walk into a building you are just outside of and sending a barrage of spells from your invisible friend
4:34 "... no longer has to be hostile." Sure. As long as you ignore the first paragraph and only read the second one. I know, the argument is that that is just flavor text, not mechanics. I'm looking forward to seeing an official clarification on this, but until then I'm standing firm that this is not flavor text, it's an introduction of what the following data is applicable to.
I can't decide if I want it to be actual rules text because opp attacks on allies is ridiculous or if I want it not to be because mixing actual rules text with such flavored language is unacceptably awful game design.
Mmm. I'm not sure this fits the rules OR the narrative of the game. If you can react to an enemy who's actively fighting you to cast a spell, why wouldn't you be able to do so to an ally, who you're LESS distracted or occupied by? Additionally, we know it's flavor on page 26 because the rules glossary on page 371 has no such inclusion.
@@RaethFennec "Less distracted by" is not realistic. In melee, your allies are actually much more of a distraction than your enemies. You are laser focused on enemies, watching for physical tells and trying to anticipate their next move. In that scenario, your allies are definitely a distraction.
That interpretation of the cleric's new divine intervention isn't quite right. It says you take a magic action to cast a spell, and if you look at what a magic action is in the glossary it specifies that any magic action taken to cast a spell that has a casting time of 1 minute or longer requires you to continuously take the magic action on every subsequent turn until the spell cast time is complete. The cleric feature just saves you spell slots and material components.
Read it again. As a magic action you pick a spell, and ***as part of the same action*** you cast that spell. The ability lets you cast a spell as part of the same action that you invoke the class ability with. This is why the ability is so strong.
@@TelsMaviston That's exactly what it says; you take a magic action, and as part of that same action (the magic action you just took) you cast your spell. And as per the description of what happens when you take a magic action to cast a spell, that spell finishes casting when once you've taken enough subsequent magic actions to fulfill its casting time.
@@TheJakeJackson No, the Divine Intervention explicitly casts the spell. It does not "begin to cast it", it casts it. There is no reason to say "as part of that action" otherwise.
@@AnaseSkyrider yeah, it does actually. You take a Magic action to use Divine Intervention, specifically so you can’t do something like use Action Surge to use DI. It has to include ‘also as part of that action you cast the spell’ or you wouldn’t be doing anything. If it takes longer than an action, you have to cast the whole spell. Contrast its wording with the Wish spell, which states the spell ‘simply takes effect’ with no casting time’. No such wording in new DI. However its ruled its not a world-ending problem, an affected creature can simply…leave.
7:45 - Along with bludgeoning and piercing, slashing is damage type that's explicitly stated as being excluded from the Energy Vulnerability additional effect of Hallow.
Reminder for grappling: you move them by CARRYING or DRAGGING. meaning you are limited by your carrying capacity for what you can drag. 8str monks will only be able to move most medium creatures 15ft with a double dash
It's been sage advised in the past that encumbrance and grappling don't interact, also as a dm I do not care to calculate what a person weighs mid combat leave that stuff out of combat
Now the rules says you can make an oportunity attack against a creature leaving your melee attack area, any creature, so by the rules now work, and it´s probably intended because they removed deliveratedly the "Hostile" part.
Opportunity attack is just a name it's not an actual attack dude. If that was the case then the new rules for unarmed strikes wouldn't work since now you can grapple with your opportunity attack but if it's only attacks then you'd only be able to hit with weapons and nothing else.
If we're talking about what DM's allow, most or all of this won't work. If we're talking about what works RAW, there's no rule against attacking an ally. Of course, in 5.0 you could just cast Friends before battle to make sure they count as hostile.
Can't grapple as a bear purely from grappler feat. Its not an unarmed attack. Claws and bites are melee weapon attacks. You also cant multiattack and grapple. All attacks must be the aforementioned claws or bites. You can of course change into a bear make an attack (not multiattack) action and attack once only with an unamed strike, doing Str modifier+1 damage only, and grapple if you like. That's fine. Edit: Also you drag people BEHIND YOU, not out to the side. Get a broom handle, hold the top and try and push it down onto a coin, and ask your 5 year old child to deflect it with one finger pushing on the bottom of the long handle. They will overpoweryou every time. You can push them AWAY from you, or drag them BEHIND you. Basic physics and leverage. No DM should allow otherwise. You can drag them through an AOE sure...but only if you walk in yourself. Have fun with that!
element monks get a 15 ft range unarmed strike with elemental attunement, because unarmed strike is what initiates grapple, you can grapple melee enemies, including those with reach weapons, and be completely safe.. and then gain a fly speed (very easily by playing a dragonborn or aasimar in the new book, or just waiting till level 11 for stride of the elements) then dash and step of the wind on the next turn to go up and drop them, easily dealing 20d6 from max fall damage... oh, and because RAW says you only need one free hand per grapple, you can do that to two enemies at once
for the hasted cleric with spirit guardians, they can also ready an action to move with a trigger on an enemy turn, and deal the damage again, with adds another instance of the holy shredder
Fun fact: Nystul's is no longer tech because they outright stated how the feature works with no other interpretation. Also, when a druid wildshapes it notably doesn't say you don't gain the creature's CR, but you do retain your creature type. Also, you can summon ANY CR 0 beast as a familiar. Since a druid can turn into a CR 0 creature, you can use Nystul's to change their creature type to beast for the purposes of magical effects, making them a viable creature for find familiar to summon. Thus, you can summon your druid as a familiar, and since it outright states that a creature retains the same magical effects upon changing their form, the summoned druid familiar can end their wildshape and still be a familiar even when their form is reverted.
@@skeepodoop5197 So in your game, three 11th level moon druids wildshaped into CR 0 rats would gain that CR of 0, and thus, with their 60-ish HP each and 3d8 starry wisp damage, they'd an appropriate first encounter for a level one party? Consider how actually stupid it would be if that stat block was printed in the monster manual with a CR of 0. This is all a deliberately bad faith interpretation of CR. You probably know what CR actually is. You understand it's not an intrinsic/immutable "stat", but rather a value derived from the entirety of the creature describing its relative challenge. But hey, if you think you're being clever and you wanna use it in such an obviously bad faith manner, and your players enjoy that sort of stuff, have fun I guess?
The Kraken Possession one really does make a fun villian. Especially if you want to homebrew the spell to make destroying the “jar” end the spell, cause then you’ve basically got Kraken Lich
I don’t think I’d ban the Kraken thing. Even if you have portent you still have to burn through its legendary resistances. If you manage to do that AND cast three spells on it in a row. I would argue even a friendly creature doesn’t want to be possessed by you so while charming it makes it easy to touch and cast Nystul’s Magical Aura on it, it doesn’t automatically let you possess it. And on top of that a Dispel Magic spell can thwart you entirely and bring the Kraken back. For the difficulty and the risk, I don’t think it’s ridiculous. It would be awesome if a player could achieve it; but I think the suggestion a villain could have done it is a better one given the pitfalls.
Here's the thing, enchantment magic no longer has to be reasonable. Merely achievable. you can ask your new friend to just not resist you at all. and boom Kraken.
@@Tupadre97 dispel what might I ask and who is going to do so? Krakens can't cast spells, and you might notice that most enemy caster don't have Dispel magic in their stat blocks. You do this on the last or alone foes. So your rejoinder is weak.
@@DanielLCarrier The possession in question doesn't work like that. There is nothing to dispel. Your soul and it have swapped bodies, not an ongoing effect, just plain swapped. no concentration just swapped. its a dumb combo that is mostly for bad guys to use and is extremely unlikely to happen as most dms will just nix the prep work instantly. It will be a table talking point about what is allowed at the table and nothing more. At least for cr20+ monsters. Taking over a champion on the hand is well within bounds.
Perfect examples of everything I would ban from my table as a DM (which I am not). But even as a player I would not have fun playing in a group, where someone is doing that kind of stuff.
"If you are a DM watching this and taking notes." Always remember kids, anything your classes can do, your DM can do as well, use these broken combos at your own risk.
Yes, you could be adversarial and punish your players by homebrewing whatever you want. Or, hear me out, as a DM and player alike you can have a conversation with your table about the kind of optimization, difficulty, and tone your game should have.
