📝 Also Diamond Soul grants Proficiency with Death saving throws. As a death saving throw is still a saving throw. An Diamond Soul grants Proficiency with all saving throws. This has been confirmed by Jeremy Crawford.
Yeah, and the fact that Death Saves counts for the bonus granted from Aura of Protection too has saved my paladin and PCs within 10 ft of them many times
To further illustrate the power of Reliable Talent when paired with Expertise, I was tinkering on a Psi Warrior/Soulknife multiclass. Mind you, I had him at 20th level while I worked on figuring out the best level split. Anyway, I gave him Expertise in Perception, despite only having a +1 Wisdom modifier. This made his Passive Perception 23. I then rolled a Perception check and immediately got a natural 1. Still came out to 23 due to Reliable Talent.
One of the things not mentioned in Spell Storing Ring is that it is 2x Int mod usage per LR. Artificers primary stat is Int, so by 11th should be sitting at 20 Int for 10 charges.
Dm: Roll for initiative. The harrengon rouge with reliable talent, 2 levels in chronurgy wizard, gift of alcary, 1 lvl twighlight cleric, max int and dex, and the alert feat: Am I a joke to you? [That's 10(reliable tallent, assuming its not higher since you roll 4 dice thanks to advantage from twighlight cleric and a reroll from chronurgy wizard) + 4(prof. bonus) +5(int. Mod) +5(Dex mod) +5(alert feat) +1d8(gift of alcary] (That's minimum 30, avg 40.5, max 47) Oh and dont get me started on the manuals and gloomstalkers and swashbucklers...
Diamond Soul, since it applies to all Saving Throws, means it gives your proficiency bonus to Death Saves as well. Death Saves are so hard to modify, but anything that modifies all saving throws innately includes Death Saves since they're still saving throws.
@@ShadowFiend93 That varies a little depending on circumstances. For example, the Paladin aura is only while the paladin is conscious. If you're the paladin, you are unconscious while making death saves so you lose the benefit. An item like Ring of Protection or Cloak of Protection, while equipped and attuned, do not care if you're conscious or not. Both items will grant their +1 to your death saves. Basically, if the effect doesn't need you to be conscious (like an item or being a benefit from someone else near you), it can improve your death saves as long as it improves ALL/ANY saving throws.
@@ShadowFiend93 There are many features and items, that specify affecting death saves. One example is the reborn race, they get advantage on death saving throws. So, if you can modify your death saving throws and they are saving throws. Any feature that says it affects ALL your saving throws also affect your death saving throws.
Also one of the only two ways in the entire game (without homebrew) to add to your initiative roll without rare magic items or being a DEX based class...
@@daikatarokamegawa542 There are more than two ways. Being a Harengon is one, then there are subclasses, such as the war and the chronurgy wizard, the gloom stalker ranger and the swashbuckler rogue that add either their PB or another ability score modifier (WIS or CHA, respectively) on top of DEX. Also, there is the gift of alacrity spell (if your DM allows Dunamancy) that also grants a 1-8 bonus for 8 hours without concentration. Interestingly, a Harengon bard cannot increase their initiative bonus with jack of all trades. And there is the Alert feat, which I assume you included in the one of two ways.
All good features I play a lore bard and magical secrets is cool. I also know our Druid’s wild shape is really good. The action surge is really cool too
If you're playing a lore bard the best 2 magical secrets to take when reaching 6th level are counterspell and revivify. However, if you already have 2 other characters in your party that can cast revivify then taking fireball instead of revivify is a good option.
This was a quality vid. I’d like to see another one with SUBclass features, maybe even a pt.1 and a pt.2. Also, portant should be top 3 if not #1 undoubtedly
my favorite lvl 5 champ fighter story. group was fighting 2 giant worms. i attack worm 1. got 2 solid hits in.... Ehh i'll action surge. 2 attacks DOUBLE CRIT!!! heavy weapon feat, 3rd attack 3rd crit. WORM 1 dies in 1 turn. Group cheered, DM facepalmed. Then in true DnD fashion, i couldn't hit the 2nd worm no matter what.
