Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Tip: for GWM, anything that is stunned through hold monster or other means is an auto hit + Crit. This is insane for several bossfights.
but when people take those feats, they are usually doing something gamebreaking to make them disgusting. for example, my melee strength based sorcerer that gets hasted or drinks a potion and then quick casts hold person then proceeds to get 2 back to back greataxe crits with divine smites (also guaranteed crit) in addition to back to back guaranteed hits of great weapon master +10 damage, and on subsequent turns when you have your bonus action thats 3 back to back auto crits for 6d12+4d8+45 damage, bonus points if you can't roll 1 or 2 on damage dice. and thats using level 1 divine smite, feel free to upcast it using 3rd level spell slots or just save them for 3 casts of fireball per turn.
yeah greatweapon master is pretty broken in dnd but only if you are intentionally making it broken.
rogues usually get advantage easily with the stealth/hide mechanic, barbarians get advantage most of the time with reck--- reklk--- the thing that gives you advantage in your attacks.
faeric fire gives you advantage too but its a concentration and i think slow is more powerful.
bardic inspiration gives extra to hit.
making a character prone also gives you advantage agaisnt it, so using grease spell or bottles wich are non concentration also can give you that extra advantage, but only with ranged unless you can deal with the grease yourself.
hold person make a target helpless so any hit instantly become critical
fighter champion gives you extra 5% critical with weapons and spell sniper gives you 5% extra critical with spell attacks.
assasination rogues have 1 guaranteed critical agaisnt surprised targets and gain advantage agaisnt them. one popular build is getting lvl 3 assasin rogue and lvl 5 hunter or gloomstalker ranger the damage output is high and the accuracy is high too.
Those 2 are hands down the best feats imo, along with warcaster and lucky.
Gwm more so as you don't even need it toggled to trigger the kill/crit to be able to swing as a bonus action. In bg3 you can guarantee a crit aswell. On a paladin thats an extra swing and smite. Plus when you have good gear the -5 is manageable and 10 extra damage is real nice.
Sharpshooter can easily be compensated for with archery style, which brings it down to only -3. Bless is the best buff in dnd 5e so that will take care of the rest of the negative.
GWM on fighter is a easy extra 30 damage a turn.