@@TheGoldCrow I encourage stuff like this at my table... >_< "You are stupidly powerful" is how I justify doing things like throwing a Lesser Death Dragon and a Bone Roc to back it up against a party of 5 level 4's (well, 6 but I killed one of them the session before so her frozen corpse was used as a kinetic impact weapon). And yes, they beat both monster without any player characters taking any damage! These are new players with the 2014 rules, mind you, so if they get me the new books and want to convert I'm going to have to step up the challenge even more! :D High power games are fun! It just means I get to use more scary monsters to keep players challenged. So as long as it's fun (for them and me) I allow all shenanigans that don't bog down the game. Bring on the insane damage/turn, but spare me from Conjure Animals (2014). I don't want the rest of the group to have time to finish a whole other game or a whole dinner while their velociraptors take their turn...
@@probablythedm1669 our table played with 2014 Conjure Animals no problem. You just need to be conscientious about it. You can do some pre-rolling or set up a spreadsheet to do the rolls for example. Nobody ever complained about my Druid.
My favorite exploit is what I call the unavoidable arcane machinegun. Pick up Potent Cantrip from Evoker 3. Even if you miss with a cantrip, you still do half damage on any cantrip you cast. Pick up warlock 2 for Agonizing Blast. So by level 11, that's an unavoidable 3d10 plus cha halved. So max damage on a hit with max cha would be 30+15 = 45 or 22/23 damage on 3 misses (including nat 1) of unavoidable damage on a cantrip.
On Warcaster, while the feat doesn't say 'hostile' the definition of an Opportunity Attack does require it to be hostile. So I would rule that the attack of opportunity isn't triggered by an ally so the reaction cast doesn't apply.
It actually doesn’t. Op Attack in the new Rules Glossary does not say ‘hostile’ anywhere, although anyone with a modicum of common sense would figure you can’t use it to cheese cast spells on allies because it says ‘when enemies move recklessly past you’, even if not in a mechanical context.
Don't forget that an opportunity attack takes a reaction. Even if a player tried to cheese the casting of a spell to buff an ally, that would leave them unable to counterspell. It would also allow an enemy within melee range to leave that range without risking an attack. The cheese would be fairly situational, and the exploitation limited.
@@karenmiles4431 Keep in mind counter spell got nerf, no one is thinking of saving their reaction for that spell and far less people will be taking it.
You can use the damage and the grapple option( which forces a save)with the bear combo but that isn't an auto grapple, the enemy has to make a STR or DEX save which they are far more likely to succeed at than an athletics or acrobatics check so if anything the combo got worse.
Unpopular opinion (I can imagine specially for this channel). But I hate this. I hate the exploits that the new rules allow for various reasons. on the consumer side, it feels like the new PHB was released as a play-test, a way for WOTC to see how broken players get to see how can they "fix it" for the DM's Guide and the Monster Manual (Not to mention releasing the PHB without the DM's Guide at the very least seems dumb in my opinions, since there is no way that normal encounters as suggested by the original DM's Guide will be effective). As a DM I hate this, because then what is the point of taking time trying to make an interesting or narratively tense encounter if all players got to do is bust one of these combos an then encounter over without breaking a sweat, so why even bother. And as a player, I hate this because, I don't like to be a number cruncher, I prefer to setep into the role of my character and see what kind of abilities they might have without worrying about numbers, but with this combos on hand, I get the feeling that more often than not most characters I make will be left behind, not being able to be that effective, if I go last in initiative there is a chance that I won't even get a chance to do anything in that combat because it only takes one turn to destroy an encounter, and even if I do go and use these exploits, I personally feel like I didn't earned it, like the balance was way off in my favor and the victory wasn't earned (again, for me). Like I said, I HATE THIS. And I know that the simplest answer is to just not play it, but sometimes is not that easy, most people know and will know more about D&D and that is something that will likely still happen in the near future, players sometimes are unwilling to try a new systems, and finding groups online has its own set of troubles that sometimes make it exhausting to get through. I do want to apologize, because I think it wasn't my intention to vent like this here, I think this video was just the straw that broke the camels back for me and left me in an emotional state where I couldn't hold it in anymore. So yeah I am sorry for writing all of this in one of your videos, when this is something that absolutely does not concern you, and you shouldn't be bothered by it. If I am lucky this comment will be buried and forgotten. Keep up the good work, you seem to enjoy what you do and I am glad for you.
Take a dual wielding swords bard. 4 attacks times your upcast of conjure elementals. As a 9th level spell you outdamage meteor swarm on a creature and you can use it on every turn.
these guys dont like rules.... they like hearing one part of the feat/spell and then use the absence of limitations to claim it makes the prior rules not exist
Understood, neither of you decided to look at the fact that they changed the wording on opportunity attack to just a "a creature" rather than "a hostile creature" take your own advice sometimes before trying to um actually someone
@@lucasramey6427 "Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack." I'd rule that as enemies in an opportunity attack.. Allies arent enemies or foes.
A 10th level cleric can cast planar binding as an a tion, granting a free, nonconcentration demon for 24 hours. Then recast planar binding as a 6th level spell to get it for 10 days. Do this 5x to get an army of high level planar pets.
You don't have to take an opportunity attack when someone leaves your reach, but technically you can now because they removed the word "hostile" from the description of opportunity attacks. They even removed it from the description in the glossary that doesn't have flavor text, so it's clearly intentional. I have absolutely no idea why they did this (maybe for the extremely rare case of wanting to opportunity attack an NPC who runs past you but doesn't know you're an enemy yet?) but that is RAW how it works now.
@@torifort717my only guess is people may have asked them if their pc could have opportunity attack grappled an ally who was being magically compelled into a dangerous pit or something and asked if that would work was answered that the text currently says hostile but see no logistical reason why someone couldn't opportunity attack an ally and needed to be angry at them to do so, so when it came time to reprint the phb they went ahead and removed the word hostile from the opportunity attack mechanic
This is great!! I like a few of the updates. My favorite would be monks, start with a 1d6 instead of a 1d4, so they can keep up with the damage. Thanks for the awesome video!!! 👍👍😀🛡
Allies dont provoke oppurtunity attacks "Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack."
@@yalkn2073 Does that mean as long as you're not "heedless" you don't provoke an attack of opportunity? Or is there another part that gives a clearer description of what specifically triggers it, and it doesn't require that they be foes or moving "heedlessly"?
@@DanielLCarrier Yep, you don't provoke opportunity attacks by moving heedfully (disengage), teleporting or being moved without using your movement/action/bonus action (ex: being shoved)
I'm imagining a relay race between 4 Monks surrounding spikes, and it's hilarious. Suddenly, the DM has decided the BBEG is leading an army of Ogres and Trolls... wonder why...
Also Hallow requires a Charisma Saving Throw whenever a creature enters the area for the first time or starts its turn there. It doesn't just auto-hit, this is the second incorrect thing you've stated in your video.
1.- Summon minor elementals is most likely to be nerf in the revision 2- claw attacks are not un armed attack 3- to trigger the opportunity attack it does say and hostile creature, so an ally leaving your range does not provoke it 4- nice, well you can bee picky and say its described as Flit not Fly arround you indicating is slow movement not able to move 200feet in 6 seconds but is not specific so it pass The rest seem perfectly valid
To nerf grapple builds, you just have to enforce the carry capacity rules. If you don't have at least 15 str or are a Goliath (or other species with powerful build) and are trying to move around a full sized adult medium creature (and any equipment they're carrying), more than likely your speed will be no more than 5 ft (not reduced). And if the creature weighs too much (or carrying around too much) and your str is too low, your speed will be 0 ft. So if you want a dex based monk to grapple and move around another creature, you better be a Goliath (or other powerful build species)
You're not enforcing anything, that's a homebrew nerf. The Grappled condition specifically grants the ability to move a creature at the cost of 1 additional foot of movement per foot moved. Specific rules override general rules. The Grappler feat's Fast Wrestler removes that extra movement cost entirely if they're your size or smaller. None of this is affected by weight. Monsters don't have a listed weight for a reason. The size restriction is meant to encapsulate a fast, easy, non-meticulous way of determining whether or not a creature can be grappled and moved with you. If you want to nerf grappling, just cap Spike Growth damage per turn and cause forced movement to not activate off-turn spell damage.