Yeah, this list obviously had some abilities that they considered so core to the class as to not count, like spellcasting, armor proficiencies, rage, cunning action/sneak attack etc., and capstones like Primal Champion that come too late to do much good.
Im so tired or high-level abilities being called useless because " Nobody makes it to tier 4." Is there some law I dont know about against starting a campaign at level 15 and working from there to 20? Because I've done that twice
Just depends how your groups plays the game. Campaigns that start relatively low would have to last a fairly long time to make it to tier 4, and I think a majority of modules make it to tier 4 either? Not entirely sure on that last one. Either way, I think it's valid to say high level features aren't useless, but their availability should be put into the appropriate perspective. And for this channel, I have no idea what that perspective would be, because apparently Fireball and Bane are good Magical Secrets and Eldritch Invocations and Metamagic don't exist.
How about do a part 2 but with Subclasses Order of Scribe making you copy ANY spells really fast and change their elemental damage(Basically encourage you to write a LOT of spells) Gloom Stalker lets you gain aditional attack that deal bonus damage when you use a attack action and also give you aditional initiative bonus and movement speed during your first turn of combat(Which is super easy to abuse since Pass without Trace is a Ranger spell that exist) Few others are the Peace Domain Cleric, Twilight Domain Cleric, Circle of Shepherd Druid, and lastly Clockwork Soul Sorcerer
grave domain cleric being able to nullify crits and use their channel divinity to make a target vulnerable to all the damage from the next attack it receives add a paladin to the team and get ready for some truly god tier smites
Before I watch any of this video, here’s some 10ish features I would guess to be on this list: - Action Surge/Extra Attack - Cunning Action/Sneak Attack/Reliable Talent/Evasion - Metamagic - Wildshape - Rage - Bardic Inspiration - Aura of Protection
"specific build" means having 13+ int, a single feat, and a 1 level dip into artificer... If you want to break reliable talent , 20 int, 13 dex, 3 levels in armorer(infiltrator) artificer to have Lazer guns with a 26 to stealth and 6d6 sneak attack. If you're an elf, those attacks have triple advantage as well. With a 13 wis, you can take a 2 level dip into tempest cleric to get max damage. This all works with the sharpshooter feat as well.
Aura of protection, too. Paladins have saved my characters several times because of that CHA boost. Having a level 14 party with a paladin and a monk is terrifying for a beholder.
Big difference between 2 sorc points per long rest and the sorcerer's ability to interchange slots and points. I am a homer, though. I champion sorcerer as the strongest class in the game knowing full well it is a minority opinion. I've had too much fun with liberal use of subtle spell to ever think otherwise.
Very surprised Meta Magic, Eldritch Invocations, and especially Infuse Item weren't on this list. Meta Magic is overpowered being able to customized your spells to do so many busted things. You can: change an element, increase spell range, pick targets in AEO, give disadvantage to your enemies saving throws, and so much more. Eldritch Invocations is pretty much the same in that it gives you a wide range of options to do some really strong stuff. Having such a variety opens up a lot of play-style choices. The only thing I'm kind of upset is that the Pact of the Chain Invocations doesn't have as many options as I think it should. Infuse Item is the most overpowered class feature. All the regular infusions are really strong and the wide variety gives it the flexibility to do whatever you'd like. The truly busted one is Replicate Magic Item. There are a lot of really great options and some truly busted ones. At level 10 you can have Winged Boots, Gauntlets of Ogre Power, Headband of Intellect, and so much more. This also isn't limited to you because you can let someone else have the item. There is also an option in Xanathar's where you can just do any common magic items and Spellwrought Tattoo is a common magic item. This is actually one thing I disagree with and clearer rules with more restriction need to be done because when you make a Spellwrought Tattoo you can: have that be any level 1 spell or lower(no restriction), you lose the infusion when applying the tattoo not when you use the tattoo(so you could stack multiple tattoos) and the absolutely broken thing is that you aren't locked to a spell when you pick the Infusion. So you can have one tattoo of Find Familiar, one of Healing Word, three of Sheild, and have it be on the entire party for a single Infuse Item at level 2(the only thing it costs you is downtime). Infuse Item is truly the most overpowered Class Features.
