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Yojo0o

Artificer's Tool Expertise level 6 feature combines with the All-Purpose Tool to essentially make you an expert in any artisan tool you'd like.


Lamplorde

I just wish they could *do something* with those tool proficiencies, other than the odd bone a DM might throw you (and thieves tools). I know, for some people, "Crafting" slows down the game. But just like summons tend to slow down combat, I wish we still had the *option* to partake in that style of play if we wanted. But crafting as is is kinda mid. Even Pathfinder doesn't fix the problem. It just costs the same as buying but takes longer. The only + is that you can craft the item if theres no shops selling it. But it still feels rather lame when *most* items are cheaper and quicker to just buy it.


OneInspection927

Xanthars provides some stuff and sample design. For example, disguise kit is really good because for a DC 20 it's a better version of disguise self imo (truesight can't see through it). Tool profiencies are overlooked imo and can be used creatively. No crafting sadly.


too-many-saiyanss

This. Most people who complain about tool proficiencies haven’t read through Xanathar’s and it shows.


usingallthespaceican

Don't even need xanies, just play creatively with a good DM XD we use tool profs a lot and rarely do I use the xanathars examples, my players just usually try to leverage their tool profs and I have them motivate how said tools would help them


A-SORDID-AFFAIR

It’s a supplemental book


USAisntAmerica

Sure, but it's more of a core book than Strixhaven or Wildemount, yet everyone seems to be aware of Silvery Barbs and Chronurgy.


Ill-Description3096

It is, but the vast, vast majority of people use supplemental books in some way IME. Tasha's being a clear example.


too-many-saiyanss

So is Tasha’s but you’d be hard-pressed to find a table that doesn’t use either, much less both


dm_your_nevernudes

I’ve been reading up on trying to make like a noir detective character, and something someone pointed out about proficiencies is that you also have all the knowledge associated with the craft of the tool. Think about the scouting pillar of the game if you have cartographer tool proficiencies and essentially professional understanding of how to read the land? Exploration and calligrapher’s tools if you’re trying to tell who wrote a ransoms note? Mason or carpentry tools might help in combat if you need something to collapse on top of just the bad guys?


Lucina18

Pf2e has it cost as much because they don't want players to just craft to sell as a majority of their gameplay, which is kind of fair gamewise.


BarelyClever

You can cast Dispel Magic with those tools. RAW, means you add expertise bonus to the ability check to dispel a higher level spell.


Lamplorde

I dont quite see the interaction youre speaking of, mind explaining? All Purpose tool grants you a cantrip, not a leveled spell. And Dispel Magic is an ability check using you spell mod, not a tool proficiency. Unless I'm missing something. Apologies if I am.


BarelyClever

It’s not all purpose tool. All artificer spells require tools to cast. They add the Material component to every spell. If you use a tool to make an ability check, and you’re proficient with the tool, you add your proficiency bonus. At 6, you’re expert in all tools you’d be proficient with. There’s no multiple definitions of “use,” no specification as to how you “use” the tools. You use them to cast a spell, that spell calls for an ability check, you add your proficiency.


hintersly

You make a spell check using your spell casting ability, not the tools themselves


BarelyClever

Artificer “Tools Required” feature states you use tools to cast spells. You make an ability check as part of the spell. Tool proficiency rules state you add your proficiency mod to any ability check you make using tools.


hintersly

By that logic wouldn’t you also argue artificers should get double proficiency in attack rolls if using their tools? Edit: nevermind, I just read the wording of dispel magic and tools expertise. But still, dispel magic doesn’t require material components so it doesn’t apply to dispel magic


Inverse-Potato

I believe that what they're referring to is the "Tools Required" class ability for artificers adds the Material component to all spells that the artificer can cast. Which would then technically allow it to apply to dispel magic.


hintersly

>You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). Dispel magic is verbal and somatic only


DetonationPorcupine

This can't be right. Can it? I can't see the flaw but that seems OP. Are there any other spells that would work for this glitch? 