Vs Grappler cheese: Encumbrance (5e) If you carry weight in excess of 15 times your Strength score, you are encumbered, which means your speed drops to 5 feet. 20 STR = 300 Lbs.... A 240 lbs enemy in full plate is automatically immune Flight encumbrance is even lower
@@zarthemad8386 YOU AREN’T CARRYING THEM. You are moving them. Do you think grabbing someone by the shirt and pushing them is only possible if the opponent is half your weight?
This is just nerfing Grappling in s nonsense way. You aren’t carrying a creature you grappled, you’re moving them. They aren’t Restrained, or Incapacitated, you control their movement.
I really want to make this cleric spirit guardians strategy, but with the druid using conjure woodland beings. You can Wild Shape into an owl and dash 120 ft. with flyby to try to get as many enemies you can. Then you finish your turn at some ally's shoulder. It's easy to carry the druid around, and your friends won't need to worry about carrying capacity or having special traits to move you alongside them. Probably I would choose moon druid for the better armor class in Wild shape and bonuses to the concentration saving throws. Oh, and you can even teleport as a bonus action if needed. Seems cool
@@rogerexcell249 I don't need to mount a creature, just to land at someone's friendly shoulder. But, of course, I can't move on other ally's turns. So I would just willingly fail every grapple saving throw that my friends will do to me round after round, carrying me around in the battlefield.
@@WizardVolovik 'Twas a jest :) But that works too. They'd have to move at 1/2 speed ofc. Either way one of you moves slower. A work around is you become a L3 cavalier too! That way you can mount and dismount for just 5'!
@@rogerexcell249 they don't need to move slower because the owl is tiny! So they will be fine! While you have the Grappled condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it. Source: PHB'24, page 367. Available in the Free Rules (2024).
@@rogerexcell249 actually, my friends won't move slower while grappling me (the druid) because the owl is tiny! So they'll be just fine. While you have the Grappled condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it. Source: PHB'24, page 367. Available in the Free Rules (2024).
"A mini can make six attacks per turn at the cost of only one focus point" Meanwhile, my Bugbear Warlock/Eldritch Knight sitting back looking unimpressed as he throws the dice down twelve times for 220+ damage.
Cool Kraken facts: You keep your proficiencies. Get giant rapiers as a Kraken bladesinger/Greatswords as a Valor Bard. Also you don't get to attack with the big lightning stuff or the tentacles I guess. Or it's natural AC for that matter. Real solution is a Leviathan
That opening line made me immediately think of The Spiffing Brit. Let's see these glaringly horrifying exploits. So, there's an issue with becoming a Kraken. They can't speak. So you can't cast any spells with verbal components.
the polymorph temp hp shenanigans works really great if you combine it with armor of agathys and its rewording. there's never been a better time to be a glass cannon.
Grim Hollow: Transformed is out NOW on Kickstarter!! Explore the ultimate Dark Fantasy D&D Setting right here: ghostfiregaming.com/DDSH_GHRF_2024_10_006
Damon Familiar?
you always exaggerate too much, i know its for the fun of exaggerating, but keep in mind you are critiquing the balance so you should actually be accurate. on the conjure minor elemental+scorch ray: so the total average damage is 7pts fire + 27choice energy per scorch ray that HITS. Druid is using a 6th slot (concentration so good), and a 5th slot scorch once-off (so not good). They will miss two of the rays on average. So 28 fire, and 108choice dmg, on a single target for total 136 energy dmg. a big difference. (and its not every round.... as the spell slots get used up the damage drops, and there is no way to get it back without a long rest. fighters can be consistent over the whole day for example.
Warlock is 5.5 force+27 variable per ray (and one will usually miss) so 11 pts force +54choice on a single target for 65 pts dmg. this repeat build is on par with the fighter repeat, and use of the new mastery and nick rules. But i think a fighter under the new rules can get close to matching the druid, yet still be repeatable the entire day.
Well well i captured u i cast misty step and fuck off dm u cant cant do that ur bound and dont have ur compents misty step is verbal only dm suprised pikachu face fuck next time im gagging u
This isn't a long video, but 29 shorts in a trench coat
Is this a Spiffing Brit reference?
🤣 for real
I thought so too😂
Was going to comment the same. Will out myself back in my [Yorkshire tea] box
100%. You know it will be broken when there's a title like that.
Referencing other British channels is super easy, barely an inconvenience!
Imagine a Kraken Monk with knives singing "Calimari was Kung Fu Fighting!"
You win the internet for the day.
😂😂😂
As a gargantuan creature, wouldn't you also get to wield huge two-handed weapons as daggers? Or was that only in a previous edition?
@@ArakkoaChronicles Previous edition. Even 5e didn't have it. Only mention of it was in a section of the dmg about designing monsters
Very yes please!
always remember that the only opinion on a rule that matters is YOURS when you play with your friends! You can ignore, change, or interpret anything you like (together as group is the best way!) - no publisher, commentator, or sage advice has any authority over your play group! 🔥🔥
You say that, but I do wonder how many DMs are gonna be pressured into using this and insulted as bad DMs if they don't?
My GMs will rarely be persuaded 😢
But we need others to accept fixes to the 2024 ruleset so that the 2024 ruleset are redundant and actually good for a change and for everyone
Then why pay them to write the rules for you if you have to spend all of your game time fixing them?
@pizzaemperor3553 was thinking the same. These videos are just gonna be a headache for DMs if players want to implement these broken combos.
This Nystul's Aura + Magic Jar trick is going to being a whole new meaning to the phrase "Dragon Heist".
Was expecting a "hellooooo ladies and gentleman" or D&D equivalent
Same here. Was wondering if Spiff was breaking D&D, now.
So hello melees and Casters?
@@airproci "Hellooooo Knights and Bards!"
Swapping souls with a gargantuan monstrosity is definitely up there on my villains list now 😅
9:22 Don’t forget that the new ray of sickness doesn’t require a con save, if it hits they are poisoned
Just imagine some random dude getting to the party and saying "im a kraken, a mf swapped souls with me and stole my body"
Ok but that would be an amazing character, like they could be a warlock of the deeps or something to keep the Kraken flavour, and you have the perfect motivation to go against ab amazing BBEG
Unfortunately, RAW they can't even do that. When the victim is trapped in the jar, they can't jump out to a new body.
That's a title for a Japanese fantasy light novel. 😅
@@RokuroCarisu "I Was a Terror of the Deep Until the Hero Stole my Body with a Broken Spell Combo"
Lv 5 Cloud Goliath Warlock with Archfey patron and Fey Touched feat. Can teleport 30ft as a bonus action eight times per long rest without using any spell slots. Chuck in Repelling Blast and Lance of Lethargy for extra shenanigans
I prefer Hill Giant Echoknight with Maul.
Knock them prone and can do that Prof number of times. And of they get up everytime you hit them with the maul they can be knocked back prone.
They can also jump around infinite amount of times.
@@Jimmy-p9n you have topple from maul why would you take hill giant at that point? take a reach weapon if youre going to do that and go PAM and Sentinel and go frost giant.
High elf with the racial feat Fey Teleportation is better because it still procs your subclass abilities.
@@gregorysheridan2015 Thought at low levels use the Maul as you only have a limited amount of Hill Giant Topple. Anyone else, can topple them too
@@brannenpfister2579 hmm might have to look into that build
For the Summon Undead Paralysis combo, you can also use Ray of Sickness on a Necromancer Wizard for the same result.
New Ray of Sickness doesn’t have a saving throw.
As a DM taking notes, I'm looking forward to orc shamans casting haste as the horde runs past them. Honestly though, I don't think my players will go down the path of any of these combos, but it great to be aware of them. Thanks for the great video.
Horde*
The problem is that many of those combos are so straightforward that you may hit them by chance. Any caster with access to conjure minor elementals and extra attack can arrive here even by chance.
@@BlueFrenzy CME is maybe the only straight up broken thing in this book. It can easily be banned just like Lucky usually was in 2014.
@@johannesstephanusroos4969 thanks
A lot of this can easily be shutdown and just straight up said no. Rule as intended is alway precede rule as written. Making the conjure elemental proc once on scorching ray, making the grappled cheese grater combo require a strength check to push them further into the spike growth without the enemy being stuck on it. Nystul magic aura is just a stupid decision made by wizard of the coast. The monk one is actually ok since level 11 is already high up there and the cleric hallow one is just calling god for help.
