D&D 5E What is Over-Powered?

It's a couple of things. It gives you an extra attack with a hand crossbow, and considering most of your damage comes from the +10, that's pretty powerful.

It also allows you to use your crossbow in melee, which is game breaking from a combat perspective if you happen to have melee characters in your party as well, since the ranged character can be just as effective in melee as ranged, yet the vice versa is not true.
ok, just saw this.

Not a fan myself of hand crossbows, and my idea of an archer isn't using crossbows in melee.

I'm trying to make an archer, I think I'm better off with regular bows.

Thanks!
 

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just saying, dnd isnt all about combat. if you have a good dm you can both combat oriented and non-combat oriented players can have fun. Also, the more powerful the player is the more likely they will be targeted first or last. (depends on how squishy the rest of the party is). Anyways nothing is really over powered, you could have the most op stuff or class but still have less fun than the guy whos throwing rocks at an ogre.
 

Darkness + devils sight invocation.
Enemies never see you, but you sure as heck see them. Practically an improved invisibility as level 2 spell, lasts longer and only few things counter it.
More shenanigans if all party members have devils sight.
 

Darkness + devils sight invocation.
Enemies never see you, but you sure as heck see them. Practically an improved invisibility as level 2 spell, lasts longer and only few things counter it.
More shenanigans if all party members have devils sight.
My Tome Pact Warlock just reached 3rd level, and I'm absolutely going to use this shtick. It's certainly powerful, but I'm not sold on overpowered.

My PC is the only one with Devil's Sight, so I can't use it within 20'' of another party member. Meaning I can only use the combo when the environment permits, and always with the risk that comes with being a move action away from anyone else. Darkness is a Concentration spell, so it means no Hex/other Concentration spell running. The Darkness field is going to be my main source of defense --unless I use my only other slot on a defensive spell -- otherwise, I'm AC: 14. And it's not as generally useful as Improved Invisibility -- it lacks the stealth advantage, since people will probably notice a giant hemisphere of Ultimate Darkness trying to sneak past them...

Oddly, the shtick becomes less powerful if all the PCs have Devil's Sight, because in that case, the DM is going to have to adjust the encounter difficulty & enemy composition to account for the group's (unusual) shared ability in order to present appropriate challenges.

In a we-all-can-see-in-magical-darkness party, my guy is just a piker w/a low AC.
 
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Yeah, it takes one of your ~3 invocations, one of your ~2 spells, it's Concentration based, vulnerable to AE disruption, and not party friendly.

Definitely not on my list of things to worry about.
 

My Tome Pact Warlock just reached 3rd level, and I'm absolutely going to use this shtick. It's certainly powerful, but I'm not sold on overpowered.

My PC is the only one with Devil's Sight, so I can't use it within 20'' of another party member. Meaning I can only use the combo when the environment permits, and always with the risk that comes with being a move action away from anyone else. Darkness is a Concentration spell, so it means no Hex/other Concentration spell running. The Darkness field is going to be my main source of defense --unless I use my only other slot on a defensive spell -- otherwise, I'm AC: 14. And it's not as generally useful as Improved Invisibility -- it lacks the stealth advantage, since people will probably notice a giant hemisphere of Ultimate Darkness trying to sneak past them...

Oddly, the shtick becomes less powerful if all the PCs have Devil's Sight, because in that case, the DM is going to have to adjust the encounter difficulty & enemy composition to account for the group's (unusual) shared ability in order to present appropriate challenges.

In a we-all-can-see-in-magical-darkness party, my guy is just a piker w/a low AC.

Id like to know how it turned out.
 

Okay, time for the bard.

Hit dice: 1d4 per level.
Armor: as stated, both regularly and for college of valor, but can't cast spells while wearing armor.

Song of rest no longer heals. It shaves 20% off the time needed to rest, and helps characters to rest in noisy surroundings.

Inspiration dice: one full round to use. May use it four times + charisma modifier, minimum four.

College of valor, battle magic casts the spell at three levels higher than it is.

If you want a more combat-oriented bard, lose 7th level spells and up in exchange for 1d8 hit dice and no restriction on battle magic.
 



I assume he'd be kicking down the rest of the classes to a similar extent, too.

Mind you, I also assume it's largely theoretical. I'm not entirely sure where d4 hp bards come from; have they ever been d4? Outside of a librarian-based kit, anyhow.
 

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