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Most powerful feature at each level???
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<blockquote data-quote="Gwarok" data-source="post: 7477328" data-attributes="member: 12249"><p><strong>1. Rogue Expertise.</strong> Expertise is one of the most influential abilities in any skill based, or even combat based, campaigns. Honestly I take a 1 Level Rogue dip in almost any character I make just for this as there isn't a real good way of getting it any other way. </p><p></p><p><strong>2. Cunning Action.</strong> Again, Rogues are so awesome to dip in, but your generally useless bonus action now gets you get double your movement? Or no opportunity attacks when you need to get out of a situation? Sold. </p><p></p><p><strong>3. Assassinate. </strong> Yea, I'll take that auto crit that also doubles the sneak attack dice on this attack thank you very much. This one rarely goes out of style. </p><p></p><p><strong>4. Feat. </strong></p><p></p><p><strong>5. Rogue Uncanny Dodge.</strong> This kinda ties with any class that gets extra attacks, but reaction to halve damage, ooh yea. That's 4 out of the first 5 unique to rogues. Rogues are awesome.</p><p></p><p><strong>6. Aura of Protection.</strong> As a side note, the 6th Level Necro trait buffing their minions is surprisingly awesome. At 6th using your Arcane Recovery you can cast 4x 3rd level, keeping up to 16 of these guys at once. So as not to irk my DM I don't keep more than 8 going yet but 16x hits that do 1D6+5, even with only +4 to hit they do a shocking amount of damage as well as keep me well insulated from a lot of bad guys. As long as you don't run into any AOE, but that is always a problem. </p><p></p><p><strong>7. Paladins Aura of Devotion.</strong> Immunity to charm is HUGE and it applies to your nearby allies? Sold. It was close though with Aura of Warding.</p><p></p><p><strong>8. Feats</strong></p><p></p><p><strong>9. Vengeance Paladins can now cast 3rd Level spells, and get <em>Haste</em>.</strong> You are a badass melee who can cast Haste. That is awesome. The ONLY thing I like about Vengeance paladins as the other two get much better Oath abilities. </p><p></p><p><strong>10. Aura of Courage.</strong> Immune to Charm at 7th, now immune to fear for you and your closest friends? Seriously, screw paladins <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>11. Improved Divine Smite</strong> if you do a lot of fighting in the campaign, so again, screw paladins <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> <strong>VERY close runner up is Rogue's Reliable Talent</strong> for more skill focused campaigns. With that and expertise you are pretty much guaranteed to make DC 20's on 4 skills, DC 25 on anything using a stat with a 20 in it. That makes you able to sneak around, lie to, climb, sneak up on, notice, open, get insight to, just about anything short of a focused epic level effort to thwart you. Most mortals become your playthings at this point if you do it right. </p><p></p><p><strong>12. Feat.</strong></p><p></p><p><strong>13. Rogue Use Magic Device. </strong> Doubt me? Then please talk to my Halfing Burglar Dual Wielding his Holy Sword and Staff of the Magi in his Robes of the Archmagi. Also, there aren't a whole lot of awesome 13th abilities out there for most classes. </p><p></p><p><strong>14. Abjuration Wizard Spell Resistance.</strong> Advantage and resistance vs ALL spells? Damn. Monk's getting proficiency with all saves is a close runner up. </p><p></p><p><strong>15. Devotion Paladin Purity of Spirit.</strong> Permanent Protect vs. Evil/Good? That means pretty much every creature CR13+ now has disadvantage to hit you. Have I mentioned screw paladins? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Any caster class that can cast <em>Clone</em> is a close second. Who doesn't want a backup in case they die? Or maybe fake their own death. Lotta stuff you can do with that. Like make a clone of your enemy, then magic jar yourself into it and go impersonate. </p><p></p><p><strong>16. Feat.</strong></p><p></p><p><strong>17. Any class that can cast <em>Foresight</em> wins this one.</strong> 8 hours no concentrate Advantage on everything and everyone else get disadvantage vs you? And you can put it on someone else? Like that assassin you just hired to take out someone? I'm sure some people will argue this but they are all objectively wrong. </p><p></p><p><strong>18. Wizard Spell Mastery.</strong> You get Shield and Misty Step at will, wtf? Or any other 1st and 2nd combo you like? Like 17th, some will no doubt argue this but they are also objectively wrong. </p><p></p><p><strong>19. Feat.</strong></p><p></p><p><strong>20. Archdruid. </strong> RAW you can simply dance between tough forms as a bonus action each round, going up to full hp. Any opponent(s) unable to drop that form in one round won't even touch your real hp and this can be kept up forever. I doubt any DM that has a 20th Druid PC in their campaign hasn't come up with some nerf agreement with that PC, but RAW, this is the most broken class feature in the game. </p><p></p><p>This was fun!</p></blockquote><p></p>
