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<blockquote data-quote="smbakeresq" data-source="post: 7348244" data-attributes="member: 28301"><p>Well, depending on class obviously, things that have the most effect on the group dynamic are the most important IMO. In no particular order but numbers for clarity:</p><p></p><p>1. Inspiring leader - essentially a pre-cast, life cleric, mass healing word every short rest. Healer is in same category, I use Medicine skill instead of straight +4 to make medicine skill mean more.</p><p></p><p>2. Shield Mastery - for those that can use it, shoving people prone (or into something) as a bonus action means they will be subject to a variety of effects, including doubled smites, doubled backstabs, Spirit Guardians etc. Your group will build around this and will help you use it, using spells like Cloud of Daggers and Evards to much greater effects. Most people who use it will have not very good dexterity so will also appreciate the bonuses to defense. </p><p></p><p>3. Warcaster - would be good even it only included the first sentence, like before booming blade and the like, pretty much essential afterwards. Great for those who use booming blade and dissonant whispers or command (flee) or are in a party that does. You can take OA on your own turn.</p><p></p><p>4. Observant - I still cant figure out how to passively investigate something but +5 to passive perception is huge considering the people who take it will have most likely have a decent perception anyway. Trained passive perception score of 20+ are there for the taking. I would use the bonus to investigation on active checks. As Frog says though its highly dependent on DM.</p><p></p><p>5a. Sharpshooter - hilariously broken if you think about it. You are as accurate shooting at a moving target behind 3/4 cover at max range then the GWF standing next to them is. Dependent on campaign though and table size, you want to be as far as possible and many DM don't have a mat big enough for you to be 30+ squares away. Great to use against players with funny things like advanced Stone Giants with 4 levels of Ranger tossing rock barrages at +6 to hit for 4d10 + 16 damage.</p><p></p><p>5b. Great Weapon Fighting - great for players as they will just make a chart to know when to use it to max damage all the time based on their to-hit chance. Great for DMs who will advance monsters or just let them use it intelligently. Hobgoblin Captains are certainly smart enough and organized enough to use GWF when a goblin minion uses the help another action to take the first swing of their multi-attack with a greatsword at -1/2d6+12. As a DM its also funny to see how many times a player will use his bonus action for something and then immediately roll a crit or get a kill but cant use the bonus attack.</p><p></p><p></p><p>Since 5e isn't about AC so high you cant be touched and more about HP, I like 5a and 5b to shorten combats from being a grind. As a DM I HIGHLY recommend you use 5a and 5b against the players, good players will think its great and get what you are doing. You have to track you players HP, as you don't want to one shot them (that's not fun for anyone) but taking a big blow and coming back to win is. Just be careful, I sort of ruined an encounter with my kids with a Frost Giant using GWF, 3d12 +16 with hot dice can take large chunks out of players rapidly.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7348244, member: 28301"] Well, depending on class obviously, things that have the most effect on the group dynamic are the most important IMO. In no particular order but numbers for clarity: 1. Inspiring leader - essentially a pre-cast, life cleric, mass healing word every short rest. Healer is in same category, I use Medicine skill instead of straight +4 to make medicine skill mean more. 2. Shield Mastery - for those that can use it, shoving people prone (or into something) as a bonus action means they will be subject to a variety of effects, including doubled smites, doubled backstabs, Spirit Guardians etc. Your group will build around this and will help you use it, using spells like Cloud of Daggers and Evards to much greater effects. Most people who use it will have not very good dexterity so will also appreciate the bonuses to defense. 3. Warcaster - would be good even it only included the first sentence, like before booming blade and the like, pretty much essential afterwards. Great for those who use booming blade and dissonant whispers or command (flee) or are in a party that does. You can take OA on your own turn. 4. Observant - I still cant figure out how to passively investigate something but +5 to passive perception is huge considering the people who take it will have most likely have a decent perception anyway. Trained passive perception score of 20+ are there for the taking. I would use the bonus to investigation on active checks. As Frog says though its highly dependent on DM. 5a. Sharpshooter - hilariously broken if you think about it. You are as accurate shooting at a moving target behind 3/4 cover at max range then the GWF standing next to them is. Dependent on campaign though and table size, you want to be as far as possible and many DM don't have a mat big enough for you to be 30+ squares away. Great to use against players with funny things like advanced Stone Giants with 4 levels of Ranger tossing rock barrages at +6 to hit for 4d10 + 16 damage. 5b. Great Weapon Fighting - great for players as they will just make a chart to know when to use it to max damage all the time based on their to-hit chance. Great for DMs who will advance monsters or just let them use it intelligently. Hobgoblin Captains are certainly smart enough and organized enough to use GWF when a goblin minion uses the help another action to take the first swing of their multi-attack with a greatsword at -1/2d6+12. As a DM its also funny to see how many times a player will use his bonus action for something and then immediately roll a crit or get a kill but cant use the bonus attack. Since 5e isn't about AC so high you cant be touched and more about HP, I like 5a and 5b to shorten combats from being a grind. As a DM I HIGHLY recommend you use 5a and 5b against the players, good players will think its great and get what you are doing. You have to track you players HP, as you don't want to one shot them (that's not fun for anyone) but taking a big blow and coming back to win is. Just be careful, I sort of ruined an encounter with my kids with a Frost Giant using GWF, 3d12 +16 with hot dice can take large chunks out of players rapidly. [/QUOTE]
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