Dnd is an expansive game so exploit will fall through.
For anyone wanting something broken on BG3, 4 Element Monk using Plant Growth under someone & then using Water Whip to knock them prone. They permantly stay prone because the game can't solve the movement speed division since Plant Growth quarters your movement & you need to use half your movement to stand. (It only works with Water Whip due to it not having a prone duration... there is no time limit to how long the opponent stays prone.) Just don't cast any fire spells near the plants.
I'd disagree because standing up from prone always takes half your movement. If you have 60 base, standing takes 30.
So plant growth takes an average maximum of 30ft to 7, standing takes half of that leaving
@@dergeshe said in BG3... you can disagree all you want but unless you're going to reprogram the game your disagreement doesn't really matter does it...
@@derges You disagree with something I can go and reproduce? I am not talking about the tabletop. As stated above it is on Baldur's Gate 3. It works, my character does it all the time. I don't think they coded in division of an odd number which happens to your movement once it is quartered.
@@derges I laughed so hard at this.
You very VERY clearly didn't read what OP said, and made yourself look like a tool.
Suggestion for the future, (As I used to also be the one to jump the gun so to speak) after you type your response, re-read what it is your replying to, then re-read what you put, might just save some red face.
@Whitewolf1984p yeah I missed the BG3. No red face honest mistake
0:14 I think you got the name wrong it’s supposed to be conjure minor war crime
Minor? I'm pretty sure that becoming a walking death tornado is a major war crime
the full force spiffing brit game breaking energy channeled into dnd in a easy to understand format even for dummy's new to the game amazing work as alwayse
No joke the combo with Magic Jar is wild. Imagine you going after a Tarrasque especially to use it
the bit about the warcaster feat and opportunity attacks is not entirely cut and dry though. on page 371 it does just states 'a creature' , but on page 26 its specifically references enemies and foes in the opening paragraph. I suspect this will get clarified soon enough.
The expected errata will be a mile long given all the oversights, mistakes and such that’s already been pointed out.
Regardless of whether it says creature or enemy. It specifically says: "when a creature leaves your reach provoking an opportunity attack." As far as I'm concerned, allies don't provoke opportunity attacks.
@@esefine While I'd like to agree... Nothing says you cant punch your friend. And since its not going to hurt them and may save their life, why wouldn't you? Ususally no-one chooses to attack their friend. You are always allowed to though...
@@rogerexcell249 Actually, the rules for opportunity attack are clear: "You can make an opportunity attack when a hostile creature that you can see moves out of your reach." Yes, you can attack your friends on your turn all you want, but unless they're hostile, they don't trigger the AOO.
@@esefine
No it doesnt: PHB 2024: p371
"You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds."
It does not say hostile.
(It does need to be visible though so cant use it on a hidden or invisible ally)
Perfectly balanced. As all things should be.
I picture you sipping Yorkshire Tea while typing for some reason.
Don't forget to turn little Gamora away from the slaughter.
8:48 can't wait to have my Matt Damon familiar doing my bidding
I was trying to figure out how to point out he had misspelled demon. Thank you for being perfect at that
Bg3 + dnd, huh?
For those who wanna skim the video for the things, here's my small little blurb that sums it up scuffly (Of course watch the video. He should get the views and income. But I know my friends are busy and would rather read it summed up)
1. Conjure elementals is changed to do a on hit affect that does 2d8 at 4th level for 10 minutes (scaling to an extra 2d8 per slot above). So basically you run up to a creature within 15 ft, and cast scorching ray for like 36d8 extra damage
2. new grappler lets you grapple a creature and move at full speed. So then you spike growth dragging them through it.
3. Warcaster can be a reaction to hit any creature, with any spell. So you can like haste an ally as they go by, or cure wounds.
4. Spirit Guardians, is no longer once per turn but rather round. SO allies can kick them through the damage aura to make them take even more damage
5. Clerics at 10th level, get psuedo wish to cast any spell 5th and lower instantly (Excluding reaction spells). And basically just cast the new hallow instantly, and make them vunlerability to any one damage type
6. Play a warlock with pact of the chain, grab quasit. Make that quasit poison a target, with its attack. Then summon an undead spirit via undead summon, which when it attacks a creature auto paralyzes when its poisoned (This one is disgusting)
7. Coffee lock. But even better now.
8. Monk + ranger + nick weapon mastery. Basically you make 3 attacks with dagger, 3 with flurry of blows. Then hunters mark
9. Nystul's Magic aura, lets you basically change a creature to count as another creature type. So you charm monster kraken, make it count as humanoid via nystluls, then magic jar to possess it very long process (This works on anything. But it mentions specifically kraken because op. But for all intense and purposes you basically can get shape change permanently)
You reversed #4 but nice breakdown. Honestly #4 feels the most broken to me. Well, anything with "Taking damage when entering an emanation/turn." One spell should not be able to do 400+ damage in a round.
@@peterwhitcomb8315 Ya, but to me this one requires a bit of min maxing, that I doubt players really will use. But the potential is silly
@@Kingpsycho02
Not even min/max 😩
Picking up an object is a free action. 😏
Per attack... eldritch blast is 1 attack. Doesn't say per attack roll
@@timh5180 That sounds right, but eldritch blast scales at the same rate as a fighter attacks, and I guess it just feels like they're attacking times when they have to roll for each roll. Because if it was intended for it be only one attack why not make it do 4d10, and not let it split.
And remember kids, if you can do it, your GM can do it better
DM can get mugged better 😂
Stop promoting hostile DM's
Just talk what is "acceptable"
@@Subject_Keter A DM using features the players use themselves isn't hostile DMing, its playing the game.
Don't disrespect the effort your DM put into making a game by trying to pull bullshit without talking to them about it first. If you do, get ready for your character to die and to have to roll a new one. That isnt toxic, its consequences.
@@StoneWindsOr, the GM could act like an adult and instead of killing off the player character like some petty tyrant, they could pull the player aside after the session, congratulate them for finding a cool combo, and then ask them not to use it again because it breaks the game. That's always an option too.
@@tuomasronnberg5244 you don’t have to kill them, you just have to make it clear that overpowered combos will be used against you if you abuse them.
The monk combo also works with scimitars, which I’d go with because there are more magic swords than magic knives
New DMG preview said they’ve addressed this. For example, Flametongue can be any melee weapon now, not just swords.
@@jeffreyrankine2533 valid and good to know. I’ll stick with scimitarbarian qnd monk will be whichever is appropriate
We were always overpowered. It comes with being a cleric. We can do literally everything and most times we can do it better than those other classes that specialize in specific things. Tank, heal, dps, utility, we can do it all and that's just the basic cleric, we get even crazier with domains.
So, one thing you have to take into account with D&D 2024 is they went down the path Pathfinder 2e did with its "tags" system: if an attack/feat/spell/etc. calls out a condition or a specific action, you apply the ruling of what the triggering attack/feat/spell/etc. does based on the condition or specific action's description. In the case of Opportunity Attacks, the new definition of Opportunity Attack starts out with the following text:
*"Opportunity Attacks*
*_Combatants_* watch for *_enemies_* to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack."
By RAW and RAI, Opportunity Attacks are meant to be against hostile creatures. So the example of an ally moving past your square triggering an Opportunity Attack from you is incorrect, even though the new rules arguably made it less clear by removing the word "hostile" from War Caster.
2:20 I'm so tired of the cheese grater meta 😢
Its easy enough to fix if its actually a problem.
@@brilobox2 It's just so uncreative, at least try something interesting
The amount of set up to make this happen is ridiculous. People saying that this is an exploit or somehow an oversight are ignoring the fact that it takes very specific set up. Sure you’ll probably get away with it one time but after that most DM’s are gonna find a way around the cheese grater.
what is this? The grappled enemy managed to make it out of the grapple by rolling dice? What a shocker.
Nah, not all of them have a great str score
Just grab him again.
@@dentheduck2095Dex can also be used… but yeah, it also doesn’t matter if they’ve got a good score because of how badly it goes for them if they fail once.
Also wouldn’t that count as forced movement and hence not trigger effects from movement? Or is that an exception specific for spiked growth?
Vs Grappler cheese: Encumbrance (5e)
If you carry weight in excess of 15 times your Strength score, you are encumbered, which means your speed drops to 5 feet.