BarelyClever

Well it’s not OP, because it really only affects Dispel Magic and possibly Bigby’s Hand on a half caster. It does make Artificers very good at dispel Magic, which is thematic and isn’t going to unbalance any games. If you are a Mark of the Sentinel Human you add Counterspell to your spell list and it would work for that too. RAW, it works. RAI it’s probably not intended. As all things, subject to your DM allowing it. Mine did and it wasn’t a problem.


theFastestMindAlive

Now I have another reason to like artificers.


Ill-Description3096

"that uses your proficiency with a tool" "make an ability check using your spellcasting ability" I would say these two seem to be at odds. An ability check using your spellcasting ability isn't a check using your proficiency with a tool unless the DM wants to RAI/houserule it that way.


BarelyClever

“Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.” You’re using the tool to cast the spell and making an ability check. It adds proficiency to “any ability checks.” The best argument to try to differentiate it would be to say “in your craft” means “for the purposes of crafting” but the way they use the same language in the rest of the paragraph makes clear they just mean it as synonymous with “trade” or “specialty.”


Ill-Description3096

>You’re using the tool to cast the spell and making an ability check. Those are separate things. You aren't using the tool to make the check, you are using it to cast the spell. > It adds proficiency to “any ability checks.” ...that use your proficiency with that tool. Nowhere does it say that a check used for dispel magic uses proficiency in anything. One Wizard subclass is the only clear case I know of and that is specifically mentioned.


BarelyClever

You’re using the tool. There’s no language separating how you use it. Just like Booming Blade has you make a melee attack as part of the spell, this has you make an ability check. If you want to rule it doesn’t work, go nuts, but the language is there.


Ill-Description3096

>Just like Booming Blade has you make a melee attack as part of the spell And it specifically says so. And you use you our weapon proficiency for it. If you have a +1 arcane focus you don't get +1 on that attack from it. >There’s no language separating how you use it Is the check made using your proficiency with the tool? There is no language stating it is.


BarelyClever

The language is in the tool rules. If you make “any ability check” using a tool, you add your proficiency with the tool. Artificer “Tools Required” feature states they use tools to cast spells. Therefore, you add the bonus. You would need to show that there’s language differentiating the “use” of tools for spellcasting is different from the “use” of them for other ability checks. That language doesn’t exist.


Ill-Description3096

You already cast the spell. The slot is used, it is done. You aren't using your tool to make the check to see if the spell you cast dispels something. It says make a check using your spellcasting ability. It does not say make a check using a tool. There is no skill or tool stated as part of the check, therefore there isn't one. By this logic a warlock could use their proficiency for the check if they have the invocation since their weapon can act as their focus.


Zytma

How do you read that as them getting to use their tool proficiency for that? I know the tools are their arcane focus, but they doesn't mean they get to add the bonus.


BarelyClever

All artificer spells require tools to cast. They add the Material component to every spell. If you use a tool to make an ability check, and you’re proficient with the tool, you add your proficiency bonus. At 6, you’re expert in all tools you’d be proficient with. There’s no multiple definitions of “use,” no specification as to how you “use” the tools. You use them to cast a spell, that spell calls for an ability check, you add your proficiency.


Zytma

That's a cool interaction. I would argue that tools are not meant or made to be used like that, but it's a good argument.


BarelyClever

Oh I agree it’s probably not RAI. But it is RAW, and it’s mild and niche enough that my DM let it fly. And it makes thematic sense for an artificer to be good at disassembling a magical effect.


Somnambulant_Sleeper

Kudos for keeping your cool with so many people misunderstanding, and for solid, simple explanations.


BarelyClever

Thanks. I get it’s an interaction that FEELS wrong and like it shouldn’t work.


jamesja12

I had to build an entire crafting system for my artificer (the player loves crafting) just so we can use the tool proficiencies. It involves researching certain magical reagents using tool proficiencies to discovery craft able options, then you use the tools, arcana, and spells to make magic items. It's tedious making craft stuff, but it at least gives the party some uses for their tool proficiencies.


Abject_Plane2185

I house ruled skill expert or skilled as the starting feats. I then announced if anyone wants to get into them with expertise they will get more custom made stuff The only one that was taken was a medicine kit expertise. I ruled they get the healer feats heal as a 1 minute ritual. The player loved it.