I think it's a bit of a reach to say that Infuse Item is anywhere close to overpowered. By 10th level, none of the options that you presented are particularly overpowered for the 3rd tier of play. Also, the tattoos are entirely dependent on where the DM allows them. I've played with lots of artificers and they've been nowhere near as game-breaking as some of the abilities presented on the list.
An Artificers homunculus servant has an intelligence of 10 so it's easily smart enough to concentrate on a spell, meaning that an Artificer can effectively use their spell storing item as a bonus action and not need their concentration to maintain the spell.
If you're playing a lore bard the best 2 magical secrets to take when reaching 6th level are counterspell and revivify. However, if you already have 2 other characters in your party that can cast revivify then taking fireball instead of revivify is a good option.
Fireball is pretty useless by level 8-9. I'd take something that stay relevant or gets better. Spirt guardians, aura of vitality, hypnotic pattern, fly, haste, slow, summon fey.
Divination wizard potent rolls can wreck god monsters. A low level party has a legit shot at defeating CR 13+ monster because you have a two round advantage with two low potent rolls wrecking its turns
Honestly, reliable talent gets more broken in the higher levels. With some stat boosting shenanigans, I had a rogue with a +8 DEX mod. With Expertise and Reliable Talent (+20 to DEX skills), it was impossible for them to not do the impossible (DC 30 is considered near impossible by the PHB).
@@ARatherDapperTapir Deck of Many Things (Star Card gives +2 to any stat of your choice) and one Manual of Quickness of Action (+2 DEX and surpass previous stat cap by 2).
@@ARatherDapperTapir My Rogue (originally DEX 20) drew the Star Card twice (+4 to DEX) and then used the Manual (+2 to DEX) to the 26 DEX/+8 Mod. I should've clarified, that's on me.
Magical secrets annoys me, because it lets the bard take fifth level spells from the paladin and ranger spell list. So my paladin gets to watch the bard of the party use his best spells ten levels before he gets access to them.
How do you rank reckless attack above rage? You said so yourself, rage is the reason reckless attack works because you take half damage... That one was a miss... Also evasion above Smite or Eldritch Invocations? Evasion is situational. Not rare, but situational...
If you have 2 levels in Fighter for action surge, 2 levels in Warlock to get eldritch blast and Agonizing Blast, and 3 levels in Sorcerer to get Quickened Spell, you can cast eldritch blast _3 times_ in a single turn. At this time, that's 6 total beams, each of which adds your Charisma modifier to the damage. At level 20, with a maxed Charisma, that's a total of 12 beams, letting you deal 12d10+60 damage in a single turn, and you can divide that up among as many targets as you want. If you have a Tome of Leadership and Influence to go to 22 Charisma, that's 12d10+72 damage. While you can only do that once per rest, it's definitely one hell of an opening salvo.
Yeah I would guess that this video is specifically Class Features available to any character of that class. Would love to see a list of Subclass features. Twilight Sanctuary would be top 3 for me at least
Stunning strike is not a top ten feature man. I'm sorry but the math doesn't lie. Often you would need to do what you described to get it to land at all, and that would mean burning five key points in total. Not good.
I personally HATE Evasion. It just doesn't make sense that no damage is done from a Fireball or Meteor Swarm because...you did a DBZ head-tilt? A homebrew for my games is Evasion works as normal for Line abilities, but for AoEs like spheres and cones, it's just an automatic success for the normal save damage.
I get why you do it, but I don't think you should really consider the level of play in these videos so much. Yes, higher levels will inherently get stronger boosts, but try to think of it more in terms of how good those boosts are compared to the existing character they're applied to. Maybe try to make these videos in the frame of mind as if someone came here looking for help with making a character for a level 20 one-shot or campaign? I don't know, just my two cents on the matter.
I feel like the most relevant perspective would be what portion of your playtime in a campaign you would be able to play with said feature. Magical Secrets at 10, 14 and 18 is undoubtedly very powerful in a vacuum, but that changes massively if your campaign only runs from levels 5-13. And in that campaign a Lore Bard getting Secrets at 6 is relatively a lot more powerful vs other bards than if the game starts at e.g. levels 9-18
Yeah, I don't agree with this simply because it isn't applicable in most games ran by people who actually play 5e. I feel like these videos should be informative and relevant to the majority of 5e players. I think discussing powerful high level options could be covered in a video (or series of videos) without changing the baseline of D&DLogs approaches their analysis of the game.