20 STR = 300 Lbs.... A 240 lbs enemy in full plate is automatically immune
Flight encumbrance is even lower
Consider another use for the Cleric's Divine Intervention: Glyph of Warding. If your players have any amount of downtime and a place that they go to regularly (Like a tavern or a guild hall), a cleric can just slap the wall every single day with a Glyph. They still have to spend a spell slot and components if they store a spell on the glyph, but you could theoretically stockpile any number of glyphs. Imagine an army of villains raiding the players' main base, only to be turned to dust as a hundred glyphs simultaneously cast Guiding Bolt.
Or whole place covered in Spirit Guardians.
Upon casting designate your party to be excluded from it, and suddenly anything that steps inside or within 15 feet of the walls turns into dust. That's 10 minutes of time where no one can enter the place without spending some serious muscle in magic department to dispel them proper, and it would've DEFINITELY caught the intruders on first action proper. Not to mention, Spirit Guardians does not require LOS. So if you put it inside the door, one guy walks in and triggers it, anyone within 15 feet outside will ALSO be caught in the AoE. And you can have a lot of people ready by doorframe for assaulting in that space...
That Kraken combo reminds me of a character concept idea I had a couple months ago.
You start as a normal character and then when you die your friends realize you can't be resurrected. Then they find someone else that shares the same fate. And in reality that is because you're actually a high level wizard that got bored and started using magic jar to be in someone else's skin and have some thrill adventuring without risking themselves.
And everytime they die, the Wizard just replaces them with another puppet.
Of course this requires a slight adaptation of the spell and your DM's discretion, but I think it's fun.
9:27 - This no-save combo does require two successful hits with physical attacks, which I aren't automatically guaranteed to succeed
But still bypasses Legendary Resistances
@@brilobox2 And also bypasses any logical defense what so ever. Advantage on saves against poison, high constitution, high wisdom? Oh, you have 14 AC? Get fucked then.
12:02 an better idea, multiclass into war domain cleric, they get access to divine favor which might be a 1d4 damage instead of a 1d6 but it doesn’t require concentration and doesn’t need to be moved with your bonus action so any turn for 1 minute after casting you can get the d4s at no opportunity cost unlike hunters mark which loses you your bonus action flurry of blows every enemy death.
1:20 - Don't forget the Elemental Adept feat to ignore Resistance (and make all 1s into 2s).
If a new edition fixed things so it didn't include the ability to make new overpowered broken builds it wouldn't sell: People would just use the old edition where they could continue to play godly characters. Hasbro understands how to use power creep to make older, but 'compatible', editions irrelevant -- Remember their mission is to FURTHER MONITIZE THE PLAYER BASE, not to make a good game.
Then why did anyone stop playing 3.5?
I can't speak for others but I stopped playing 3.5 because I moved on from my first TTRPG . . . kinda like you probably no longer ride a tricycle or a scooter -- you grew up and probably drive a car or a motorcycle, or (if you're into health) ride a bike.
@@asdfjoe123 so you stopped playing a supposedly superior system because…what, you got bored? You wanted the shiny thing? Seems like a you problem.
See these manual things here that’s reference material. To give you a guide as to what might be possible not what is possible. Its an idea. Like go go gadget copter is an idea.
One thing with warcaster, although its definitely not intended I see a wizard with an important concentration spell and no more shield/absorb elements. A dm could just ping them with ranged attacks/saves and suddenly that haste is gone.
100% what any smart enemy will do with any concentrating caster.
@@thekaxmax That's why you need to be an Artificer with an AC of roughly 23.
Absolutely it's almost like its inherently balancing giving people more options in exchange for using their resources differently or something
In a great many fights, you can just stand around a corner. Full cover, baby!
It's fully intended, otherwise they would have simply copy pasted the wordings from both warcaster and the opportunity attack rules but instead they changed their wording from "hostile" to just "creature", from what I can see all this is doing is setting up players doing more teamwork which is always preferable to them just being selfish with their characters, and this means they're consuming more spell slots than normal, these are both fine
Playing a campaign now and we switched to the 2024 classes w/weapon masteries last week. I'm playing a Beast Barbarian w/the intent to multiclass into Kensei Monk eventually. Had to give the GM a heads up as I realized that at level 5 I'm going to have 4 attacks per turn, level 6 gets me 5 attacks, level 7 boosts me to 6 attacks a couple of times per short rest and if we get up to level 15 I'll be at 7 attacks pretty much every round. All at advantage. All adding my strength and rage modifiers.
He proceeded to try to end me the very next session :D
I wonder who you got this title format from. hmm
*the spiffing brit
us brits gotta stick togever, innit bruv?
You have the best adverts on UA-cam, I don't even skip them.
"Serious DnD" air quotes got me...🤣🤣
Yeah, as my rogue at level 3 was attacking twice with weapons and fired off magic missiles at the same time, I realized how well-designed 2024 was. On a completely unrelated
note, did anyone check the designers for copious amounts of drugs at their last physical exam, or what that before they uttered the words "backwards compatible and balanced"?
Of course it’s balanced, they play tested it before releasing it… They tested it before releasing it, right?
Much of this was published in UA for playtesting, and MUCH of it was given feedback from players... and still got published broken anyway.
For example, we told them Conjure Minor Elementals was absolutely busted bonkers and would single-handedly destroy high-level combat. In the UA, the radius increased 5' for each level it was upcast, too. We told them, 'this should scale like other damage aura spells' and they said oh, we got you fam... the radius won't increase. lolol
Armor of agathys can now be stacked with false life to keep temp hp up indefinitely for the 1 hour duration. New wording says as long as there is temp hp the spell doesn't end early. 5e version specified only the temp hp created by the spell can keep the spell up.
With new version, a 9th lvl warlock can cast lvl 5 armor of agathys and keep his armor up if it drops low with a 5th lvl up cast false life, which is 2d4+24 temp hp.
The warcaster reaction on your alley doesn't work. From Chapter 1 Melee attacks -> Opportunity attacks: "Opportunity attack: Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack.", it then explains avoiding on how to make an opportunity attack. "
You have to be an enemy to provoke an opportunity attack.
that's a flavourful description of how an opportunity attack might happen, not a ruling (understandable mistake though) - if you check the glossary you'll find the exact wording on exactly what triggers an opportunity attack in mechanical language, and it no longer requires the target to be a hostile creature! This is was a purposeful change, I'm not sure why they did it but they did!
@@DnDShorts I think most DMs let players attack anyone with an opportunity attack. Hostility is a vague and mutable state. But being able to cast leveld spells with a casting time of one action as a reaction is straight up stupid.
@@DnDShorts I desperately hope it's a case of bad design that slipped through the cracks. Because making this change deliberately, is SO dumb.
@@1Kapuchu100or "logical" but still too powerful for game balance
@DnDShorts I don't think that section on opp attacks is pure flavour, it's a clear statement on what opp attacks are and the circumstances in which they occur. The feature is not now 'Opportunity Reactions' or something, it's very clearly still intended to be an attack against a hostile creature, during a momentary drop in guard.
Regarding the Monk's nick combo, if you're dual wielding daggers then you can make an additional off-hand attack. That makes it 7 attacks at level 11 (assuming you can stack dual wielding and nick property).
This is correct. Though no dex bonus to damage on the last attack without the relevant feat at L4, 5 if MCing ranger.
I would not be surprised if there were WotC developers watching this video and taking notes for the upcoming errata and sage advice compendium
We told them most of these things during the Unearthed Arcana, which they claim they read all of the feedback from. Some of these use post-UA additions that didn't get playtested at all, but much of it was heavily discussed on a much smaller, more focused scale. For example, Conjure Minor Elementals used to increase its radius by 5' for each level it was upcast. They removed that, but for some reason left the damage scaling completely busted.
They either aren't paying attention to feedback at all (even when it's most critical), or they actually believe it's balanced.
@@RaethFennec lets ignore the literal hundreds of things that are exactly or almost exactly how UA testers wanted them.
@@brilobox2 Let's not? I'm unsure what you're getting at.
@@RaethFennec so clearly they integrated the vast majority of feedback.
@@brilobox2 That's a very broad assumption. Many of the changes may have come from other channels, and certainly at least some were just their normal QA.
