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1. Reach from a Polearm partially stacks with a Bugbear's Long-Limbed racial ability. Long-Limbed specifically applies to attacks *on your turn*. So when you attack during your turn, you'd get 15 feet of reach with a Reach weapon. But on anyone else's turn, like when an enemy triggers an OA during that enemy's turn, your reach is still only 10 feet. 2. Polearm Master can be a decent option for a Hexblade. However, they can't use Reach weapons like Halberds or Glaives as their Pact Weapon unless they hit 3rd Level and go Pact of the Blade. (But a melee-focused Warlock would likely be going that route anyway.) Until then, they're limited to non-reach and lower damage Staves or Spears. Also, Hexblades have nifty other uses for their Bonus Actions, like activating/moving spells and abilities such as Hex and Hexblade's Curse, which will compete for your Bonus Action with the extra attack from Polearm Master. Polearm Master is best on classes who don't have many competing Bonus Action or Reaction abilities, like some Paladins and Fighters. 3. The Polearm Master feat's Opportunity Attack upon entering your reach synergizes well with abilities/feats that grant additional benefits to Opportunity Attacks. One example is the Vengeance Paladin's 7th level Oath ability that lets them move up to half their speed (without provoking OAs) after making a successful OA, allowing you to freely reposition yourself every time you hit with an OA as they enter your reach. Another example is the Sentinel feat or Cavalier's Hold The Line ability, both of which let you lock down enemies by reducing their speed to zero when you hit them with an OA, which hinders them from closing with you since you're getting that OA and rooting them to the spot when they first enter your 10 foot reach. 4. Combine the above (7th level Vengeance Paladin with Polearm Master and Sentinel) for a fun combo, wherein you can strike an enemy that enters your 10 foot reach, lock them down on that spot, freely move backward 5+ feet, and then continue doing so every round until you run out of room to maneuver, you miss with an OA, or the enemy dies. And a Bugbear Vengeance Paladin with Polearm Master and Sentinel would even be able to stay 15 feet away, attacking 3 times each round (Attack+Extra Attack+Bonus Attack) at 15 feet, and then get the OA when the enemy closes to 10 feet, with which to lock them down and reposition yourself to 15" away again. A nasty (albeit gimmicky) trick against lone powerful enemies, provided you continue to hit with your OAs.
WOW! I was not expecting a comment like this today! Thank you sooo much for taking the time to type this all up, you did an AWESOME job! To be honest I 100% agree! I'll have to make this the new pinned comment!
I've got a variant human fighter that I do just that with. AO at 10ft locks them down, regular attack, with disarming strike or trip just to add more damage and insult, bonus attack with the butt end of a silvered glaive, action surge if it's a BBEG to do it again, then a 5 ft step back and start this dance all over again. Pisses my DM off severely.
@@YCA95 You only have 1 Reaction per round. So you can only use it against 1 enemy per round. However, you get to choose when or if you use the Reaction for the opportunity attack. You don't necessarily have to use it on the first one to enter your reach, if you think another better target will also approach this turn, or if you want to save your Reaction for use on something else (like a spell or a different class ability that uses Reactions).
@@jskelley The tunnel fighter fighting style lets you take attacks of oppurtunity without using your reaction action. So a dip of fighter, yea one could potentially have unlimited AoOs.
Martial Builds that otherwise don't get to use much of their bonus actions as much (Like champion fighter) benefit the most from this. A fighter can attack up to 5 times at level 20 with this without even getting into the reaction potential. The feat also works well with other combos, heavy weapon mastery for glaives and halberds make you hit a bit better, Sentinel lets you cheeze your opportunity attacks more, with the added bonus of being able to help your allies if their attack (Granted you are limited to 5 ft by RAW, ignoring reach for Sentinel's opportunity attack.) All opportunity attacks stop movement with the sentinel feat as well, which comboes with the polearm's reaction to essentially stop people as soon as they enter your range.
The extra attack that other classes get at level five, hexblade warlocks get a 3rd Elderitch Invocation at level 5, and thirsting blade is a level 5 pact of the blade prerequisite Elderitch invocation that allows you to attack twice per action. Not just as a bonus action. Then you follow up those strikes with the butt end of the glaive as the bonus action. All blows delivering your charisma mod and proficiency bonus.
Seams like a really good feat for people that like to play guardian for the spell casters, 1: ATK for approaching Spellcasters 2: ATK for your turn 3: ATK for leaving (whether its further in or retreating) "This is MY caster! You are not welcome near MY caster!" bonus points to whoever recognizes the reference (hint: not D&D related)
I like where this is going! I could really seeing your folding this into your characters back story; a guardian or overprotective sibling perhaps. I'm sorry to disappoint but I can't say I get the reference :(
This feat is so good for Paladins as they already get an extra attack at level 5. You can have a minimum of 3 attacks per turn with this + the opportunity bonus
Lv3 Echo Knight multiclass lv12 Quickening Sorcerer... Feats: Polarm Master, Warcaster, Sentinel, and Mage Slayer at lv15 Variant Human Opportunity Attack before my turn begins: "I cast Magic Missile on that target." My turn begins and my Reaction is refreshed: "I quicken Magic Missile against my target as a Bonus Action. Then I attack with my right handed sword along with one extra attack." My turn ends. Sentinel Feat triggers to protect my allies: "I attack with my Magic Weapon "Not a Butter Sword" in my left hand." Enemy Mage: "How is that possible?" DM: "There's no rules saying that you cannot attack with your left or right sided weapons as an Opportunity Attack. Only for when you make the Attack Action, that in this specific rule, your other handed weapon must be a Bonus Action and that both weapons must be Light, outside of Feats like Dual Wielder. This player is still valid because of how the rules are written." Enemy Mage: "Well... That makes sense." Rogue, while in stealth: "Can I Sneak Attack?" Enemy Mage: "W-wait!!!" DM: "The Enemy Mage has died from the Rogue's Sneak Attack."
Pole arms should be considered more standard than they are, and most warriors, everywhere you go, will be using pole arms. Most martial weapon specialists, then, should be Polearm Masters! I’ve been watching martial arts videos about this, so I can safely suggest that the halberd has several ways to make trip attacks. First, the obvious maneuver of swinging widely, horizontal & near the ground, would be a trip attack. Next, the blade can be used as a hook, to pull the target’s ankle or neck, causing them to trip or fall. Of course, this feat then enables a follow-up attack with the pole end.
Im currently playing an Oath of Vengeance Goliath Paladin with polearm master. Hes giving the DM some fits because he can ramp up SO much damage really quickly on a single target. Case in point, our party was at the final encounter where we had a zombie beholder and a Bodak. The beholder gets Banished and my pally charges up to the Bodakand uses 3 attacks (both attack actions, plus the bonus 1d4 bludgeon attack). That was in and of itself decent damage, but the kicker was that I, as a level 7 pally, used a level 2 smite on each hit. Each hit added an extra 4d8 bonus smite dmg(3d8 for the second level smite, and then an extra 1d8 against an undead creature). So he ended up doing literally almost 80 damage in one turn and killed the Bodak outright before he even had an action. The smites can be really hard to deal with. Another instance had an ogre charging down our party and as soon as it came into range I used the op[opportunity attack and it crit. Now, there was some debate about this but I went on a deep dive in the rules and it was confirmed that a critical hit DOUBLES smite damage as well. So that means on this ogre I ended up doing 1D10 +5 (Goliath has 20 strength for the +5 str bonus), then he ended up doing 6D8 BONUS smite damage on a target as soon as it entered his range and It WASNT EVEN MY TURN. And this is a level 7 pally. The ogre ended up doing one attack and the got killed the next round. After doing some math I realized at max level (Smite dmg tops out at 5d8, +1d8 against fiends or undead, and +1D8 for advanced smite at lvl 11), its entirely possible for a level 11 Pally to end up critting and doing 14d8 smite damage on a single target in addition to his weapon dmg + str modifier. So in my case it would be 1d10 +5, +14d8 smite which would average out to around 66 damage for ONE attack at level 11. Good times.