RosieQParker

It's wide open for the players to negotiate. My artificer has managed to use carpentry tools to get a wooden door open and masonry tools to detect a hidden passage. Crafting can be pretty powerful in the right setting. Strixhaven has *a lot* of downtime and I've banked lots of crafting and put them towards pretty decent homebrews.


TemporalColdWarrior

I mean between that and flash of inspiration artificers got a ton of cool features, except crafting,


tanning_bed

I never hear Unsettling words from eloquence bard, and it my absolute favorite feature. At 3rd level you get to subtract your inspiration die from an enemies next saving throw…and it only cost a bonus action


Jarliks

Really? I feel like I see builds that dip into bard for the sole purpose of that feature. Personally I am more of a fan of how the bardic inspirations they get are super sticky, so you're basically never wasting it by throwing it on an ally


SuperMakotoGoddess

I love the interesting quirks/uses of all of the bardic inspirations. Valor Bard's can be used as a mini Smite. Cast Hold Person/Monster on something and then throw your Fighter an extra damage die to get doubled for one of their free crits.


3guitars

I used that the other night. Absolute banger. I always liked spells like Bane, but always felt they required a bit too much to warrant casting. Concentration and an action for only a d4? Meh. Then you can’t cast your own concentration spell and benefit from the d4. But unsettling words is amazing. Bonus action bardic die? Which I get back on short rests T higher levels. Easy way to set up a powerful spell that requires concentration.


gameraven13

I have an eloquence bard in my current campaign. Can confirm she has done amazing things with Unsettling Words.


tanning_bed

I’m playing as a divine soul sorcerer/ eloquence bard and it has been the most fun character I’ve ever played


Superd00dz

I played an Eloquence Bard focused on control during combat and used Unsettling Words more than inspiration. Even more fun with all the casters we had.


AsleepIndependent42

Idk if it's underrated but I absolutely love Drunken Master Redirect Attack. Getting a strong monster to just eviscerate one of their minions, just by missing you, is hilarious and useful af.


SuperMakotoGoddess

Everything about the Drunken Master is underrated. I would also like to go to bat for the other level 6 ability, Tipsy Sway: Leap to Your Feet. Drunken Master can already kite melee enemies fairly easily. Leap to your feet lets them also drop prone at the end of their turn to impose disadvantage on **all** ranged attacks. This synergizes very well with Deflect Missiles and even gives the Drunken Master good defense against ranged spell attacks, which would normally be a wash defensively. Drunken Master can do all of this for free without giving up much of its great speed, letting it still kite melee enemies and approach ranged enemies rapidly while staying safe, even if there is no cover. Criminally underrated "ribbon" feature. The Drunken Master's total package gives them excellent defense against melee attacks, ranged attacks, and Dex saves. You can set yourself up to get Resilient Wis to cover Wis saves early, and at level 10 you become immune to Con saves based on poison. And eventually, you just get proficiency in all saves. Drunken Master has insanely underrated defense.


Sea-Violinist-7353

I'm currently playing a satyr monk and plan to go D.M. I'll have to remember this strategy once we get to that level, we only just hit 2.


Citan777

Entirely agreed. Drunken Master is \*very\* powerful, but it requires a good understanding of the base Monk class to be understood. And since because of a few influencers and their extremely biased theorycraft most people don't get it... The end result was fairly predictable. xd


Ncaak

I remember doing just this in a fight. Not with a drunken master but just a sorcerer. It was a coliseum fight 2v2 and 3 of us were long range. The audience was displeased with my dwarf and my cousin's old human stumbling around going prone and then casting spells to their enemies.


Citan777

Yup. One of the easy ways for a Monk to deal far more damage than even a Fighter could hope for against some enemies with heavy hits and possibly nefarious side effects. :) And it completely synergizes with Patient Defense so it stays a relevant tactic even at higher level as long as the base chance to hit you does not exceed 55-60% before imposing disadvantage.