My comment may have leaned toward hyperbole, but the sentiment remains and we have good reason to justify that.
The really great thing about all these wonderfully balanced, non-exploitive updates is no NPCs can use them. Nope! They'll never, ever be used by DMs who we all know are kind, understanding, and don't even know the meaning of the letters "TPK".
1,000 hp kobolds. All fixed, hire me wizards.
Frankly I'd say the warcaster buff is a case of benefits outweigh the downside. It's still burning through the casters spell-slots. And can allow both the caster AND the martial to cause mayhem that round instead of one having to trade a turn for the other.
Grappling is Broken if you ignore the encumbrance rule pertaining to grappling.
That's the crazy part: if you have the grappler feat, encumberance no longer matters! 🤯
@@James_Irish the feat has no effect on the Encumbrance Rule:
"Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push.
[Small/Medium Str. × 15 lb. Str. × 30 lb.]
While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet."
If you dump STR as a medium sized monk (8 STR) you can't Drag an enemy at all that weights more than 240lbs. if your small that's 120lbs... Armor alone weighs 20-65lbs. Plus weapons and the actual weight of the creature. Your shit out of luck.
Wanna drag your heavy armor wearing Cleric around with Spirit Guardians? haha good luck with that.
Grappling does not use encumberance rules. Check the Sage Advice on it. Grappling only cares about creature size.
@@chrisg8989 Grappling doesn't use encumbrance. Never did.
Using encombrance as a fix here isn't RAW or RAI, since I'm pretty sure the two systems aren't meant to be used together even though they are logically related.
I'd buy it as a valid reason on why not as a player though.
But only if the DM allows "counts as one size higher for carrying" abilities to count for mounting and grapples.
With the wording on the 2024 gaze of two minds you can now have an invisible spell slinging machine by using an unseen servant walk into a building you are just outside of and sending a barrage of spells from your invisible friend
4:34 "... no longer has to be hostile."
Sure. As long as you ignore the first paragraph and only read the second one.
I know, the argument is that that is just flavor text, not mechanics.
I'm looking forward to seeing an official clarification on this, but until then I'm standing firm that this is not flavor text, it's an introduction of what the following data is applicable to.
I can't decide if I want it to be actual rules text because opp attacks on allies is ridiculous or if I want it not to be because mixing actual rules text with such flavored language is unacceptably awful game design.
@@torifort717 What's ridiculous is the idea that someone wanting you to cast the spell on them keeps you from being able to do it.
Mmm. I'm not sure this fits the rules OR the narrative of the game. If you can react to an enemy who's actively fighting you to cast a spell, why wouldn't you be able to do so to an ally, who you're LESS distracted or occupied by? Additionally, we know it's flavor on page 26 because the rules glossary on page 371 has no such inclusion.
@@RaethFennec "Less distracted by" is not realistic. In melee, your allies are actually much more of a distraction than your enemies. You are laser focused on enemies, watching for physical tells and trying to anticipate their next move. In that scenario, your allies are definitely a distraction.
@@ryadinstormblessed8308 That's an opinion! I disagree with it, but it's valid.
That's absolutely spiffing to hear!
That interpretation of the cleric's new divine intervention isn't quite right. It says you take a magic action to cast a spell, and if you look at what a magic action is in the glossary it specifies that any magic action taken to cast a spell that has a casting time of 1 minute or longer requires you to continuously take the magic action on every subsequent turn until the spell cast time is complete. The cleric feature just saves you spell slots and material components.
Read it again. As a magic action you pick a spell, and ***as part of the same action*** you cast that spell. The ability lets you cast a spell as part of the same action that you invoke the class ability with. This is why the ability is so strong.
@@TelsMaviston That's exactly what it says; you take a magic action, and as part of that same action (the magic action you just took) you cast your spell. And as per the description of what happens when you take a magic action to cast a spell, that spell finishes casting when once you've taken enough subsequent magic actions to fulfill its casting time.
@@TheJakeJackson No, the Divine Intervention explicitly casts the spell. It does not "begin to cast it", it casts it. There is no reason to say "as part of that action" otherwise.
@@AnaseSkyrider yeah, it does actually. You take a Magic action to use Divine Intervention, specifically so you can’t do something like use Action Surge to use DI. It has to include ‘also as part of that action you cast the spell’ or you wouldn’t be doing anything. If it takes longer than an action, you have to cast the whole spell. Contrast its wording with the Wish spell, which states the spell ‘simply takes effect’ with no casting time’. No such wording in new DI.
However its ruled its not a world-ending problem, an affected creature can simply…leave.
Exactly.
9:38 “You can do it against an Ancient Red Dragon“ I think you’ll find it challenging to have your quasit familiar reliably hit the dragon.
7:45 - Along with bludgeoning and piercing, slashing is damage type that's explicitly stated as being excluded from the Energy Vulnerability additional effect of Hallow.
Including the new version?
@@teg_07 No, the new version is straight up vulnerability of your choice with no restrictions.
Nope, new hallow says any, sorry charlie
@imageispower20 I missed that the accompanying on-screen images showing text for the additional effects are from 5e rules
Reminder for grappling: you move them by CARRYING or DRAGGING. meaning you are limited by your carrying capacity for what you can drag. 8str monks will only be able to move most medium creatures 15ft with a double dash
It's been sage advised in the past that encumbrance and grappling don't interact, also as a dm I do not care to calculate what a person weighs mid combat leave that stuff out of combat
Rules as Written over Rules as Intended. It does say Opportuniy ATTACK. Unless the DM allows friendly fire that doesnt work.
Now the rules says you can make an oportunity attack against a creature leaving your melee attack area, any creature, so by the rules now work, and it´s probably intended because they removed deliveratedly the "Hostile" part.
Opportunity attack is just a name it's not an actual attack dude. If that was the case then the new rules for unarmed strikes wouldn't work since now you can grapple with your opportunity attack but if it's only attacks then you'd only be able to hit with weapons and nothing else.
If we're talking about what DM's allow, most or all of this won't work. If we're talking about what works RAW, there's no rule against attacking an ally.
Of course, in 5.0 you could just cast Friends before battle to make sure they count as hostile.
Can't grapple as a bear purely from grappler feat. Its not an unarmed attack. Claws and bites are melee weapon attacks. You also cant multiattack and grapple. All attacks must be the aforementioned claws or bites. You can of course change into a bear make an attack (not multiattack) action and attack once only with an unamed strike, doing Str modifier+1 damage only, and grapple if you like. That's fine.
Edit: Also you drag people BEHIND YOU, not out to the side. Get a broom handle, hold the top and try and push it down onto a coin, and ask your 5 year old child to deflect it with one finger pushing on the bottom of the long handle. They will overpoweryou every time. You can push them AWAY from you, or drag them BEHIND you. Basic physics and leverage. No DM should allow otherwise. You can drag them through an AOE sure...but only if you walk in yourself. Have fun with that!
Wildfire Spirit/Minor Elementals out here committing war crimes!
I LOVE ALL DnD Shorts videos! Will has great Spiffing Brit energy.
8:00 the description for energy vulnerability as the effect for hallow specifies slashing, bludgeoning, and piercing damage cannot be chosen
Not in the 2024 rules: "Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area."
@@PsychoMongoose oh, was that the 5e description overlayed then around that point in the video?
element monks get a 15 ft range unarmed strike with elemental attunement, because unarmed strike is what initiates grapple, you can grapple melee enemies, including those with reach weapons, and be completely safe.. and then gain a fly speed (very easily by playing a dragonborn or aasimar in the new book, or just waiting till level 11 for stride of the elements) then dash and step of the wind on the next turn to go up and drop them, easily dealing 20d6 from max fall damage... oh, and because RAW says you only need one free hand per grapple, you can do that to two enemies at once
Im just imagining tossing a halfling cleric with spirit guardians between each party member like a rugby game.
for the hasted cleric with spirit guardians, they can also ready an action to move with a trigger on an enemy turn, and deal the damage again, with adds another instance of the holy shredder
Fun fact: Nystul's is no longer tech because they outright stated how the feature works with no other interpretation. Also, when a druid wildshapes it notably doesn't say you don't gain the creature's CR, but you do retain your creature type. Also, you can summon ANY CR 0 beast as a familiar. Since a druid can turn into a CR 0 creature, you can use Nystul's to change their creature type to beast for the purposes of magical effects, making them a viable creature for find familiar to summon.