More to the point, a low-level ability can be picked up in multi class without much investment. 2 levels in rogue, barbarian or fighter are going to add more to your capabilities than 2 in bard or wizard-they have more low-hanging fruit. To say nothing of hexblade…
Bards already get access to Bane so taking it as a Magical Secret is kinda a waste.
Yeah, getting something like Find Greater Steed is much better
Or if your running into lots of magical monsters and spell casters then circle of power is a must.
personnaly i do like to pick the banishing smite for a sword bard like a special finisher that extra force dmg muaah strike really hard with a crit
📝 Also Diamond Soul grants Proficiency with Death saving throws.
As a death saving throw is still a saving throw.
An Diamond Soul grants Proficiency with all saving throws.
This has been confirmed by Jeremy Crawford.
Yeah, and the fact that Death Saves counts for the bonus granted from Aura of Protection too has saved my paladin and PCs within 10 ft of them many times
To further illustrate the power of Reliable Talent when paired with Expertise, I was tinkering on a Psi Warrior/Soulknife multiclass. Mind you, I had him at 20th level while I worked on figuring out the best level split. Anyway, I gave him Expertise in Perception, despite only having a +1 Wisdom modifier. This made his Passive Perception 23. I then rolled a Perception check and immediately got a natural 1. Still came out to 23 due to Reliable Talent.
Honestly, I'm surprised the following skills did not appear...
1) Rage (seriously, Reckless Attack over Rage?)
2) Metamagic
3) Infuse Item
Rage and Metamagic would be tied at first place. They're absolutely perfect features
One of the things not mentioned in Spell Storing Ring is that it is 2x Int mod usage per LR. Artificers primary stat is Int, so by 11th should be sitting at 20 Int for 10 charges.
Dm: Roll for initiative.
The harrengon rouge with reliable talent, 2 levels in chronurgy wizard, gift of alcary, 1 lvl twighlight cleric, max int and dex, and the alert feat: Am I a joke to you?
[That's 10(reliable tallent, assuming its not higher since you roll 4 dice thanks to advantage from twighlight cleric and a reroll from chronurgy wizard) + 4(prof. bonus) +5(int. Mod) +5(Dex mod) +5(alert feat) +1d8(gift of alcary]
(That's minimum 30, avg 40.5, max 47)
Oh and dont get me started on the manuals and gloomstalkers and swashbucklers...
Diamond Soul, since it applies to all Saving Throws, means it gives your proficiency bonus to Death Saves as well. Death Saves are so hard to modify, but anything that modifies all saving throws innately includes Death Saves since they're still saving throws.
I’m still new to dnd but I though anything that was applied is lost when you are on death saves
@@ShadowFiend93 That varies a little depending on circumstances. For example, the Paladin aura is only while the paladin is conscious. If you're the paladin, you are unconscious while making death saves so you lose the benefit.
An item like Ring of Protection or Cloak of Protection, while equipped and attuned, do not care if you're conscious or not. Both items will grant their +1 to your death saves.
Basically, if the effect doesn't need you to be conscious (like an item or being a benefit from someone else near you), it can improve your death saves as long as it improves ALL/ANY saving throws.
@@ShadowFiend93 There are many features and items, that specify affecting death saves. One example is the reborn race, they get advantage on death saving throws. So, if you can modify your death saving throws and they are saving throws. Any feature that says it affects ALL your saving throws also affect your death saving throws.
No love for Jack of All Trades? Available at 2nd level and scales as you go. A boost for all skills and Initiatiive.
Also one of the only two ways in the entire game (without homebrew) to add to your initiative roll without rare magic items or being a DEX based class...