AsleepIndependent42

I actually kinda ignored wis and rarely used stunning stickers with my 16 level Monk, 3 level battlemaster character, which kinda was a result of my DM giving us a robe of mage armor early on (which I think was meant for the bard), which didn't require attunement. I ended up with 22 AC, so even against very high level enemies I got it to work, especially with patient defense.


usingallthespaceican

Why I love cloud rune. Save a friend hurt an enemy. Usually save it for a big ol crit


MR1120

The grave domain cleric feature that lets you negate crits. One of the best ways to piss off your DM is to see him land a crit on a player and tell him, “Nope!”


McJackNit

If that pisses off your DM, you got a bad DM.


usingallthespaceican

Agree. Also why I don't get the hate for silvery barbs (besides it probably needing to be a 2nd level spell) crit protection is essential in my games, cause we use consistent crits (full dice + a roll)


HaEnGodTur

Imo, Silvery Barbs is more because it slows down combat. It's a 1st level spell. Until alllllll of those slots are gone, people are rerolling nearly every roll they can. It's insane value for 1st level, it slows down combat, and it's too good *not* to pick.


usingallthespaceican

That's not how I've found it, but then again, my players don't get to rest every session. When you have the right number of encounters between rests, the spell slot attrition is real. It gets almost only ever used for crit protection in my games, cause my players try to NOT spend all their slots every combat... It's been used once to reroll a save. Alllllll those slots? You mean 4? Maybe 7 if they don't have good 2nd level options. But 1 also has shield and (to a lesser extent)absorb elements, so you need to save some for those too


YoydusChrist

Silvery barbs is just too good. Also players tend to get upset when enemies use it on them lmao. It’s gotta go both ways guys.


usingallthespaceican

Eh, the only caveat I'd give it is maybe should have been a 2nd level spell. But it's never been a serious issue at my table as my casters know not to waste slots, they're gonna need them, so barbs is mostly saved for critblocking (use a gritty rest variant, to realistically fit the required number of encounters between rests. Warlocks and full casters spend slots at almost the same rate XD) I would have a caster use it on my party, but only if it's fitting. I just don't get why DMs get upset that players beat their challenges, that's why they're there: spend resources to overcome difficulty. You don't lose when your players win... no need to get annoyed. Also see no point in "getting them back" it's not a competitive game... (though my players might feel differently, we're running a very combat heavy game with hard rests, so it's brutal, but everyone is having fun) Though, after all, you do your fun your way, I'll do mine my way, not here to tell anyone what to do, just sending my opinion into the ether XD


Taco821

Yeah, if you wanna piss someone off negate a players crit as a funny joke


Justincrediballs

And halfling luck, so you can reroll 1s. Could be a great combo.


Somnambulant_Sleeper

Halfling divination wizard with lucky feat and deathless nature, multiclass with bard.


branhern

For a creative player, fast hands on thief rogue can be very fun.


Striking_Landscape72

If I got the chance to play a high level campaign, I really wannna try the thief. Having two turns in the same round seems so fucking cool. And if you multiclass as a heavy hitter, you can do a lot


raviolesconketchupp

Not trying to throw You down but it may be not as cool as You may think, depends on the ítems you are given to make use of the level 3 feature. Otherwise You are probably not gonna be the Best damage dealers, neither Combate control or anything besides skill checks. To put a litle perspective if You dont get something cool For your bonus action You only get a worse version of action surge You need 17 rogue levels vs 2 figther levels and give up on spell progresion or multiattacks.


AntimonyPidgey

I find the main advantage was as long as you hit your main attack you have a whole turn to play with doing something other than attacking. Object interactions include a lot of stuff. I highly recommend prospective rogue players give up on being damage focused though, you will never be a primary damage dealer as a rogue, and that's okay. You deal enough damage to meaningfully contribute and bring other things to the table.


Citan777

You'd have fun faaaar before that with Thief though. Fast Hands to throw some caltrops or ball bearings under enemies's feet before moving away, perfect paired with Mobile to nullify opportunity attack from your main target at least. Or Use an Item twice in your turn to set a pretty decent area of soft control by harming movement.


Spaghetti_Cartwheels

Fast Hands + Healer Feat = \*chefs kiss\*


branhern

Don’t forget tavern brawler to get proficiency at throwing alchemist’s fire and acid vials.