I got a similar little built with a 2+ polearm and a few levels of battle master so that, oh look, I can use trip so now all of my attack come with advantage and with sentinel, when you try to get close to me... enjoy zero movement
Polearm Master works really well with a spear and shield style. Nothing in the feat specifies that you need to use a spear or quarterstaff in two hands to make use of the feat. This allows you to use your other hand for shield. While spears and quarterstaves don’t have reach, the bonus action attack is still great, and you still get the opportunity attack when enemies enter your normal reach. My current Eberron AL character is a Beasthide Shifter Oath of Vengeace Paladin, and Polearm Master works really well for him. His usual armament is spear and shield, and when fully buffed with Beasthide Shifting and Haste, his AC is a respectable 28 (+1 Plate, +3 Shield, and Defensive fighting style normally). With Haste up, he gets three regular attacks and the bonus butt attack. The extra bonus attack is only 1d4, but the die size doesn’t reallly matter when you have +5 from strength, and +1d8 from Improved Smite. As a Paladin, the bonus attack is vital, since much of what I do is Smite-fishing. Against a tough foe, any hit I land is an opportunity to smite, and there have been many times when all my primary attacks have missed, but the bonus butt strike hits and becomes the Smite.
Technically speaking... You can carry two double handed great swords on both hands. Your only limitation is (1) you need to double hand one great sword in order to attack with it, and (2) you can ignore the dual wielding rule as long as you do not attack with both weapons during the same turn. Example: You can wield a Versatile Great Sword and a Throw Able Great Sword. As long as you do not attack with both Great Swords during the same turn. Then this scenario is valid. Just make sure that you are proficient in using martial weapons. Of course, you can drop both weapons on the ground for free (apparently in RAW) but if without the Feat: Dual Wielder, you can only stow/sheath one weapon at a time. (Apparently stowing/sheathing a Shield requires 1 Action from what I heard. Maybe not?)... ... ... This scenario is only in regards to "dual wielding" when taking the Attack Action. Other special Bonus Action effect, Reaction, and Opportunity Attacks do not follow the rule. As these Actions are independent of each other outside of casting Spells as a Bonus Action rules... ... ... Thus, you can attack with your right handed weapon then Reaction OA with your left handed weapon. Since Reaction OA are not a part of the Attack Action for "Dual Wielding" rules.
@Kian Barberi I’m planning a build for Shillelagh and polearm master, with my character “Dazowrath” (he is a lizardfolk spore Druid). I was playing to ask my DM if he or she could buff the melee damage buff on symbiotic entity so it would scale with level A little better because a one extra d6 from level 2 to 20 is a little underwhelming. I will still play “Dazowrath” with or without the buff, because I really like spore Druid.
This feat has great synergy with the Sentinel and Great Weapon Master feats. All three give you an assortment of options regarding bonus actions and reactions, and they give a strong combination of defensive ability with the ability to hit like a freight train. Savage Attacker, Mobile and Piercer or Slasher could compliment this build as well. Great for fighters who get a lot of ASI/feat options, and I could see it on certain builds like a Battle Smith Artificer, Paladin, Barbarian, Hex Blade Warlock, or some niche gish builds.
@@JaelinBezel "gish" is fairly popular term in tabletop RPGs that usually refers to a character who combines the combat prowess of a martial class with spell casting abilities. Some classes, like paladin and certain artificers, are inherently "gish" all by themselves, but it usually refers to multiclass builds that combine a martial class like fighter with a spell casting class like wizard or sorcerer.
So here is a question. How would this work with the sentinel feat? Example: Enemy enters your 10ft reach causing PAM opportunity attack. If you hit with that attack sentinel makes the creature’s speed 0. Thus if you can hit a melee attacker could never get in range to hit you. In theory. DM’s could get around this by having multiple attackers converge burning your one reaction. But still, interesting mechanic.
It's basically exactly as you described it! Well it is true that you can technically only trigger it once per round, it comes in handy way more than you'd expect. For example: if you all but won an ambush encounter, and the last enemy attempted to run away to warn the boss. You would literally prevent him from ever making it there!
You are picking 2 feats giving up +4 to your ASI or +2 ASI and 1 feat or 2 feats performing better in term of damage for a 1/round extra attack with base damage? What a waste, GWM with a 2h weapon easily outperforms PAM, especially on low AC monsters with lots of HPs like a Gelatinous Cube
@@cakes37 The race doesn't matter, it's the damage potential that PAM offers that it's not competitive with other feats and there are a lot of 1h weapons with better magic properties. Take the Sun blade for example, a PAM+Sentinel build would be suboptimal vs a sword&board warrior with Sun blade. You won't find many strong magic spears in your adventures and in terms of damage a warrior with GWM outdamages a PAM build anyway and using GWM doesn't eat 1 reaction which can be used for something else like OAs
That's one guy did in our last game. He wanted to basically be Kayn from League of Legends. So he made a Hexblade with a Scythe(Glaive) as pact weapon and took PM.
Are you supposed do an attack roll for the PM bonus action? 1. Attack roll for glaive, halberd, etc. Add your strength modifier and proficiency bonus 2. On a hit, damage roll. Add your strength modifier 3. Attack roll for end of glaive, halberd, etc. Add your strength modifier and proficiency bonus (While this is a bonus action, the feat states that you must perform this after your glaive etc attack) 4. On a hit, damage roll. Add your strength modifier.
"oh, you've come within 10ft of me? You take 1d8 damage, another 1d6 damage, you've lost all your movement, and you've been tripped prone. I will now proceed to attack you five times with advantage each. Good bye."
@@TheDeadmanstrolling I stepped it up a little by dipping into oath of vengance paladin... so enjoy having a smite stacked into that and all the fun status conditions that different smites can bring along
So now tunnel fighter is an option for fighter so if you grab that as your fighting stance you can attack, back up, then bonus action is tunnel fighter and anyone who follows you gets hit immediately upon coming in range. Stack with sentinal and you are untouchable. Thoughts?
This combo makes my DM senses tingle, and not in a good way! By RAW, it should work amazing. However if you're dealing with a newer DM, I'd probably suggest holding off until their tool box broadens. I really appreciate you taking the time to comment! Feel free to use the Discount Code 'COMMENT', and get a free One Shot at chancesguild.com/collections/job-board!
@@ChancesSpellbook I have a couple different gms, and they are all hardened veterans. That build is a backup to my totem barb I'm currently playing. When I lvl up to 4th I'm going to grab polearm master so by lvl 5 I will have 3 attacks.
pact of blade invocation thirsting blade gives you an extra attack when you attack w/ your pact weapon at lv 5 dont know why you would take a different pact option as a hexblade
still benefits hexblades the most probably. thats 4 attacks now, potentially with your hexblade curse and maybe one of hex/spirit shroud up as well. thats a lot of potential damage in a single turn.
Saw one post that, RAW, it works with Warmage too. PM: while wielding, entering reach (movement) provokes opportunity attack. WC: when moving provokes opportunity attack, cast spell rather than make opp. att. THOUGHTS?
It's possible... Polarm Master doesn't require the OA to be from the Polarm weapon. You can even carry a Shield or another weapon for Dual Wielder or Shield Master Feats. Just know that, you cannot strike the target with both weapons and some weapons require two hands for it to be used in order to attack with that weapon (but you can still carry such weapons on your hands).
Yes, the feat say "This attack uses the same ability modifier as the primary attack."... My Question is, can you do the attack without the feat but without mods?
Well it still uses your reaction, so unless you have a way to mitigate that, like a high level Cavalier or a way of the Cobalt Soul monk, you can only attack once with your per round for an attack of opportunity.