[QUOTE="Gwarok, post: 7477328, member: 12249"] [B]1. Rogue Expertise.[/B] Expertise is one of the most influential abilities in any skill based, or even combat based, campaigns. Honestly I take a 1 Level Rogue dip in almost any character I make just for this as there isn't a real good way of getting it any other way. [B]2. Cunning Action.[/B] Again, Rogues are so awesome to dip in, but your generally useless bonus action now gets you get double your movement? Or no opportunity attacks when you need to get out of a situation? Sold. [B]3. Assassinate. [/B] Yea, I'll take that auto crit that also doubles the sneak attack dice on this attack thank you very much. This one rarely goes out of style. [B]4. Feat. [/B] [B]5. Rogue Uncanny Dodge.[/B] This kinda ties with any class that gets extra attacks, but reaction to halve damage, ooh yea. That's 4 out of the first 5 unique to rogues. Rogues are awesome. [B]6. Aura of Protection.[/B] As a side note, the 6th Level Necro trait buffing their minions is surprisingly awesome. At 6th using your Arcane Recovery you can cast 4x 3rd level, keeping up to 16 of these guys at once. So as not to irk my DM I don't keep more than 8 going yet but 16x hits that do 1D6+5, even with only +4 to hit they do a shocking amount of damage as well as keep me well insulated from a lot of bad guys. As long as you don't run into any AOE, but that is always a problem. [B]7. Paladins Aura of Devotion.[/B] Immunity to charm is HUGE and it applies to your nearby allies? Sold. It was close though with Aura of Warding. [B]8. Feats[/B] [B]9. Vengeance Paladins can now cast 3rd Level spells, and get [I]Haste[/I].[/B] You are a badass melee who can cast Haste. That is awesome. The ONLY thing I like about Vengeance paladins as the other two get much better Oath abilities. [B]10. Aura of Courage.[/B] Immune to Charm at 7th, now immune to fear for you and your closest friends? Seriously, screw paladins :) [B]11. Improved Divine Smite[/B] if you do a lot of fighting in the campaign, so again, screw paladins :) [B]VERY close runner up is Rogue's Reliable Talent[/B] for more skill focused campaigns. With that and expertise you are pretty much guaranteed to make DC 20's on 4 skills, DC 25 on anything using a stat with a 20 in it. That makes you able to sneak around, lie to, climb, sneak up on, notice, open, get insight to, just about anything short of a focused epic level effort to thwart you. Most mortals become your playthings at this point if you do it right. [B]12. Feat.[/B] [B]13. Rogue Use Magic Device. [/B] Doubt me? Then please talk to my Halfing Burglar Dual Wielding his Holy Sword and Staff of the Magi in his Robes of the Archmagi. Also, there aren't a whole lot of awesome 13th abilities out there for most classes. [B]14. Abjuration Wizard Spell Resistance.[/B] Advantage and resistance vs ALL spells? Damn. Monk's getting proficiency with all saves is a close runner up. [B]15. Devotion Paladin Purity of Spirit.[/B] Permanent Protect vs. Evil/Good? That means pretty much every creature CR13+ now has disadvantage to hit you. Have I mentioned screw paladins? :) Any caster class that can cast [I]Clone[/I] is a close second. Who doesn't want a backup in case they die? Or maybe fake their own death. Lotta stuff you can do with that. Like make a clone of your enemy, then magic jar yourself into it and go impersonate. [B]16. Feat.[/B] [B]17. Any class that can cast [I]Foresight[/I] wins this one.[/B] 8 hours no concentrate Advantage on everything and everyone else get disadvantage vs you? And you can put it on someone else? Like that assassin you just hired to take out someone? I'm sure some people will argue this but they are all objectively wrong. [B]18. Wizard Spell Mastery.[/B] You get Shield and Misty Step at will, wtf? Or any other 1st and 2nd combo you like? Like 17th, some will no doubt argue this but they are also objectively wrong. [B]19. Feat.[/B] [B]20. Archdruid. [/B] RAW you can simply dance between tough forms as a bonus action each round, going up to full hp. Any opponent(s) unable to drop that form in one round won't even touch your real hp and this can be kept up forever. I doubt any DM that has a 20th Druid PC in their campaign hasn't come up with some nerf agreement with that PC, but RAW, this is the most broken class feature in the game. This was fun! [/QUOTE]
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