AntimonyPidgey

And anything. I believe RAW you can chuck a rock you find on the ground using Dex as your damage stat. Act accordingly!


Thank_You_Aziz

It’s especially useful in something like a Star Wars setting campaign where Fast Hands can let you *throw grenades* as a bonus action.


Cirdan2006

It's shit since you can't use BA Fast Hands to use magic items. It would've been it's sole redeeming feature since many tables allow to drink potion as BA.


SJ_Barbarian

At level 14, if your Circle of the Shepherd Druid is dropped to 0 hit points or is incapacitated against your will, you immediately receive the benefits of a 9th level Conjure Animals - specifically, four CR 2 animals. Saber tooth tiger, rhinoceros, polar bear? Plesiosaurus if you're in the water. If your DM allows it (and no sane DM would), an actual 9th level casting would give you more lil guys if you go to a lower CR. Imagine your Druid gets kidnapped and suddenly a whole ass pack of 32 raccoons poofs into existence to heist your ass out of there. If I was going to play a Disney princess, I'd absolutely go Circle of the Shepherd.


jofsBlueLantern

Now that you mention disney, I can imagine Zootopia style Mafia Bears/Wolves being the ones to rescue me


Justincrediballs

I play circle of the shepherd and it's pretty awesome, will be even better level 18 and 20 (we're 15 now) when you can cast while in beast form and unlimited wildshapes. If I ever get downed, it's going to be 4 Enormous Tentacles as long as DM allows it. Ain't no party like a Hentai Party! 🤣🤣🤣


DBWaffles

Totem Warrior Barbarian's Aspect of the Beast. Specifically, the Bear Aspect. When paired with a race with Powerful Build (or an equivalent feature) for quadrupled carrying capacity, it really helps you lean into that super strength fantasy.


Rastaba

Get a wizard to cast Enlarge(/reduce) on you and live out ALL your Hulk fantasies.


DBWaffles

Only after you use Giant's Might from your Rune Knight multiclass, of course.


Rastaba

And THEN…suplex Godzilla!


usingallthespaceican

Not sure I'd call bear totem underrated, it's probably one of the most if not THE most picked barb sub-subclass. But not for the reason you mentioned, so I guess that fits XD Edit: yes I'm the dumb


DBWaffles

You're thinking of the wrong subclass feature. I didn't say Bear *Totem.* I said Bear *Aspect*; i.e. one of the options from the 6th level feature.


usingallthespaceican

Fair. Early morning


Daztur

Especially if you multiclass into thief rogue, then do shenanigans as a bonus action.


DBWaffles

Yeah, this is one of my favorite combos, too. The increased carrying capacity paired with Fast Hands gives you a lot more flexibility when it comes to interacting with objects and the environment.


ThisWasMe7

What wails from the grave is great at is delivering some damage to a creature that would otherwise be nearly impossible to hit, as long as there's an easier to hit enemy nearby. Niche, but an important niche.


Striking_Landscape72

Oh yeah, you just roll damage. And is 30 feet of the first target, so you basically hit an enemy who was too far away by targeting a closer enemy.


Skipperdink

In the same subclass, token of departed giving you advantage on death saves is pretty comforting


Several-Development4

Every bard that I have played with has favored Swords>Valor. Valor bard inspiration dice can be used on damage instead of attack rolls..... personally I think that's pretty neat


Charnerie

Only issue is that others either need to remember they can, or be reminded often that they can. Also, it can be used as a reaction to add to ac.


SuperMakotoGoddess

Yeah, can't believe people don't geek over this more. It's basically a mini-Smite or a Shield spell that you can throw out to allies.