@@nikodemusdeboot3448 Perform the OA before your turn, then again, after the start or the end of your turn... That's usually the way to go about doing this under general rules. Most if not all OA will happen off of your turn, but your Reaction Action may trigger during your turn, based on Spells and other events.
How is it "power building" to use this and sentinel? It just gives you more uses for reactions. What's the big deal? Even if the average damage is higher it is barely an addition to multi attack and you only get one reaction per round. What do rogues sneak attack with their reactions?
The target has to walk into your melee hit range in order for Polarm Master's OA to trigger. You cannot walk into their melee hit range in order to trigger your OA. However, with Warcaster... You can exchange your OA for a Spell attack. Paired with Sentinel and Mage Slayer... You basically have options of when and how to use OAs... But if you want Sentinel's 0ft Move drop, then your OA must be a melee attack instead of a Spell.
Serious question: combo polearm master with war caster. My warlock holding a quarter staff. Can I cast eldritch blast as a reaction to someone entering my reach?
@@austins7376 It depends... Without Warcaster... Magic Initiate and Magic Adept only requires the Semantics and the Components, unless the Components are beyond tangible means like "Points from a Class" then ignore that specific component. Outside of Feats... Multiclassing still requires both of those and a Spell Focus, if such Classes must use a Spell Focus. (But that's technical stuff)... It's up to the DM and the Players. For me... Players will either remember to use their Spell Focus items, or to forget it during Character Creation/multiclassing... It's kind of like Components for the average Spell being casted. I would buy those components but I don't know how relevant Components are used when no one really uses it. Players mainly stick to the Semantics. In regard to Warcaster... Outside of Feats... Regardless if you're multiclassing or not. You would still need your Spell Focus item and the Components even when you can cast Spells without the Semantics. The only few exceptions are the Sub Spell Casters like the Eldritch Knight, who do not use Spell Focus items.
I think this is somewhat overrated as in too many cases its signature feature doesn't matter: - If you win initiative you would have to close within range to attack so you don't use reaction - If you are surprised then you can't take reactions when they move within reach - If they have ranged attacks you'll have to close on them, they'd never close within reach Using your bonus action to deal more damage isn't good, see treantmonk's criticism of Crossbow Expert how a bonus action isn't that free and it doesn't scale at all as you get more attacks.
If you really want your Bonus Action to cause damage... Sorcerer: Quicken a Spell worth 1 Action of time then cast it as a Bonus Action. Fighter: Use the Attack Action + Extra Attack (don't waste Action Surge) against that same target. Of course, Feats that play around with Opportunity Attacks like Warcaster and Sentinel etc. can be of great use for the action economy. And if you're the Eldritch Knight... As long you don't do what the Rules state. Then you won't violate the Dual Wielding rules. Just spend each turn using your right or left handed weapon + Tavern Brawler + Interaction to sheath or to stow one weapon... Don't waste a Feat slot for the Dual Wielding stuff outside of Dual Wielder's +1 AC and to stow/sheath two weapons at once. It works when dual wielding "double handed" great swords, as long you use Tavern Brawler for your kicks (damage modify) and double hand one of the great swords in order to make an attack with that weapon. Then, this scenario is valid.
@@absolstoryoffiction6615 That's a HUGE investment, you'd need at least 3 levels of Sorcerer and 2 levels of Fighter. You'd be way better off just doing 5 straight levels in ONE class as then you'd have 3rd level spells at 5th character level which are better than trying to boost lower level spells once per short rest. "Just spend each turn using your right or left handed weapon + Tavern Brawler + Interaction to sheath or to stow one weapon" Doesn't work, you can Draw a weapon OR stow a weapon... you cannot do BOTH on one turn. So you draw a weapon to fill your second hand and... you CANNOT stow it again on the same turn. At the end of your NEXT turn you can stow your 2nd weapon. But between those 2 turns you're stuck holding 2 weapons without a free hand. Tavern brawler doesn't avoid that limitation. "as long you use Tavern Brawler for your kicks (damage modify) and double hand one of the great swords in order to make an attack with that weapon." You cannot combine a weapon attack with an unarmed attack that way. The rules are absolutely explicit when you can make an additional weapon attack as a Bonus Action, that is when you have a "light melee weapon". You want to kick as a bonus action that already exist in the game, you get that from being a Monk. Without monk, if you want to kick or punch that is an Action. After the game describes how you can use an ACTIONS to perform melee attacks with a weapon it adds: "Instead of using a weapon to make a melee weapon Attack, you can use an Unarmed Strike: a punch, kick, head--butt, or similar forceful blow (none of which count as weapons). On a hit, an Unarmed Strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes." It explicitly says no part of your body used to strike count as weapons despite it being a "melee weapon attack".
@@Treblaine I think you miss read what I stated... You can only stow one weapon or sheath one weapon as an Interaction then again as an Action. With the Dual Wield Feat, you can do the same Interaction/Action but with two weapons instead of one. As for "dual wielding"... As long as you do not attack with both weapons during your Attack Action. Then attacking only with one weapon during the Attack Action is valid, even when you are holding two weapons of varying types. As for unarmed combat for Tavern Brawler... If you attack with your right leg by using the Attack Action, then Extra Attack must be done by your right leg until you end your turn or until you perform a Bonus Action or a Reaction. Although "dual wielding" may require you to use your left or your right handed weapon as a Bonus Action, depending in which handed weapon you used for the Attack Action. Some Bonus Actions may overwrite this rule because such a Bonus Action is a new condition with a new set of results. ... Nothing I said is against RAW. It's just that there are ways around the rules put in place if done correctly. Your example with the Monk only works for things like "perform a punch then a kick" but not "perform a right foot kick then Extra Attack with another right foot kick". Two inherently different Attack Actions. Also, unarmed attacks do deal damage without the need of both the Monk Class and the Feat: Tavern Brawler. Only that both of these features make it easier to do such Attack Actions in its unique way...
Rebuttals: - If you win initiative, unless you are spending ALL of your movement to close the gap to attack what you do is attack from reach, and then back up one square. Now they have to trigger your AoO to engage. If there are multiple enemies, you'll almost ALWAYS get a use of this in a given encounter in my experience, although it's generally only one. Still, there are times when you can kite using this and sentinel which is amazing. - True. -Also true. - I'm a big fan of Treantmonk myself, but I still think you (and perhaps he) is understating how good it is to have a FREE bonus-action attack option. Yes, bonus actions aren't free, but virtually anything *else* that you're doing with your bonus action probably isn't free either. I mean, tell me what your typical fighter or barbarian or paladin is spamming with their bonus action? For my money, an extra attack at the cost of a bonus action is a fantastic option for paladins, barbarians, and fighters - especially at early levels. No, bonus actions aren't free, but attacks are really damn good, and attacking is what those classes do best. Yes, I'll agree this loses mileage at higher levels, but as Treantmonk also correctly points out; most play is at lower-mid levels, and man is that bonus attack a godsend there.
@@thecognitiverambler8911 Oh, yeah, assuming they also don't have reach greater than 5ft. Remember, to prevent them taking reactions you have to not only surprise them (stealth beat their perception) but also beat their initiative order as even when surprised you can take reactions AFTER your "surprised" turn. I just don't like being dependent on the DM to not just arm every dude with a spear/pike. You're just giving the DM ideas that "hmm, yeah, reach weapons are a good idea and of course spears were standard issue in those days". Another thing that worries me about this tactic is it doesn't aggro at all, it has ANTI-Aggro, it screams "don't attack me", it really encourages enemies just to run a ring around me and gank the wizard. I much prefer sentinel on melee focused builds as they tend to also be much more capable of tanking and sentinel has a sort of aggro effect. I'll give you, bonus action for a 1d4+strength attack, it's okay. It's more than okay, it's good but it's BORING and I don't know how to describe it. The whole "I hit them with the other end of my weapon" it just doesn't make sense to point the sharp end a whole 180 degrees in the opposite direction. Especially when we're fighting in close quarters like a 5ft wide corridor. It just breaks the roleplay aspect of the game. To me, Great Weapon Master and Sharpshooter just makes more sense, I perform a more accurate strike so I go for a much more sensitive part of the monster. It has better synergy with rolling with advantage. Especially if you only have advantage on one attack like a familiar did the help action. Also, there's no "moon touched glaive" the only moon touched weapons are swords which is a way to bypass monsters' resistance to non-magical weapons early in the game. One thing I like to do is give a player with GWM a moon touched longsword... which isn't a heavy weapon. So they have an interesting choice to make, also they may pick a shield as well for the boss fight.