@@daikatarokamegawa542 There are more than two ways. Being a Harengon is one, then there are subclasses, such as the war and the chronurgy wizard, the gloom stalker ranger and the swashbuckler rogue that add either their PB or another ability score modifier (WIS or CHA, respectively) on top of DEX. Also, there is the gift of alacrity spell (if your DM allows Dunamancy) that also grants a 1-8 bonus for 8 hours without concentration. Interestingly, a Harengon bard cannot increase their initiative bonus with jack of all trades. And there is the Alert feat, which I assume you included in the one of two ways.
All good features
I play a lore bard and magical secrets is cool.
I also know our Druid’s wild shape is really good. The action surge is really cool too
If you're playing a lore bard the best 2 magical secrets to take when reaching 6th level are counterspell and revivify. However, if you already have 2 other characters in your party that can cast revivify then taking fireball instead of revivify is a good option.
This was a quality vid. I’d like to see another one with SUBclass features, maybe even a pt.1 and a pt.2. Also, portant should be top 3 if not #1 undoubtedly
my favorite lvl 5 champ fighter story. group was fighting 2 giant worms. i attack worm 1. got 2 solid hits in.... Ehh i'll action surge. 2 attacks DOUBLE CRIT!!! heavy weapon feat, 3rd attack 3rd crit. WORM 1 dies in 1 turn. Group cheered, DM facepalmed. Then in true DnD fashion, i couldn't hit the 2nd worm no matter what.
The editing looks very smooth! New editor, or just new style? Who's been playing WoW recently 😏
I’m still on classic!
Vortex warp makes the spell storing item ridiculously powerful
i think spellcasting is the strongest class feature in the game
Yeah, this list obviously had some abilities that they considered so core to the class as to not count, like spellcasting, armor proficiencies, rage, cunning action/sneak attack etc., and capstones like Primal Champion that come too late to do much good.
Im so tired or high-level abilities being called useless because " Nobody makes it to tier 4." Is there some law I dont know about against starting a campaign at level 15 and working from there to 20? Because I've done that twice
Based on the "stereotypical" game which falls apart before then.
Just depends how your groups plays the game. Campaigns that start relatively low would have to last a fairly long time to make it to tier 4, and I think a majority of modules make it to tier 4 either? Not entirely sure on that last one.
Either way, I think it's valid to say high level features aren't useless, but their availability should be put into the appropriate perspective. And for this channel, I have no idea what that perspective would be, because apparently Fireball and Bane are good Magical Secrets and Eldritch Invocations and Metamagic don't exist.
I admit that this sounds like a blast. In 40 years of gaming I’ve never done it.
How about do a part 2 but with Subclasses
Order of Scribe making you copy ANY spells really fast and change their elemental damage(Basically encourage you to write a LOT of spells)
Gloom Stalker lets you gain aditional attack that deal bonus damage when you use a attack action and also give you aditional initiative bonus and movement speed during your first turn of combat(Which is super easy to abuse since Pass without Trace is a Ranger spell that exist)
Few others are the Peace Domain Cleric, Twilight Domain Cleric, Circle of Shepherd Druid, and lastly Clockwork Soul Sorcerer
Agreed
grave domain cleric being able to nullify crits and use their channel divinity to make a target vulnerable to all the damage from the next attack it receives add a paladin to the team and get ready for some truly god tier smites
Before I watch any of this video, here’s some 10ish features I would guess to be on this list:
- Action Surge/Extra Attack
- Cunning Action/Sneak Attack/Reliable Talent/Evasion
- Metamagic
- Wildshape
- Rage
- Bardic Inspiration
- Aura of Protection
Do NOT waste a magical secret on Bane. It's on the bard spell list. It is great spell to pick at lvl 1.
"specific build" means having 13+ int, a single feat, and a 1 level dip into artificer...
If you want to break reliable talent , 20 int, 13 dex, 3 levels in armorer(infiltrator) artificer to have Lazer guns with a 26 to stealth and 6d6 sneak attack. If you're an elf, those attacks have triple advantage as well. With a 13 wis, you can take a 2 level dip into tempest cleric to get max damage. This all works with the sharpshooter feat as well.
Diamond Soul works on death saves too, so you'll never fail a death save again.
Aura of protection, too. Paladins have saved my characters several times because of that CHA boost. Having a level 14 party with a paladin and a monk is terrifying for a beholder.