Thus, you can summon your druid as a familiar, and since it outright states that a creature retains the same magical effects upon changing their form, the summoned druid familiar can end their wildshape and still be a familiar even when their form is reverted.
A druid wildshaped into a CR 0 creature (who didn't gain the creature's CR) is not actually a CR 0 creature.
@@SoundslikeLogic wildshape says you gain the statistics of the beast. It doesn't say you don't gain the beast's CR.
@@skeepodoop5197 So in your game, three 11th level moon druids wildshaped into CR 0 rats would gain that CR of 0, and thus, with their 60-ish HP each and 3d8 starry wisp damage, they'd an appropriate first encounter for a level one party?
Consider how actually stupid it would be if that stat block was printed in the monster manual with a CR of 0.
This is all a deliberately bad faith interpretation of CR. You probably know what CR actually is. You understand it's not an intrinsic/immutable "stat", but rather a value derived from the entirety of the creature describing its relative challenge. But hey, if you think you're being clever and you wanna use it in such an obviously bad faith manner, and your players enjoy that sort of stuff, have fun I guess?
The Kraken Possession one really does make a fun villian. Especially if you want to homebrew the spell to make destroying the “jar” end the spell, cause then you’ve basically got Kraken Lich
A personal combo I like is being a old one warlock and starting poison spray to deal psychic damage. Boom, 1d12 cantrip!
I don’t think I’d ban the Kraken thing. Even if you have portent you still have to burn through its legendary resistances. If you manage to do that AND cast three spells on it in a row. I would argue even a friendly creature doesn’t want to be possessed by you so while charming it makes it easy to touch and cast Nystul’s Magical Aura on it, it doesn’t automatically let you possess it.
And on top of that a Dispel Magic spell can thwart you entirely and bring the Kraken back.
For the difficulty and the risk, I don’t think it’s ridiculous. It would be awesome if a player could achieve it; but I think the suggestion a villain could have done it is a better one given the pitfalls.
Here's the thing, enchantment magic no longer has to be reasonable. Merely achievable. you can ask your new friend to just not resist you at all. and boom Kraken.
@imageispower20 yeah but it can still be dispelled anyway so who cares
@@Tupadre97 dispel what might I ask and who is going to do so? Krakens can't cast spells, and you might notice that most enemy caster don't have Dispel magic in their stat blocks. You do this on the last or alone foes. So your rejoinder is weak.
@@imageispower20 I think the idea is that after you possess the kraken, the next enemy might cast Dispel Magic on it.
@@DanielLCarrier The possession in question doesn't work like that. There is nothing to dispel. Your soul and it have swapped bodies, not an ongoing effect, just plain swapped. no concentration just swapped.
its a dumb combo that is mostly for bad guys to use and is extremely unlikely to happen as most dms will just nix the prep work instantly. It will be a table talking point about what is allowed at the table and nothing more.
At least for cr20+ monsters. Taking over a champion on the hand is well within bounds.
Perfect examples of everything I would ban from my table as a DM (which I am not). But even as a player I would not have fun playing in a group, where someone is doing that kind of stuff.
"If you are a DM watching this and taking notes."
Always remember kids, anything your classes can do, your DM can do as well, use these broken combos at your own risk.
I'm always told it's bad form for a DM to do this stuff.
Yes, you could be adversarial and punish your players by homebrewing whatever you want.
Or, hear me out, as a DM and player alike you can have a conversation with your table about the kind of optimization, difficulty, and tone your game should have.
@@TheGoldCrow it's bad form for anybody to do this stuff. It's good form for a DM to use an exploit on a PC that the PC has already used.
@@TheGoldCrow I encourage stuff like this at my table... >_< "You are stupidly powerful" is how I justify doing things like throwing a Lesser Death Dragon and a Bone Roc to back it up against a party of 5 level 4's (well, 6 but I killed one of them the session before so her frozen corpse was used as a kinetic impact weapon). And yes, they beat both monster without any player characters taking any damage! These are new players with the 2014 rules, mind you, so if they get me the new books and want to convert I'm going to have to step up the challenge even more! :D
High power games are fun! It just means I get to use more scary monsters to keep players challenged. So as long as it's fun (for them and me) I allow all shenanigans that don't bog down the game. Bring on the insane damage/turn, but spare me from Conjure Animals (2014). I don't want the rest of the group to have time to finish a whole other game or a whole dinner while their velociraptors take their turn...
@@probablythedm1669 our table played with 2014 Conjure Animals no problem. You just need to be conscientious about it. You can do some pre-rolling or set up a spreadsheet to do the rolls for example. Nobody ever complained about my Druid.
My favorite exploit is what I call the unavoidable arcane machinegun. Pick up Potent Cantrip from Evoker 3. Even if you miss with a cantrip, you still do half damage on any cantrip you cast. Pick up warlock 2 for Agonizing Blast. So by level 11, that's an unavoidable 3d10 plus cha halved. So max damage on a hit with max cha would be 30+15 = 45 or 22/23 damage on 3 misses (including nat 1) of unavoidable damage on a cantrip.
Reminder - none of this shit matters if you just don’t decide to do insane rules exploits.
Playing D&D and ways to exploit the rules are both fun activities. Just make sure not to do them together.
Wow wow wow... AWESOME list! That nystul's magic aura really does seem to be intended to be used in crazy ways. I'ma kraken from da sea :D
Everything here sounds fair.
That warlock combo is even stronger if you take the "Investment of the Chain Master" invocation.
On Warcaster, while the feat doesn't say 'hostile' the definition of an Opportunity Attack does require it to be hostile. So I would rule that the attack of opportunity isn't triggered by an ally so the reaction cast doesn't apply.
It actually doesn’t. Op Attack in the new Rules Glossary does not say ‘hostile’ anywhere, although anyone with a modicum of common sense would figure you can’t use it to cheese cast spells on allies because it says ‘when enemies move recklessly past you’, even if not in a mechanical context.
@@brilobox2 Ah, I guess I was looking at the old rules. Maybe they should change it to "Opportunity Action" then.
Don't forget that an opportunity attack takes a reaction. Even if a player tried to cheese the casting of a spell to buff an ally, that would leave them unable to counterspell. It would also allow an enemy within melee range to leave that range without risking an attack. The cheese would be fairly situational, and the exploitation limited.
@@karenmiles4431 Keep in mind counter spell got nerf, no one is thinking of saving their reaction for that spell and far less people will be taking it.
You can use the damage and the grapple option( which forces a save)with the bear combo but that isn't an auto grapple, the enemy has to make a STR or DEX save which they are far more likely to succeed at than an athletics or acrobatics check so if anything the combo got worse.
Unpopular opinion (I can imagine specially for this channel). But I hate this.
I hate the exploits that the new rules allow for various reasons.
on the consumer side, it feels like the new PHB was released as a play-test, a way for WOTC to see how broken players get to see how can they "fix it" for the DM's Guide and the Monster Manual (Not to mention releasing the PHB without the DM's Guide at the very least seems dumb in my opinions, since there is no way that normal encounters as suggested by the original DM's Guide will be effective).
As a DM I hate this, because then what is the point of taking time trying to make an interesting or narratively tense encounter if all players got to do is bust one of these combos an then encounter over without breaking a sweat, so why even bother.
And as a player, I hate this because, I don't like to be a number cruncher, I prefer to setep into the role of my character and see what kind of abilities they might have without worrying about numbers, but with this combos on hand, I get the feeling that more often than not most characters I make will be left behind, not being able to be that effective, if I go last in initiative there is a chance that I won't even get a chance to do anything in that combat because it only takes one turn to destroy an encounter, and even if I do go and use these exploits, I personally feel like I didn't earned it, like the balance was way off in my favor and the victory wasn't earned (again, for me).
Like I said, I HATE THIS.
And I know that the simplest answer is to just not play it, but sometimes is not that easy, most people know and will know more about D&D and that is something that will likely still happen in the near future, players sometimes are unwilling to try a new systems, and finding groups online has its own set of troubles that sometimes make it exhausting to get through.