Dear Chance's Spellbook, this me slapping you. (Slap you across the face) Warlock can Attack Twice at level 5 when they take Eldritch Invocations call Thirsting Blade. Remember this Future DM P.S. (Slap your face again) I did that again because you didn't read Eldritch Invocations. Your Friend, this Guy.
That's why I mentioned they could cheese it. They can take advantage of Thirsty Blade, as well as dual wield. Sadly by Raw per their class features, they only get one attack.
@@ChancesSpellbook (Slap you again) They can Attack 2 Time with Attack Action when reach level 5 with Pact of the Blade feature, also you forget. Pact of the Blade can use this Feats too, it for all Weapon!!! (Hug) So sorry for slapping you.
@@marcosguzman7858 It's all good buddy, I'm always happy when your point this stuff out. I'm looking forward to finishing the Warlock Invocation video, I think you'll get some enjoyment out of it haha
@@ChancesSpellbook Yes I do, I love playing Warlock. Specially the Celestial Warlock, they are the most over power Sub-Class. At level 10, you get temporary hit point equal to your Warlock level plus your Charisma. So that 15 Temporary HP, you get every Short or Long Rest.
Can the two Glaives be used by one hand in order to attack the target? Unlike "Double Handed" weapons?... If yes, then you have a few options. 1) Two Hand Weapon Fighter and Dual Wielder are useless... Except for the +1 AC and stowing/sheathing two weapons at once, from the Dual Wielder Feat. 2) When making the Attack Action, as long as you do not attack with both Glaives. This scenario of combat is valid. Outside of the Dual Wielding Bonus Action rule. Any other special Bonus Action can use your other weapon as long as it is only for that special Bonus Action and not for Dual Wielding. 3) This scenario does not prevent you from making an Opportunity Attack with your left or right handed weapons, be it for unarmed, melee, or ranged-improvised weapon strikes. 4) With the Feat: Warcaster... You may replace the OA for an attacking Spell but that Spell (Leveled Spell or Cantrip) must target the one who provoked your OA... This does not stack with the Sentinel's 0ft Move reduction effect. As that requires the OA from a melee hit.
HI, this might be a totally stupid question, but I just can't seem to get a clear answer anywhere. So. I wield a glaive (1d10+3). And as I understand it, if it is my turn, i get to attack (d20+5) on a hit i do damage (1d10+3) and the bonus action (1d4+3).Right....so that's fine. NOW when it gets confusing is OPPORTUNITY ATTACK. so as Glaive has 10ft reach it triggers at 10ft. WHAT KING OF DAMAGE DO I DO ON A HIT?? 1d10 or 1d4 (and do i add modifiers?) CAN OPPORTUNITY ATTACK BE TRIGGERED ANY TIME? AND CAN IT BE TRIGGERED SEVERAL TIMES PER ROUND (as in lets say 5 goblins move and 2 of them move past my reach). Thank you
so then you would add your proficiency modifier to the damage roll since this feat says it makes you proficient in the weapon type if you weren't already.........
Speers are not included as I know. Because they are not two handed. And if you imagine a two handed speer, you can't use a shield. Correct me if I am wrong.
@@erlm595 Maybe because the poleaxe is to versatile in that it would be able to deal slashing, bludgeoning and piercing damage. That combined with good reach is just GG.
While I agree with you, it does make sense why that is. You wield a lance at its end and stab with it. It would make sense if there was an enemy behind you or in the opposite direction of where you stabbed, but otherwise it's kinda lost on me
@@paulroig469 I dont understand why the helbard is only a slashing wepon and not slash and stabbing, because it has a f*cking 30cm tip (not every helbard, butr most of them)
Add great weapon master to the mix and that d4 bonus+modifier becomes d4+modifier+10 that's allot of extra damage from a bonus action. Best used with the battlemasters precision strike maneuver to mitigate that -5 to hit. If you can multi class as well, why not throw in 2 levels of barbarian for reckless attack so those great weapon/polearm master attacks on your turn get advantage. All these are optional rules. So check with your dm. Also let them know how OP this combination is so they can increase encounter difficulty.
Chance's D&D Spellbook Unless the dm is allowing unearthed arcana. Then u can get the fighting style tunnel fighter and your attack of opps don’t use up your reaction. Power this up with booming blade and get spell sniper to double the range of booming blade. Everytime someone comes within 10 ft of u can cast booming blade and attack them and if they have to get within 5ft of u to hit u than they take more dmg from Booming Blade.
I used to rate this feat very high but I ultimately realised it's a noob trap as it uses reaction and you can be easily exposed to a lot of damage without shields
@@ChancesSpellbook Based on the errata it is possible to use spear or quarterstaff with PAM but it still eats up a feat for a reaction melee attack adding little damage and this hits MAD builds and classes the hardest. Enemies with longer reach than 5ft will completely make this feat look like a waste of a pick. You can only use reaction once per round and this means 1 attack per round with a 1d6 weapon and 1d4 extra attack(if it hits, of course). Without PAM I can have +2 on my main ability score and a 1d8 longsword or 1d8 main hand weapon, hence the reason why PAM is a noob trap
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This feat is just so good as it fills you bonus action and reaction economy.
I agree!
1. Reach from a Polearm partially stacks with a Bugbear's Long-Limbed racial ability. Long-Limbed specifically applies to attacks *on your turn*. So when you attack during your turn, you'd get 15 feet of reach with a Reach weapon. But on anyone else's turn, like when an enemy triggers an OA during that enemy's turn, your reach is still only 10 feet.
2. Polearm Master can be a decent option for a Hexblade. However, they can't use Reach weapons like Halberds or Glaives as their Pact Weapon unless they hit 3rd Level and go Pact of the Blade. (But a melee-focused Warlock would likely be going that route anyway.) Until then, they're limited to non-reach and lower damage Staves or Spears. Also, Hexblades have nifty other uses for their Bonus Actions, like activating/moving spells and abilities such as Hex and Hexblade's Curse, which will compete for your Bonus Action with the extra attack from Polearm Master. Polearm Master is best on classes who don't have many competing Bonus Action or Reaction abilities, like some Paladins and Fighters.
3. The Polearm Master feat's Opportunity Attack upon entering your reach synergizes well with abilities/feats that grant additional benefits to Opportunity Attacks. One example is the Vengeance Paladin's 7th level Oath ability that lets them move up to half their speed (without provoking OAs) after making a successful OA, allowing you to freely reposition yourself every time you hit with an OA as they enter your reach. Another example is the Sentinel feat or Cavalier's Hold The Line ability, both of which let you lock down enemies by reducing their speed to zero when you hit them with an OA, which hinders them from closing with you since you're getting that OA and rooting them to the spot when they first enter your 10 foot reach.
4. Combine the above (7th level Vengeance Paladin with Polearm Master and Sentinel) for a fun combo, wherein you can strike an enemy that enters your 10 foot reach, lock them down on that spot, freely move backward 5+ feet, and then continue doing so every round until you run out of room to maneuver, you miss with an OA, or the enemy dies. And a Bugbear Vengeance Paladin with Polearm Master and Sentinel would even be able to stay 15 feet away, attacking 3 times each round (Attack+Extra Attack+Bonus Attack) at 15 feet, and then get the OA when the enemy closes to 10 feet, with which to lock them down and reposition yourself to 15" away again. A nasty (albeit gimmicky) trick against lone powerful enemies, provided you continue to hit with your OAs.