Very surprised the Sorcerer's Metamagic wasn't mentioned; it's an EXTREMELY powerful feature
Maybe because it's no longer "unique" since you can acquire some metamagic with a feat? Idk
maybe fall under spellcasting?
Big difference between 2 sorc points per long rest and the sorcerer's ability to interchange slots and points. I am a homer, though. I champion sorcerer as the strongest class in the game knowing full well it is a minority opinion. I've had too much fun with liberal use of subtle spell to ever think otherwise.
Didn't know ur a DND fan too Hiru! Cool Stuff. Make sure you try baldur's gate 3 out
As a Totem Warrior Barbarian, i always use Reckless Attack 😀
Very surprised Meta Magic, Eldritch Invocations, and especially Infuse Item weren't on this list.
Meta Magic is overpowered being able to customized your spells to do so many busted things. You can: change an element, increase spell range, pick targets in AEO, give disadvantage to your enemies saving throws, and so much more.
Eldritch Invocations is pretty much the same in that it gives you a wide range of options to do some really strong stuff. Having such a variety opens up a lot of play-style choices. The only thing I'm kind of upset is that the Pact of the Chain Invocations doesn't have as many options as I think it should.
Infuse Item is the most overpowered class feature. All the regular infusions are really strong and the wide variety gives it the flexibility to do whatever you'd like. The truly busted one is Replicate Magic Item. There are a lot of really great options and some truly busted ones. At level 10 you can have Winged Boots, Gauntlets of Ogre Power, Headband of Intellect, and so much more. This also isn't limited to you because you can let someone else have the item. There is also an option in Xanathar's where you can just do any common magic items and Spellwrought Tattoo is a common magic item. This is actually one thing I disagree with and clearer rules with more restriction need to be done because when you make a Spellwrought Tattoo you can: have that be any level 1 spell or lower(no restriction), you lose the infusion when applying the tattoo not when you use the tattoo(so you could stack multiple tattoos) and the absolutely broken thing is that you aren't locked to a spell when you pick the Infusion. So you can have one tattoo of Find Familiar, one of Healing Word, three of Sheild, and have it be on the entire party for a single Infuse Item at level 2(the only thing it costs you is downtime). Infuse Item is truly the most overpowered Class Features.
I think it's a bit of a reach to say that Infuse Item is anywhere close to overpowered. By 10th level, none of the options that you presented are particularly overpowered for the 3rd tier of play. Also, the tattoos are entirely dependent on where the DM allows them. I've played with lots of artificers and they've been nowhere near as game-breaking as some of the abilities presented on the list.
An Artificers homunculus servant has an intelligence of 10 so it's easily smart enough to concentrate on a spell, meaning that an Artificer can effectively use their spell storing item as a bonus action and not need their concentration to maintain the spell.
If you're playing a lore bard the best 2 magical secrets to take when reaching 6th level are counterspell and revivify. However, if you already have 2 other characters in your party that can cast revivify then taking fireball instead of revivify is a good option.
Fireball is pretty useless by level 8-9. I'd take something that stay relevant or gets better. Spirt guardians, aura of vitality, hypnotic pattern, fly, haste, slow, summon fey.
@@backcountry164There are definitely other options than fireball.
Magical secrets is the sole reason I solely play college of lore bard.
Divination wizard potent rolls can wreck god monsters.
A low level party has a legit shot at defeating CR 13+ monster because you have a two round advantage with two low potent rolls wrecking its turns
Honestly, reliable talent gets more broken in the higher levels. With some stat boosting shenanigans, I had a rogue with a +8 DEX mod. With Expertise and Reliable Talent (+20 to DEX skills), it was impossible for them to not do the impossible (DC 30 is considered near impossible by the PHB).
Stat boosting shenanigans?
@@ARatherDapperTapir Deck of Many Things (Star Card gives +2 to any stat of your choice) and one Manual of Quickness of Action (+2 DEX and surpass previous stat cap by 2).
@@shadowfire1500 epic, but isn't that still just +7?
@@ARatherDapperTapir My Rogue (originally DEX 20) drew the Star Card twice (+4 to DEX) and then used the Manual (+2 to DEX) to the 26 DEX/+8 Mod. I should've clarified, that's on me.