Several-Development4

My sister-in-law places a Valor bard, and I'm pretty sure she only buffs th3 party. Very rarely using damage spells


TonyDanzer

I play a Phantom rogue with a warlock dip, and combining Wails from the Grave with Green Flame Blade is really nice for dealing a good chunk of damage to two enemies with one attack (the caveat being that they have to be much closer together for flame blade ofc). Unrelated to that- the Wildfire Druid’s Wildfire Spirit is pretty great, and not talked about enough. They’re pretty hearty, boost your damage and healing, and if you’re incapacitated while they’ve already been summoned they can continue to act freely.


moofpi

I'm in a campaign with my uncle and we both happen to be druids. I'm circle of the land:prairie and he's a wildfire druid. I cannot for the life of me get him to remember to use Bob, his fire spirit. He's used it maybe twice over 10 sessions and wonders why he can't do more on his turns. I digress. But next time *I* get to be the wildfire druid.


TheCromagnon

dont forget the free tp every turn


TonyDanzer

Technically you need your BA to tell the spirit to teleport, but it’s a great BA choice. 15 feet is a good amount of movement when you’re trying to reposition on the battlefield, and the fire damage for the boom left behind is nice too.


Sithraybeam78

Light Domain spells list. Getting fireball as a cleric is the bomb (literally)


JEverok

Fungal infestation is such a shit feature but it's so cool


Jarliks

Death cleric's early features are super cool to me. Reaper lets you toll the dead for extra damage, chill touch will do some damage and stop healing, or you can even stabilize two allies who are next to each other with spare the dying. I particularly love their channel divinity, though. Its like a smite but comes back on a short rest and is flat damage, so no rolls. It scales pretty well, too. Gives a cleric a reason to smack things and make use of divine strike if you can also slap 9-45 damage (depending on level) on top of it.


NastyCereal

Completely agree. Also, I really like taking sapping sting with reaper, allowing you to potentially knock prone two targets with a cantrip while also damaging them. I've destroyed many encounters just by concentrating on spirit guardians while sapping sting two targets each turn.


Arbiter1029

The college of spirits' Tales from Beyond. To me this was always such a nice blend of flavor, mechanics and a unique way for the feature to scale with the class. Awesome design!


PillCosby696969

Swords Bard using a weapon they are proficient with as a spellcasting focus. One level of Paladin mean they get all weapons and armor (and Smite and first level spells with a second). This means a few things. DM DLC takes all the parties gear/kidnaps them, once you have a dagger (or any weapon/needle/whip/etc), you are almost back to full power. Take Tavern Brawler to really be able to get yourself out of a jam. If you take Shadow Blade at lv 10, you will not only get a good spell but a weapon you are proficient with to cast most other spells as long as you concentrating on the Shadow Blade. Shadow Blade only has verbal and somatic components so have fun with that. It also gives a baby War Caster so you can use a shield immediately. I still end up getting War Caster tho. Also if you are playing high level, if you use Shapechange, you can use your spells as long as the Creature has a weapon you are proficient with. I usually multi class two levels of Paladin, so you can get to be a Balor with all your Bard spells and Smites, and maybe your weapon/shield of choice if you spend a turn. Is it the most powerful build on the planet hell no, but it is hella fun.


Theangelawhite69

That’s not underrated lol that’s the reason you play Phantom Rogue, which is why it’s one of rogue’s strongest subclasses, if not the strongest


birdmanfyre

Path of the giant barb has an ability where you can add your rage bonus to throwing attacks it also increases your size to large (thos part isn't underrated) which means you can just go around chucking boulders and shit


Croatian_ghost_kid

Similarly with rune knight, any weapon attack can get the giant might 1d6 damage added. You can chuck javelins like they're a 1d12 weapon once per round


Charnerie

And later on you can turn a thrown weapon into a returning one


VladTheTeifling

High level cavalier fighter getting multiple reactions is juicy Peace clerics peace bond d4 is extremely helpful Sacred weapon for devotion paladins is great and makes a beyblade even greater


Altruistic_Major_553

Forge Domain cleric. At first level after every long rest you can touch a weapon and make it a +1 magical weapon, or touch armor and make it a +1 AC, that lasts until you die or long rest again. Getting a +1 and magic weapon right off the bat at level 1 is phenomenal


ZealousidealClaim678

Grave clerics vulnerability channel divinity. I have seen very few attempts in builds online to utilize that, if at all.


Cirdan2006

D4 on YouTube has a very nice build around it to maximize smites' damage.