WOW! I was not expecting a comment like this today! Thank you sooo much for taking the time to type this all up, you did an AWESOME job!
To be honest I 100% agree! I'll have to make this the new pinned comment!
I've got a variant human fighter that I do just that with. AO at 10ft locks them down, regular attack, with disarming strike or trip just to add more damage and insult, bonus attack with the butt end of a silvered glaive, action surge if it's a BBEG to do it again, then a 5 ft step back and start this dance all over again. Pisses my DM off severely.
can the "attack of opportunity" be dealt to multiple creatures at the same turn or just the first one to enter my reach?
@@YCA95 You only have 1 Reaction per round. So you can only use it against 1 enemy per round. However, you get to choose when or if you use the Reaction for the opportunity attack. You don't necessarily have to use it on the first one to enter your reach, if you think another better target will also approach this turn, or if you want to save your Reaction for use on something else (like a spell or a different class ability that uses Reactions).
@@jskelley The tunnel fighter fighting style lets you take attacks of oppurtunity without using your reaction action. So a dip of fighter, yea one could potentially have unlimited AoOs.
Martial Builds that otherwise don't get to use much of their bonus actions as much (Like champion fighter) benefit the most from this. A fighter can attack up to 5 times at level 20 with this without even getting into the reaction potential. The feat also works well with other combos, heavy weapon mastery for glaives and halberds make you hit a bit better, Sentinel lets you cheeze your opportunity attacks more, with the added bonus of being able to help your allies if their attack (Granted you are limited to 5 ft by RAW, ignoring reach for Sentinel's opportunity attack.) All opportunity attacks stop movement with the sentinel feat as well, which comboes with the polearm's reaction to essentially stop people as soon as they enter your range.
Great point, thank you so much for sharing!
The extra attack that other classes get at level five, hexblade warlocks get a 3rd Elderitch Invocation at level 5, and thirsting blade is a level 5 pact of the blade prerequisite Elderitch invocation that allows you to attack twice per action. Not just as a bonus action. Then you follow up those strikes with the butt end of the glaive as the bonus action. All blows delivering your charisma mod and proficiency bonus.
Seams like a really good feat for people that like to play guardian for the spell casters,
1: ATK for approaching Spellcasters
2: ATK for your turn
3: ATK for leaving (whether its further in or retreating)
"This is MY caster! You are not welcome near MY caster!"
bonus points to whoever recognizes the reference (hint: not D&D related)
I like where this is going! I could really seeing your folding this into your characters back story; a guardian or overprotective sibling perhaps.
I'm sorry to disappoint but I can't say I get the reference :(
Halberd weapon+Great weapon fighting+polearm master+sentinel+great weapon master makes you into the best zone character ever
Haha that sounds fun!
Chance's D&D Spellbook imagine if you add charge and mobile feats
Chance's D&D Spellbook because you can wait for the opponent to come to your zone of attack or you go to them and push them farther away
This feat is so good for Paladins as they already get an extra attack at level 5. You can have a minimum of 3 attacks per turn with this + the opportunity bonus
+ divine smites 🙄
Lv3 Echo Knight multiclass lv12 Quickening Sorcerer... Feats: Polarm Master, Warcaster, Sentinel, and Mage Slayer at lv15 Variant Human
Opportunity Attack before my turn begins: "I cast Magic Missile on that target."
My turn begins and my Reaction is refreshed: "I quicken Magic Missile against my target as a Bonus Action. Then I attack with my right handed sword along with one extra attack."
My turn ends. Sentinel Feat triggers to protect my allies: "I attack with my Magic Weapon "Not a Butter Sword" in my left hand."
Enemy Mage: "How is that possible?"
DM: "There's no rules saying that you cannot attack with your left or right sided weapons as an Opportunity Attack. Only for when you make the Attack Action, that in this specific rule, your other handed weapon must be a Bonus Action and that both weapons must be Light, outside of Feats like Dual Wielder. This player is still valid because of how the rules are written."
Enemy Mage: "Well... That makes sense."
Rogue, while in stealth: "Can I Sneak Attack?"
Enemy Mage: "W-wait!!!"
DM: "The Enemy Mage has died from the Rogue's Sneak Attack."
Pole arms should be considered more standard than they are, and most warriors, everywhere you go, will be using pole arms. Most martial weapon specialists, then, should be Polearm Masters!
I’ve been watching martial arts videos about this, so I can safely suggest that the halberd has several ways to make trip attacks. First, the obvious maneuver of swinging widely, horizontal & near the ground, would be a trip attack. Next, the blade can be used as a hook, to pull the target’s ankle or neck, causing them to trip or fall. Of course, this feat then enables a follow-up attack with the pole end.
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Haha thank you sooo much! I really appreciate the support!
Agreed
Im currently playing an Oath of Vengeance Goliath Paladin with polearm master. Hes giving the DM some fits because he can ramp up SO much damage really quickly on a single target.
Case in point, our party was at the final encounter where we had a zombie beholder and a Bodak. The beholder gets Banished and my pally charges up to the Bodakand uses 3 attacks (both attack actions, plus the bonus 1d4 bludgeon attack). That was in and of itself decent damage, but the kicker was that I, as a level 7 pally, used a level 2 smite on each hit. Each hit added an extra 4d8 bonus smite dmg(3d8 for the second level smite, and then an extra 1d8 against an undead creature). So he ended up doing literally almost 80 damage in one turn and killed the Bodak outright before he even had an action.
The smites can be really hard to deal with. Another instance had an ogre charging down our party and as soon as it came into range I used the op[opportunity attack and it crit. Now, there was some debate about this but I went on a deep dive in the rules and it was confirmed that a critical hit DOUBLES smite damage as well. So that means on this ogre I ended up doing 1D10 +5 (Goliath has 20 strength for the +5 str bonus), then he ended up doing 6D8 BONUS smite damage on a target as soon as it entered his range and It WASNT EVEN MY TURN. And this is a level 7 pally. The ogre ended up doing one attack and the got killed the next round.
After doing some math I realized at max level (Smite dmg tops out at 5d8, +1d8 against fiends or undead, and +1D8 for advanced smite at lvl 11), its entirely possible for a level 11 Pally to end up critting and doing 14d8 smite damage on a single target in addition to his weapon dmg + str modifier. So in my case it would be 1d10 +5, +14d8 smite which would average out to around 66 damage for ONE attack at level 11. Good times.
I got a similar little built with a 2+ polearm and a few levels of battle master so that, oh look, I can use trip so now all of my attack come with advantage and with sentinel, when you try to get close to me... enjoy zero movement
Gonna be making a Zealot bard pole master should be a lot of fun.
Polearm Master works really well with a spear and shield style. Nothing in the feat specifies that you need to use a spear or quarterstaff in two hands to make use of the feat. This allows you to use your other hand for shield. While spears and quarterstaves don’t have reach, the bonus action attack is still great, and you still get the opportunity attack when enemies enter your normal reach.
My current Eberron AL character is a Beasthide Shifter Oath of Vengeace Paladin, and Polearm Master works really well for him. His usual armament is spear and shield, and when fully buffed with Beasthide Shifting and Haste, his AC is a respectable 28 (+1 Plate, +3 Shield, and Defensive fighting style normally). With Haste up, he gets three regular attacks and the bonus butt attack. The extra bonus attack is only 1d4, but the die size doesn’t reallly matter when you have +5 from strength, and +1d8 from Improved Smite.
As a Paladin, the bonus attack is vital, since much of what I do is Smite-fishing. Against a tough foe, any hit I land is an opportunity to smite, and there have been many times when all my primary attacks have missed, but the bonus butt strike hits and becomes the Smite.