@@shadowfire1500 I thought (though I could be wrong, or was played different, all games are unique) that cards lost power after being drawn?
Want a video about the weakest class & sub-class features for each class.
I mean, an extra action will always be awesome. It's crazy fun.
Magical secrets annoys me, because it lets the bard take fifth level spells from the paladin and ranger spell list. So my paladin gets to watch the bard of the party use his best spells ten levels before he gets access to them.
Hiru your uh, description is the wrong one. you pasted in the best fire spells video desc
Lmao
Well it's been fixed now
Surprised eldritch invocations didnt make the list
Such a good idea 🤓
How do you rank reckless attack above rage? You said so yourself, rage is the reason reckless attack works because you take half damage... That one was a miss...
Also evasion above Smite or Eldritch Invocations? Evasion is situational. Not rare, but situational...
Spellcasting is the strongest class feature
If you have 2 levels in Fighter for action surge, 2 levels in Warlock to get eldritch blast and Agonizing Blast, and 3 levels in Sorcerer to get Quickened Spell, you can cast eldritch blast _3 times_ in a single turn. At this time, that's 6 total beams, each of which adds your Charisma modifier to the damage. At level 20, with a maxed Charisma, that's a total of 12 beams, letting you deal 12d10+60 damage in a single turn, and you can divide that up among as many targets as you want. If you have a Tome of Leadership and Influence to go to 22 Charisma, that's 12d10+72 damage. While you can only do that once per rest, it's definitely one hell of an opening salvo.
Puts you way down in your spell progression though, especially early on you're hurting for delaying 3rd level spells
@@user-kh7zf Multiclassing always comes with risks.
Did I miss Twilight Sanctuary or does that not count? Maybe a different video... Best SubClass Feature...
Yeah I would guess that this video is specifically Class Features available to any character of that class. Would love to see a list of Subclass features. Twilight Sanctuary would be top 3 for me at least
Monks get good features but they take so long that you have to actually find a high level campaign and live that long to get it.
Stunning strike is not a top ten feature man. I'm sorry but the math doesn't lie. Often you would need to do what you described to get it to land at all, and that would mean burning five key points in total. Not good.
Magical secrets is good, but it also is a bandage to a crappy bard spell list.
I personally HATE Evasion. It just doesn't make sense that no damage is done from a Fireball or Meteor Swarm because...you did a DBZ head-tilt?
A homebrew for my games is Evasion works as normal for Line abilities, but for AoEs like spheres and cones, it's just an automatic success for the normal save damage.
I get why you do it, but I don't think you should really consider the level of play in these videos so much. Yes, higher levels will inherently get stronger boosts, but try to think of it more in terms of how good those boosts are compared to the existing character they're applied to. Maybe try to make these videos in the frame of mind as if someone came here looking for help with making a character for a level 20 one-shot or campaign?
I don't know, just my two cents on the matter.
I feel like the most relevant perspective would be what portion of your playtime in a campaign you would be able to play with said feature. Magical Secrets at 10, 14 and 18 is undoubtedly very powerful in a vacuum, but that changes massively if your campaign only runs from levels 5-13. And in that campaign a Lore Bard getting Secrets at 6 is relatively a lot more powerful vs other bards than if the game starts at e.g. levels 9-18
Yeah, I don't agree with this simply because it isn't applicable in most games ran by people who actually play 5e. I feel like these videos should be informative and relevant to the majority of 5e players.
I think discussing powerful high level options could be covered in a video (or series of videos) without changing the baseline of D&DLogs approaches their analysis of the game.
More to the point, a low-level ability can be picked up in multi class without much investment. 2 levels in rogue, barbarian or fighter are going to add more to your capabilities than 2 in bard or wizard-they have more low-hanging fruit.
To say nothing of hexblade…
Its weird. I agree that these class feats are powerful, the are also on some of the worst classes in the game. Weird.
Classes are more than the sun of their parts-and being a spell caster is always the most powerful class feature you can have for sheer utility
Metamagic is just that good that it's beyond this very wrong top
Spellcasting is the strongest class feature.