D&D 5E Treantmonk's Guide to Everything Xanathar

James Oshel

First Post
Great guide as always. Thanks for putting it together. Just thought I'd mention that my Halfling rogueswash3/fighter1 with the two weapon fighting style is consistently doing more damage, and not getting hit as often as the dwarf fighter, or lizardfolk barbarian. (Run on sentence much) Anyhow, Swashbuckler really shines multiclass with fighter. Stand-alone perhaps not so much. Personally think it is the strongest rogue subclass, if you want to melee rogue... That being said, I've found the lucky trait to be huge, and a feat that lets me give it to the party, crazy. I get that Bountiful Luck might be a bit situational, costing a reaction, and preventing my lucky trait use for a round is a bit of a tax... worth it for no more 1s on death saves alone.

Just my 2cp.
 

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octopus_rex

First Post
IMO:
Incapacitated > fear/blind > posioned > charm.

Amen, brother!

Frightened is just potent, at any level. Being unable to move closer to the source of the condition will absolutely waste enemy turns. The disadvantage on all attacks while the source of the condition is in sight is (delicious) gravy.

*Cause fear*'s sweet spot is in a level two casting, IMO.
 

octopus_rex

First Post
I think there's something worth noting about the Conquest Paladin's level 7 feature, Aura of Conquest.

Aura of Conquest reduces movement to 0 for creatures within it that are frightened of you. Frightened creatures have disadvantage on ability checks while the source of their fear is in sight. Creatures that are prone cannot stand up if they have no movement.

Putting it all together, creatures in your aura that are frightened of you are easy to knock prone, and once they're prone they can't stand back up until they lose their condition (or you move).

This, IMO, makes Shield Master a particularly good feat on a Conquest Paladin.
 

Chaosmancer

Legend
I'm very glad to have read this guide if only because it caused me to go back and reread some abilities I had only skimmed before.

For example, I was going to point out that the Ancestral Spirit Shield ability could be used on the barbarian, but upon rereading it I see that they changed it from "a creature you can see" to "another creature you can see" closing that interaction.


Honestly, I'm kind of surprised at a few of the changes they made which made sub-classes I thought were perfectly fine much worse than they were before, like Cavalier and Samurai being long rest abilities, the changes to Ancestral Guardian and Storm Herald Barbarians and other such little smatterings.

Still, lots of good insights here and a great guide for keeping some new content in perspective. I was really impressed with the possibility of Sickening Radiance granting exhaustion at first, but while it may be useful it takes too long to make a significant impact. And, I wasn't excited for Shadow Blade, but after this, I'm thinking of grabbing it for a hexblade I may make in the future.
 

octopus_rex

First Post
I don't think the Hexblade's expanded spell list deserves the rating it has. It has some objectively good spells, but what's a good spell for a warlock needs to be considered in a different context.

Warlocks only get two leveled spells per short rest (or, one per encounter on-average) until level 11. The smites and shield just aren't compelling enough options to compete for those slots, IMO. Several of the options are straight up trash on a warlock, banishing smite and blink especially.
 

Prickly Pear

Adventurer
Great guide, of what I have read so far.
When I came across Chaos Bolt, I thought I would add that the spell adds great flavour to a Wild Magic Sorcerer. And is surprising how many time a double on the d8 comes up! (well, it is 12.5%, I know…) Anyway, I had lots of fun with Chaos Bolt when I played a Wild Magic Sorcerer recently.
I don’t suggest that the rating should change but I feel that red is a little harsh.


Sent from my iPad using EN World
 

SpoCk0nd0pe

First Post
Thank you for your efforts on the guide.

I think the Hexblade is a little broken. Not the class itself but dipping one level for Paladins and Sorcadins seems insane. The Sorcadin is capable of really high amounts of burst damage already. For just 1 level of Hexblade you remove MAD and significantly increase your chances for smite crits (may I suggest Vow of Emnity?). A short rest spell slots to power shield, smite or fuel for sorcery points is just icing on the cake.
 
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gyor

Legend
Thank you for your efforts on the guide.

I think the Hexblade is a little broken. Not the class itself but dipping one level for Paladins and Sorcadins seems insane. The Sorcadin is capable of really high amounts of burst damage already. For just 1 level of Hexblade you remove MAD and significantly increase your chances for smite crits (may I suggest Vow of Emnity?). A short rest spell slots to power shield, smite or fuel for sorcery points is just icing on the cake.

Am I the only one who thinks that the Spectre feature is more interesting?
 

gyor

Legend
Great guide, of what I have read so far.
When I came across Chaos Bolt, I thought I would add that the spell adds great flavour to a Wild Magic Sorcerer. And is surprising how many time a double on the d8 comes up! (well, it is 12.5%, I know…) Anyway, I had lots of fun with Chaos Bolt when I played a Wild Magic Sorcerer recently.
I don’t suggest that the rating should change but I feel that red is a little harsh.


Sent from my iPad using EN World

What is the percentage chance if you use Empower Spell to reroll the d8's?
 


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