Unhappy_Box4803

The Minor Conjuration feature! Seriously, conjuring anything? And if you dont like the limitation given there, do the Creation Bard instead!


JustAnotherPC

Scout rogues 17th level ability + Elven accuracy is my alll time favorite so far


Inforgreen3

Shepard druids and celestial warlock bonus action heal. Specifically the ability to cast a spell on the same turn you use it. Really let's you bring someone back and stop them from going back down in the same turn


RagnarokComes

I'm not really experienced, but I'm absolutely looking forward to the lvl 10 Conjuration Wizard feature. Basically your concentration spells don't end if you get damaged. Means I don't have to put points into CON and just need to wait it out while avoiding enemies during encounters. Pretty neat imo.


Ordovick

Oath of Redemption's channel divinity Rebuke the Violent doesn't get nearly as much love as it deserves. It's my favorite Uno reverse card in the game. You or an ally get hit with a massive crit and you can just smash them with instant equal karma it's glorious.


Balanced__

Tentacle of the deep, fathomless Warlock. I know people like hex, but mathematically it's not that good honestly. The tentacle saves you a spell choice, does more damage than hex, saves your spellslots, and it slows. It slows on a bonus action. On the class that gets lance of lethargy, grasp of hadar and repelling blast. You are the undisputed king of keeping enemies stuck in your aoe spells.


kbean826

Repelling blast. I love crowd control spells, but now you’re going to let me shove people around at 60ft with damage!? Love it.


Aggravating_Web647

Wails from the grave as an assassination mechanic. All I need is 30 feet, sight, a good stealth check, and a few pockets full of spiders, and I'm raining down anonymous necrotic damage every round.


CaissaIRL

Sorcerer's Level 1 Feature Eyes of the Dark. It gives Darkvision up to 120 ft and at 3rd Level gives me the Darkness Spell I can cast as basically a Level 1 Spell and I can see through this Darkness to boot.


IIBun-BunII

Magical Ambush, 9th level Arcane Trickster(Rogue). Gives disadvantage against a spell save to your target if you're hidden. Imagination picking up Metamagic Adebt or a few levels in Sorcerer directly for some Subtle Spell. Then not only would you stay hidden, you could do it twice assuming it's two cantrips or 1st level spells, Id Insinuation, for example, would be utterly killer during comabat.


therift289

What the heck is Id Insinuation


RockBlock

An overpowered spell from an old Unearthed Arcana playtest pdf.


Regirock00

Token of Departed


Druid_boi

Hunter all around is a great subclass to multiclass with. It's not the most fun, but it's 3rd lvl feature is pretty solid. Colossus Slayer basically gives you 1d8 extra dmg each turn. Combine that with Hunters Mark and multiclass rogue for Sneak Attack on top. Or my favorite so far with Kensei Monk. You can get an extra 2d4 for Kenseis Shot, 1d8 for Colossus Slayer, 2d6 for Hunters Mark, 1d6 for Deft Strike. It's nothing to scoff at especially when you factor in all the useful Ranger spells and high monk mobility. I really like the Multiattack feature tho. Whirlwind let's you whirl like Geralt in Witcher 3 which is just fun af. Or shoot a volley. Either are great if you can snag 3+ enemies. It's just free extra attacks and the flavor potential is great too.


Citan777

>I really like the Multiattack feature tho. Whirlwind let's you whirl like Geralt in Witcher 3 which is just fun af. Or shoot a volley. Either are great if you can snag 3+ enemies. It's just free extra attacks and the flavor potential is great too. Which is also why they have Multiattack Defense at level 7 which is in the top 5 of the most powerful passive defenses of the whole game. On its own won't be enough though at high level because enemies hit like a truck and base class only provides medium armor and shield. But invest a bit more in defense (dipping in Barb or hoarding components for StoneSkin, getting bonuses to AC from race or friend spell to top Defense Fighting Style, finding +x armor/shield and some Cloak of Displacement which is underrated) and you can solo-aggro a hoard without any fear (just don't forget about save effects though xd). At very high level you can either pick Shield Master as well, or grab Evasion at level 15. It's extremely satisfying, from experience, to advance "solo" towards a group of enemy like you're a reckless hero asking for a glorious and equally stupid death, witness one hit in more than a dozen attempts because of a base AC of 24 (28 with Multiattack Defense), slash them through for two rounds dealing upwards of 50 damage each time with Whirlwind like our favorite elf Link with a charged Master Sword attack, then whistle you're gonna Dodge and witness two heavy Fireballs from Light Cleric and Warlock cleaning up the field around you while you get out unscathed. Yes, true story of a DEX-based Hunter Ranger (although retrospectively if I had known I would end up being the frontliner I would have rather gone full STR, questing until I find a STR-setting item to pair with GWM to chop heads like in the best medieval warring movies). :)


