mellored
Legend
So the game is full of features that let you do more stuff, like making more attacks, or rolling more dice. But what are some good ways that making you more powerful also makes things go faster?
*not saying all the features need to be simple, I still want to roll a bucket of d6 with meteor swam, but we could use some more of them.
Max damage for instance. Skips all the dice rolling.
Maximize metamagic. 1-18 SP
Spend a number of SP equal to twice the spell level (1 for Cantrips), and take the maximum of any damage or healing roll.
Or something that would reduce multi-attack.
Power Attack: (part of Great weapon master?)
When you take the Attack action, you can forgo one of your attacks in order to deal a single devastating strike....
Cleave could also be simplified to not roll as much.
Make an attack against a creature within 5' of the first, dealing half the damage on a hit.
Power word stun/kill are also powerful options that resolve quick, that could be used elsewhere.
Death Stike: if you hit a creature with less hit points than your level, they fall to 0.
Cantrips and other spells could scale with less rolling
Firebolt: 1d10
At higher levels, increase the damage by 5.
Any other ideas?
*not saying all the features need to be simple, I still want to roll a bucket of d6 with meteor swam, but we could use some more of them.
Max damage for instance. Skips all the dice rolling.
Maximize metamagic. 1-18 SP
Spend a number of SP equal to twice the spell level (1 for Cantrips), and take the maximum of any damage or healing roll.
Or something that would reduce multi-attack.
Power Attack: (part of Great weapon master?)
When you take the Attack action, you can forgo one of your attacks in order to deal a single devastating strike....
Cleave could also be simplified to not roll as much.
Make an attack against a creature within 5' of the first, dealing half the damage on a hit.
Power word stun/kill are also powerful options that resolve quick, that could be used elsewhere.
Death Stike: if you hit a creature with less hit points than your level, they fall to 0.
Cantrips and other spells could scale with less rolling
Firebolt: 1d10
At higher levels, increase the damage by 5.
Any other ideas?
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