Technically speaking... You can carry two double handed great swords on both hands. Your only limitation is (1) you need to double hand one great sword in order to attack with it, and (2) you can ignore the dual wielding rule as long as you do not attack with both weapons during the same turn.
Example: You can wield a Versatile Great Sword and a Throw Able Great Sword. As long as you do not attack with both Great Swords during the same turn. Then this scenario is valid. Just make sure that you are proficient in using martial weapons. Of course, you can drop both weapons on the ground for free (apparently in RAW) but if without the Feat: Dual Wielder, you can only stow/sheath one weapon at a time. (Apparently stowing/sheathing a Shield requires 1 Action from what I heard. Maybe not?)... ... ... This scenario is only in regards to "dual wielding" when taking the Attack Action. Other special Bonus Action effect, Reaction, and Opportunity Attacks do not follow the rule. As these Actions are independent of each other outside of casting Spells as a Bonus Action rules... ... ... Thus, you can attack with your right handed weapon then Reaction OA with your left handed weapon. Since Reaction OA are not a part of the Attack Action for "Dual Wielding" rules.
@@absolstoryoffiction6615 and what does any of that have to do with the Polearm Master feat?
@@Tallus_ap_Mordren
You can carry one of the weapond required for Polarm Master then another weapon or a shield for other Feats.
Shillelagh works with this feat, as you can cast it on a quarterstaff.
GREAT IDEA!
@Kian Barberi I’m planning a build for Shillelagh and polearm master, with my character “Dazowrath” (he is a lizardfolk spore Druid). I was playing to ask my DM if he or she could buff the melee damage buff on symbiotic entity so it would scale with level
A little better because a one extra d6 from level 2 to 20 is a little underwhelming. I will still play “Dazowrath” with or without the buff, because I really like spore Druid.
I’m gonna be a town guard who’s bored of his town.
This feat has great synergy with the Sentinel and Great Weapon Master feats. All three give you an assortment of options regarding bonus actions and reactions, and they give a strong combination of defensive ability with the ability to hit like a freight train. Savage Attacker, Mobile and Piercer or Slasher could compliment this build as well. Great for fighters who get a lot of ASI/feat options, and I could see it on certain builds like a Battle Smith Artificer, Paladin, Barbarian, Hex Blade Warlock, or some niche gish builds.
What does gish mean? Tell me.
@@JaelinBezel "gish" is fairly popular term in tabletop RPGs that usually refers to a character who combines the combat prowess of a martial class with spell casting abilities. Some classes, like paladin and certain artificers, are inherently "gish" all by themselves, but it usually refers to multiclass builds that combine a martial class like fighter with a spell casting class like wizard or sorcerer.
Reach attribute adds 5 feet to your reach, so 10 ft. range.
I feel like this feat is a bit of a nail in the coffin for the trident
So here is a question. How would this work with the sentinel feat?
Example:
Enemy enters your 10ft reach causing PAM opportunity attack.
If you hit with that attack sentinel makes the creature’s speed 0. Thus if you can hit a melee attacker could never get in range to hit you. In theory. DM’s could get around this by having multiple attackers converge burning your one reaction. But still, interesting mechanic.
It's basically exactly as you described it! Well it is true that you can technically only trigger it once per round, it comes in handy way more than you'd expect.
For example: if you all but won an ambush encounter, and the last enemy attempted to run away to warn the boss. You would literally prevent him from ever making it there!
According to all my research .
Yes both feats stack .
You are picking 2 feats giving up +4 to your ASI or +2 ASI and 1 feat or 2 feats performing better in term of damage for a 1/round extra attack with base damage? What a waste, GWM with a 2h weapon easily outperforms PAM, especially on low AC monsters with lots of HPs like a Gelatinous Cube
@@Sannypowa take Varient human for free feat.
@@cakes37 The race doesn't matter, it's the damage potential that PAM offers that it's not competitive with other feats and there are a lot of 1h weapons with better magic properties. Take the Sun blade for example, a PAM+Sentinel build would be suboptimal vs a sword&board warrior with Sun blade. You won't find many strong magic spears in your adventures and in terms of damage a warrior with GWM outdamages a PAM build anyway and using GWM doesn't eat 1 reaction which can be used for something else like OAs
That's one guy did in our last game.
He wanted to basically be Kayn from League of Legends.
So he made a Hexblade with a Scythe(Glaive) as pact weapon and took PM.
Are you supposed do an attack roll for the PM bonus action?
1. Attack roll for glaive, halberd, etc. Add your strength modifier and proficiency bonus
2. On a hit, damage roll. Add your strength modifier
3. Attack roll for end of glaive, halberd, etc. Add your strength modifier and proficiency bonus (While this is a bonus action, the feat states that you must perform this after your glaive etc attack)
4. On a hit, damage roll. Add your strength modifier.
Polearm master battle master fighter is a fun and horrific combo, especially once you cheese it up with sentinel
"oh, you've come within 10ft of me? You take 1d8 damage, another 1d6 damage, you've lost all your movement, and you've been tripped prone. I will now proceed to attack you five times with advantage each. Good bye."
@@TheDeadmanstrolling I stepped it up a little by dipping into oath of vengance paladin... so enjoy having a smite stacked into that and all the fun status conditions that different smites can bring along
So now tunnel fighter is an option for fighter so if you grab that as your fighting stance you can attack, back up, then bonus action is tunnel fighter and anyone who follows you gets hit immediately upon coming in range. Stack with sentinal and you are untouchable. Thoughts?
This combo makes my DM senses tingle, and not in a good way! By RAW, it should work amazing. However if you're dealing with a newer DM, I'd probably suggest holding off until their tool box broadens.
I really appreciate you taking the time to comment! Feel free to use the Discount Code 'COMMENT', and get a free One Shot at chancesguild.com/collections/job-board!
@@ChancesSpellbook I have a couple different gms, and they are all hardened veterans. That build is a backup to my totem barb I'm currently playing. When I lvl up to 4th I'm going to grab polearm master so by lvl 5 I will have 3 attacks.
@@damienmcgirl3577 In that case go hard! I'd consider it worth the investment, I'm always a little worried about new DM's getting steam rolled haha!
Just took this feat for my Way of the shadow Tortle monk. Name is Rockwell. He wields a quarterstaff.
pact of blade invocation thirsting blade gives you an extra attack when you attack w/ your pact weapon at lv 5 dont know why you would take a different pact option as a hexblade
Fair point!
Because you can become the worlds strongest eldritch blast spammer.
still benefits hexblades the most probably. thats 4 attacks now, potentially with your hexblade curse and maybe one of hex/spirit shroud up as well. thats a lot of potential damage in a single turn.
hexblade mixed with paladin on a bugbear with polearm master and sentinel... dangerous
Saw one post that, RAW, it works with Warmage too.
PM: while wielding, entering reach (movement) provokes opportunity attack.
WC: when moving provokes opportunity attack, cast spell rather than make opp. att.
THOUGHTS?
It's possible... Polarm Master doesn't require the OA to be from the Polarm weapon.
You can even carry a Shield or another weapon for Dual Wielder or Shield Master Feats. Just know that, you cannot strike the target with both weapons and some weapons require two hands for it to be used in order to attack with that weapon (but you can still carry such weapons on your hands).
When you attack on your bonus action with the shaft, do you add your strength modifier to it?
Yes, the feat say "This attack uses the same ability modifier as the primary attack."... My Question is, can you do the attack without the feat but without mods?
Haha thanks for answering @Sasael, to answer your question I'd say it's up to your DM!
Yes you add your strength mod to it. The only down side is the reduced damage dice, other then that its just a normal bonus action attack
Lv20 Variant Human - Eldritch Knight
Feats:
Warcaster
Sentinal
Mage Slayer
Polarm Master
Shield Master
Heavy Armor Master
Stats: Point Buy
15 Con
14 Str/Dex
10 Int/Wis/Chr
hey, there's a invocation that gives you a second attack as an hexblade, and
hexblade + polearm master + sentinel is broken
It is called a bastard combo))))
I'm here in the comments beleath. ;p
beleath?
can the "attack of opportunity" be dealt to multiple creatures at the same turn or just the first one to enter my reach?