I do want to apologize, because I think it wasn't my intention to vent like this here, I think this video was just the straw that broke the camels back for me and left me in an emotional state where I couldn't hold it in anymore. So yeah I am sorry for writing all of this in one of your videos, when this is something that absolutely does not concern you, and you shouldn't be bothered by it. If I am lucky this comment will be buried and forgotten.
Keep up the good work, you seem to enjoy what you do and I am glad for you.
Take a dual wielding swords bard. 4 attacks times your upcast of conjure elementals. As a 9th level spell you outdamage meteor swarm on a creature and you can use it on every turn.
War Caster.. The target still needs to be an enemy.. look up opportunity attacks in combat.
these guys dont like rules.... they like hearing one part of the feat/spell and then use the absence of limitations to claim it makes the prior rules not exist
Understood, neither of you decided to look at the fact that they changed the wording on opportunity attack to just a "a creature" rather than "a hostile creature" take your own advice sometimes before trying to um actually someone
@@lucasramey6427 "Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack."
I'd rule that as enemies in an opportunity attack..
Allies arent enemies or foes.
A 10th level cleric can cast planar binding as an a tion, granting a free, nonconcentration demon for 24 hours. Then recast planar binding as a 6th level spell to get it for 10 days. Do this 5x to get an army of high level planar pets.
Alllies don't trigger opportunity attacks...
You don't have to take an opportunity attack when someone leaves your reach, but technically you can now because they removed the word "hostile" from the description of opportunity attacks. They even removed it from the description in the glossary that doesn't have flavor text, so it's clearly intentional.
I have absolutely no idea why they did this (maybe for the extremely rare case of wanting to opportunity attack an NPC who runs past you but doesn't know you're an enemy yet?) but that is RAW how it works now.
@@torifort717my only guess is people may have asked them if their pc could have opportunity attack grappled an ally who was being magically compelled into a dangerous pit or something and asked if that would work was answered that the text currently says hostile but see no logistical reason why someone couldn't opportunity attack an ally and needed to be angry at them to do so, so when it came time to reprint the phb they went ahead and removed the word hostile from the opportunity attack mechanic
This is great!! I like a few of the updates. My favorite would be monks, start with a 1d6 instead of a 1d4, so they can keep up with the damage. Thanks for the awesome video!!! 👍👍😀🛡
Allies dont provoke oppurtunity attacks
"Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack."
Source?
@@DanielLCarrier 2024 phb, literally the first sentence of opportunity attack (edited my original comment)
@@yalkn2073 Rules Glossary: not a single mention of ‘enemy’ or ‘hostile’. Honestly it could be ruled either way.
@@yalkn2073 Does that mean as long as you're not "heedless" you don't provoke an attack of opportunity? Or is there another part that gives a clearer description of what specifically triggers it, and it doesn't require that they be foes or moving "heedlessly"?
@@DanielLCarrier Yep, you don't provoke opportunity attacks by moving heedfully (disengage), teleporting or being moved without using your movement/action/bonus action (ex: being shoved)
I'm imagining a relay race between 4 Monks surrounding spikes, and it's hilarious. Suddenly, the DM has decided the BBEG is leading an army of Ogres and Trolls... wonder why...
Also Hallow requires a Charisma Saving Throw whenever a creature enters the area for the first time or starts its turn there. It doesn't just auto-hit, this is the second incorrect thing you've stated in your video.
No it doesn't
The 2024 Hallow spell removes the saving throw
The 2014 version has the saving throw, the 2024 version doesn't have a saving throw.
1.- Summon minor elementals is most likely to be nerf in the revision
2- claw attacks are not un armed attack
3- to trigger the opportunity attack it does say and hostile creature, so an ally leaving your range does not provoke it
4- nice, well you can bee picky and say its described as Flit not Fly arround you indicating is slow movement not able to move 200feet in 6 seconds but is not specific so it pass
The rest seem perfectly valid
To nerf grapple builds, you just have to enforce the carry capacity rules. If you don't have at least 15 str or are a Goliath (or other species with powerful build) and are trying to move around a full sized adult medium creature (and any equipment they're carrying), more than likely your speed will be no more than 5 ft (not reduced). And if the creature weighs too much (or carrying around too much) and your str is too low, your speed will be 0 ft.
So if you want a dex based monk to grapple and move around another creature, you better be a Goliath (or other powerful build species)
You're not enforcing anything, that's a homebrew nerf. The Grappled condition specifically grants the ability to move a creature at the cost of 1 additional foot of movement per foot moved. Specific rules override general rules. The Grappler feat's Fast Wrestler removes that extra movement cost entirely if they're your size or smaller. None of this is affected by weight. Monsters don't have a listed weight for a reason. The size restriction is meant to encapsulate a fast, easy, non-meticulous way of determining whether or not a creature can be grappled and moved with you.
If you want to nerf grappling, just cap Spike Growth damage per turn and cause forced movement to not activate off-turn spell damage.
Vs Grappler cheese: Encumbrance (5e)
If you carry weight in excess of 15 times your Strength score, you are encumbered, which means your speed drops to 5 feet.
20 STR = 300 Lbs.... A 240 lbs enemy in full plate is automatically immune
Flight encumbrance is even lower
@@RaethFennec it does not allow that character to ignore other in game rules
@@zarthemad8386 YOU AREN’T CARRYING THEM. You are moving them. Do you think grabbing someone by the shirt and pushing them is only possible if the opponent is half your weight?
This is just nerfing Grappling in s nonsense way. You aren’t carrying a creature you grappled, you’re moving them. They aren’t Restrained, or Incapacitated, you control their movement.
I really want to make this cleric spirit guardians strategy, but with the druid using conjure woodland beings. You can Wild Shape into an owl and dash 120 ft. with flyby to try to get as many enemies you can. Then you finish your turn at some ally's shoulder. It's easy to carry the druid around, and your friends won't need to worry about carrying capacity or having special traits to move you alongside them. Probably I would choose moon druid for the better armor class in Wild shape and bonuses to the concentration saving throws. Oh, and you can even teleport as a bonus action if needed. Seems cool
Mounting or dismounting a creature takes 1/2 your movement dont forget. You'd be reduced by 60 feet.
@@rogerexcell249 I don't need to mount a creature, just to land at someone's friendly shoulder. But, of course, I can't move on other ally's turns. So I would just willingly fail every grapple saving throw that my friends will do to me round after round, carrying me around in the battlefield.
@@WizardVolovik 'Twas a jest :) But that works too. They'd have to move at 1/2 speed ofc. Either way one of you moves slower. A work around is you become a L3 cavalier too! That way you can mount and dismount for just 5'!
@@rogerexcell249 they don't need to move slower because the owl is tiny! So they will be fine!
While you have the Grappled condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.
Source: PHB'24, page 367. Available in the Free Rules (2024).
@@rogerexcell249 actually, my friends won't move slower while grappling me (the druid) because the owl is tiny! So they'll be just fine.
While you have the Grappled condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.
Source: PHB'24, page 367. Available in the Free Rules (2024).
Fuel for a future video:
Armor of Agathys and Dark One's blessing
Can give you infinite HP against very low HP enemies.
I call it the Bug Zapper
The spirit guardians thing isreally great with the new bard subclass, cause they can make people move.
I see the title of this vid, and one phrase popped into my head: "DM, may I make an Insight Check?"
"A mini can make six attacks per turn at the cost of only one focus point"
Meanwhile, my Bugbear Warlock/Eldritch Knight sitting back looking unimpressed as he throws the dice down twelve times for 220+ damage.
1:05 15 ft is melle range it is a trick you will ho down if you try that
Your cleric section has me inspired to make a magical blender
Cool Kraken facts: You keep your proficiencies. Get giant rapiers as a Kraken bladesinger/Greatswords as a Valor Bard. Also you don't get to attack with the big lightning stuff or the tentacles I guess. Or it's natural AC for that matter.
Real solution is a Leviathan
I like when broken stuff have to be done through combos. It emcourages team work
That opening line made me immediately think of The Spiffing Brit.
Let's see these glaringly horrifying exploits.
So, there's an issue with becoming a Kraken. They can't speak. So you can't cast any spells with verbal components.
the polymorph temp hp shenanigans works really great if you combine it with armor of agathys and its rewording. there's never been a better time to be a glass cannon.
when you're level 11 you should be bringing out the big guns like an upcast spell like that.
Adventurer's League is going to be great... God, this edition feels like a flop