Well it still uses your reaction, so unless you have a way to mitigate that, like a high level Cavalier or a way of the Cobalt Soul monk, you can only attack once with your per round for an attack of opportunity.
@@nikodemusdeboot3448
Perform the OA before your turn, then again, after the start or the end of your turn... That's usually the way to go about doing this under general rules.
Most if not all OA will happen off of your turn, but your Reaction Action may trigger during your turn, based on Spells and other events.
How is it "power building" to use this and sentinel? It just gives you more uses for reactions. What's the big deal?
Even if the average damage is higher it is barely an addition to multi attack and you only get one reaction per round.
What do rogues sneak attack with their reactions?
The target has to walk into your melee hit range in order for Polarm Master's OA to trigger. You cannot walk into their melee hit range in order to trigger your OA.
However, with Warcaster... You can exchange your OA for a Spell attack.
Paired with Sentinel and Mage Slayer... You basically have options of when and how to use OAs... But if you want Sentinel's 0ft Move drop, then your OA must be a melee attack instead of a Spell.
Polearm master + shield master + sentinel?
Interesting build!
Serious question: combo polearm master with war caster. My warlock holding a quarter staff. Can I cast eldritch blast as a reaction to someone entering my reach?
Only if your quarterstaff is a spell focus. If i was the dm i would allow it.
@@austins7376
It depends... Without Warcaster... Magic Initiate and Magic Adept only requires the Semantics and the Components, unless the Components are beyond tangible means like "Points from a Class" then ignore that specific component.
Outside of Feats... Multiclassing still requires both of those and a Spell Focus, if such Classes must use a Spell Focus.
(But that's technical stuff)... It's up to the DM and the Players.
For me... Players will either remember to use their Spell Focus items, or to forget it during Character Creation/multiclassing... It's kind of like Components for the average Spell being casted. I would buy those components but I don't know how relevant Components are used when no one really uses it. Players mainly stick to the Semantics.
In regard to Warcaster... Outside of Feats... Regardless if you're multiclassing or not. You would still need your Spell Focus item and the Components even when you can cast Spells without the Semantics. The only few exceptions are the Sub Spell Casters like the Eldritch Knight, who do not use Spell Focus items.
I think this is somewhat overrated as in too many cases its signature feature doesn't matter:
- If you win initiative you would have to close within range to attack so you don't use reaction
- If you are surprised then you can't take reactions when they move within reach
- If they have ranged attacks you'll have to close on them, they'd never close within reach
Using your bonus action to deal more damage isn't good, see treantmonk's criticism of Crossbow Expert how a bonus action isn't that free and it doesn't scale at all as you get more attacks.
If you really want your Bonus Action to cause damage...
Sorcerer: Quicken a Spell worth 1 Action of time then cast it as a Bonus Action.
Fighter: Use the Attack Action + Extra Attack (don't waste Action Surge) against that same target.
Of course, Feats that play around with Opportunity Attacks like Warcaster and Sentinel etc. can be of great use for the action economy.
And if you're the Eldritch Knight... As long you don't do what the Rules state. Then you won't violate the Dual Wielding rules. Just spend each turn using your right or left handed weapon + Tavern Brawler + Interaction to sheath or to stow one weapon... Don't waste a Feat slot for the Dual Wielding stuff outside of Dual Wielder's +1 AC and to stow/sheath two weapons at once.
It works when dual wielding "double handed" great swords, as long you use Tavern Brawler for your kicks (damage modify) and double hand one of the great swords in order to make an attack with that weapon. Then, this scenario is valid.
@@absolstoryoffiction6615 That's a HUGE investment, you'd need at least 3 levels of Sorcerer and 2 levels of Fighter.
You'd be way better off just doing 5 straight levels in ONE class as then you'd have 3rd level spells at 5th character level which are better than trying to boost lower level spells once per short rest.
"Just spend each turn using your right or left handed weapon + Tavern Brawler + Interaction to sheath or to stow one weapon"
Doesn't work, you can Draw a weapon OR stow a weapon... you cannot do BOTH on one turn.
So you draw a weapon to fill your second hand and... you CANNOT stow it again on the same turn. At the end of your NEXT turn you can stow your 2nd weapon. But between those 2 turns you're stuck holding 2 weapons without a free hand.
Tavern brawler doesn't avoid that limitation.
"as long you use Tavern Brawler for your kicks (damage modify) and double hand one of the great swords in order to make an attack with that weapon."
You cannot combine a weapon attack with an unarmed attack that way.
The rules are absolutely explicit when you can make an additional weapon attack as a Bonus Action, that is when you have a "light melee weapon".
You want to kick as a bonus action that already exist in the game, you get that from being a Monk.
Without monk, if you want to kick or punch that is an Action.
After the game describes how you can use an ACTIONS to perform melee attacks with a weapon it adds:
"Instead of using a weapon to make a melee weapon Attack, you can use an Unarmed Strike: a punch, kick, head--butt, or similar forceful blow (none of which count as weapons). On a hit, an Unarmed Strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."
It explicitly says no part of your body used to strike count as weapons despite it being a "melee weapon attack".
@@Treblaine
I think you miss read what I stated...
You can only stow one weapon or sheath one weapon as an Interaction then again as an Action. With the Dual Wield Feat, you can do the same Interaction/Action but with two weapons instead of one.
As for "dual wielding"... As long as you do not attack with both weapons during your Attack Action. Then attacking only with one weapon during the Attack Action is valid, even when you are holding two weapons of varying types.
As for unarmed combat for Tavern Brawler... If you attack with your right leg by using the Attack Action, then Extra Attack must be done by your right leg until you end your turn or until you perform a Bonus Action or a Reaction.
Although "dual wielding" may require you to use your left or your right handed weapon as a Bonus Action, depending in which handed weapon you used for the Attack Action. Some Bonus Actions may overwrite this rule because such a Bonus Action is a new condition with a new set of results.
... Nothing I said is against RAW. It's just that there are ways around the rules put in place if done correctly. Your example with the Monk only works for things like "perform a punch then a kick" but not "perform a right foot kick then Extra Attack with another right foot kick". Two inherently different Attack Actions. Also, unarmed attacks do deal damage without the need of both the Monk Class and the Feat: Tavern Brawler. Only that both of these features make it easier to do such Attack Actions in its unique way...
Rebuttals:
- If you win initiative, unless you are spending ALL of your movement to close the gap to attack what you do is attack from reach, and then back up one square. Now they have to trigger your AoO to engage. If there are multiple enemies, you'll almost ALWAYS get a use of this in a given encounter in my experience, although it's generally only one. Still, there are times when you can kite using this and sentinel which is amazing.
- True.
-Also true.
- I'm a big fan of Treantmonk myself, but I still think you (and perhaps he) is understating how good it is to have a FREE bonus-action attack option. Yes, bonus actions aren't free, but virtually anything *else* that you're doing with your bonus action probably isn't free either. I mean, tell me what your typical fighter or barbarian or paladin is spamming with their bonus action? For my money, an extra attack at the cost of a bonus action is a fantastic option for paladins, barbarians, and fighters - especially at early levels. No, bonus actions aren't free, but attacks are really damn good, and attacking is what those classes do best. Yes, I'll agree this loses mileage at higher levels, but as Treantmonk also correctly points out; most play is at lower-mid levels, and man is that bonus attack a godsend there.
@@thecognitiverambler8911 Oh, yeah, assuming they also don't have reach greater than 5ft. Remember, to prevent them taking reactions you have to not only surprise them (stealth beat their perception) but also beat their initiative order as even when surprised you can take reactions AFTER your "surprised" turn.
I just don't like being dependent on the DM to not just arm every dude with a spear/pike. You're just giving the DM ideas that "hmm, yeah, reach weapons are a good idea and of course spears were standard issue in those days".
Another thing that worries me about this tactic is it doesn't aggro at all, it has ANTI-Aggro, it screams "don't attack me", it really encourages enemies just to run a ring around me and gank the wizard. I much prefer sentinel on melee focused builds as they tend to also be much more capable of tanking and sentinel has a sort of aggro effect.
I'll give you, bonus action for a 1d4+strength attack, it's okay. It's more than okay, it's good but it's BORING and I don't know how to describe it. The whole "I hit them with the other end of my weapon" it just doesn't make sense to point the sharp end a whole 180 degrees in the opposite direction. Especially when we're fighting in close quarters like a 5ft wide corridor.
It just breaks the roleplay aspect of the game.
To me, Great Weapon Master and Sharpshooter just makes more sense, I perform a more accurate strike so I go for a much more sensitive part of the monster. It has better synergy with rolling with advantage. Especially if you only have advantage on one attack like a familiar did the help action.
Also, there's no "moon touched glaive" the only moon touched weapons are swords which is a way to bypass monsters' resistance to non-magical weapons early in the game. One thing I like to do is give a player with GWM a moon touched longsword... which isn't a heavy weapon. So they have an interesting choice to make, also they may pick a shield as well for the boss fight.
Dear Chance's Spellbook, this me slapping you.
(Slap you across the face)
Warlock can Attack Twice at level 5 when they take Eldritch Invocations call Thirsting Blade.
Remember this Future DM
P.S. (Slap your face again) I did that again because you didn't read Eldritch Invocations.
Your Friend, this Guy.
That's why I mentioned they could cheese it. They can take advantage of Thirsty Blade, as well as dual wield. Sadly by Raw per their class features, they only get one attack.
@@ChancesSpellbook (Slap you again) They can Attack 2 Time with Attack Action when reach level 5 with Pact of the Blade feature, also you forget. Pact of the Blade can use this Feats too, it for all Weapon!!! (Hug) So sorry for slapping you.
@@marcosguzman7858 It's all good buddy, I'm always happy when your point this stuff out. I'm looking forward to finishing the Warlock Invocation video, I think you'll get some enjoyment out of it haha
@@ChancesSpellbook Yes I do, I love playing Warlock. Specially the Celestial Warlock, they are the most over power Sub-Class. At level 10, you get temporary hit point equal to your Warlock level plus your Charisma. So that 15 Temporary HP, you get every Short or Long Rest.
@@marcosguzman7858 Very interesting, I usually use warlocks for 1 shots. I cant say I've played a Warlock in a long term campaign
And what if I have a glaive with two blades on both ends? How it will work?
Can the two Glaives be used by one hand in order to attack the target? Unlike "Double Handed" weapons?... If yes, then you have a few options.
1) Two Hand Weapon Fighter and Dual Wielder are useless... Except for the +1 AC and stowing/sheathing two weapons at once, from the Dual Wielder Feat.
2) When making the Attack Action, as long as you do not attack with both Glaives. This scenario of combat is valid. Outside of the Dual Wielding Bonus Action rule. Any other special Bonus Action can use your other weapon as long as it is only for that special Bonus Action and not for Dual Wielding.
3) This scenario does not prevent you from making an Opportunity Attack with your left or right handed weapons, be it for unarmed, melee, or ranged-improvised weapon strikes.
4) With the Feat: Warcaster... You may replace the OA for an attacking Spell but that Spell (Leveled Spell or Cantrip) must target the one who provoked your OA... This does not stack with the Sentinel's 0ft Move reduction effect. As that requires the OA from a melee hit.
HI, this might be a totally stupid question, but I just can't seem to get a clear answer anywhere. So. I wield a glaive (1d10+3). And as I understand it, if it is my turn, i get to attack (d20+5) on a hit i do damage (1d10+3) and the bonus action (1d4+3).Right....so that's fine. NOW when it gets confusing is OPPORTUNITY ATTACK. so as Glaive has 10ft reach it triggers at 10ft. WHAT KING OF DAMAGE DO I DO ON A HIT?? 1d10 or 1d4 (and do i add modifiers?) CAN OPPORTUNITY ATTACK BE TRIGGERED ANY TIME? AND CAN IT BE TRIGGERED SEVERAL TIMES PER ROUND (as in lets say 5 goblins move and 2 of them move past my reach). Thank you
so then you would add your proficiency modifier to the damage roll since this feat says it makes you proficient in the weapon type if you weren't already.........
You would be able to add you Proficiency Modifier to your Attack Roll, but not you Damage Roll.
U can if u somehow have potent spell casting as a feature.
Well it doesn’t add your proficiency bonus but it adds your ability mod. Which might be better.
Why does dnd beyond say the bonus action is a 5 for reach.... it's the c same weapon lol
Does this include using a shield with the spear?
Sure, I don't see why not!
@@ChancesSpellbook thank you
Speers are not included as I know. Because they are not two handed. And if you imagine a two handed speer, you can't use a shield. Correct me if I am wrong.
I mean, in real life helbards were used two and one handed and also with shields, but its a game xD It even not have a poleaxe. I LOVE MY POLEAXE!
@@erlm595 Maybe because the poleaxe is to versatile in that it would be able to deal slashing, bludgeoning and piercing damage. That combined with good reach is just GG.
Among my favorite feats, bashing people with the back of a polearm is really cool but it sucks how it doesn’t apply to things like the Lance
As a DM I'd allow it in one of my games! That doesn't seem like too much of a stretch!
While I agree with you, it does make sense why that is. You wield a lance at its end and stab with it. It would make sense if there was an enemy behind you or in the opposite direction of where you stabbed, but otherwise it's kinda lost on me
@@paulroig469 I dont understand why the helbard is only a slashing wepon and not slash and stabbing, because it has a f*cking 30cm tip (not every helbard, butr most of them)
polearm master with glaive on oath of crown paladin? Is it a bit worthless or nah?
Warlocks do have extra attack though?
With reach 10 and sentinel you can stop incoming enemies at 10 and make their speed 0 sentinel. And they can't attack you if they don't have reach
Good point!
Add great weapon master to the mix and that d4 bonus+modifier becomes d4+modifier+10 that's allot of extra damage from a bonus action. Best used with the battlemasters precision strike maneuver to mitigate that -5 to hit. If you can multi class as well, why not throw in 2 levels of barbarian for reckless attack so those great weapon/polearm master attacks on your turn get advantage. All these are optional rules. So check with your dm. Also let them know how OP this combination is so they can increase encounter difficulty.
*on the damage roll?
Haha sorry about that!
Dose this work with the war caster feat ?
Technically yes, you would only be able to use 1 Reaction though
Chance's D&D Spellbook Unless the dm is allowing unearthed arcana. Then u can get the fighting style tunnel fighter and your attack of opps don’t use up your reaction. Power this up with booming blade and get spell sniper to double the range of booming blade. Everytime someone comes within 10 ft of u can cast booming blade and attack them and if they have to get within 5ft of u to hit u than they take more dmg from Booming Blade.
I used to rate this feat very high but I ultimately realised it's a noob trap as it uses reaction and you can be easily exposed to a lot of damage without shields
I think it ultimately comes down to playstyle, I can certainly see where you're coming from!
@@ChancesSpellbook Based on the errata it is possible to use spear or quarterstaff with PAM but it still eats up a feat for a reaction melee attack adding little damage and this hits MAD builds and classes the hardest. Enemies with longer reach than 5ft will completely make this feat look like a waste of a pick. You can only use reaction once per round and this means 1 attack per round with a 1d6 weapon and 1d4 extra attack(if it hits, of course). Without PAM I can have +2 on my main ability score and a 1d8 longsword or 1d8 main hand weapon, hence the reason why PAM is a noob trap
What does MAD stand for?
@@tomkelly00 Google it