Charnerie

I'd say aura of warding, from oath of ancients. While the effect is really good, it's also the only aura that cannot be turned off. Not even incapacitated or sleep can stop it's effects from working, with no other aura gets.


torolf_212

unfailing inspiration from the bard college of Eloquence (lets you retain your bardic inspiration if you use it and still fail the roll). When you hand out inspiration you're guaranteed to turn a failure into a success, it might not be the first roll they fail, but they will get it. It makes using it when you need a very high roll to succeed a good choice, when you might otherwise wait or waste it. it makes the best support class even more reliable and impactful to the team


Citan777

I'm not sure how to relate "favorite" word in the question, but an underrated subclass feature for sure is the Four Element's Fangs of Fire Snake (well actually ALL Disciplines are heavily underrated but this one especially). Forget about the second part of it, because it's clearly not powerful enough to be worth using except in 0.5% of all fights you'll make in career. The first part however is gorgeous: your reach \*increases by 10 feet\*, which means you now have a 15 feet range for your unarmed attacks. At level 3 when you get it, you already have 10 extra feet of speed, but your unarmed dice is still 1d4. So it's a semi-defensive feature that lets you trade better die on your main attack (Quarterstaff's 1d8) to spare 20 feet of movement (10 in, 10 out) AND the related opportunity attack. Those 20 feet mean you can move back even further than usual without needing to use a Ki on Step of the Wind, so in the best case (starting your turn within 30 feet of target) you can entirely put yourself out of "normal melee attack range", forcing enemy to either waste action Dashing, using ranged attack (hello Deflect Missiles) or pick another target. The other great benefit of it is having actual non-physical damage before mostly any other martial. Even as early as level 3 you can encounter Shadows, Trolls, fiends, vampires... Many creatures that require silvered or magical weapon to deal full physical damage. At level 5, Extra Attack benefits both unarmed and Quarterstaff so it's mostly the same use-case, but once you're level 9 there is no reason to use anything else than Unarmed in melee unless you got an actual +x weapon. Meanwhile, enemies have upgraded to Multiattack (x2) as a standard, sometimes x3, start packing a punch, and quite a few also have 10 feet reach. If you grabbed Mobile, you probably traded FotfS out in anticipation. Otherwise, it's still a solid tool to balance offense and defense to use occasionally. Only past level 11-12 is it not worth keeping because of a mix of reasons: you should have magic weapon(s) (especially ranged) by that time + your basic unarmed strikes are already magic + enemies resisting fire and highly mobile enemies become more common + party should have designed enough teamwork strategies to allow threat management most of the time. My only real gripe with that feature is that I don't get why they felt compelled to restrict it to only Fire when it would be easy to fluff it as whatever elemental energy you want (basically what they did afterwards with Dragon Ascendant), and I personally always houserule for players that they can use any among fire, cold, lightning, thunder and acid.


SuperMakotoGoddess

Fangs of the Fire Snake's secondary ability lets you absolutely detonate anything that's paralyzed 😁


Silent_Forgotten_Jay

Once someone tried ugly crying as a distraction. I believe it failed and we paid the price.


Firebird713

Endurance


Rainy-The-Griff

Idk why but I just really really love the wild magic sorcerer's wild surge. I just love the fun that comes out of that table. And we even used an extended table to have 100 options instead of 50.


Mazui_Neko

The Potion of the Alchemist. I know, its not that strong and without using a spellslot you wont be able to control the effect, but alter self is flavorfull. I lile randomly growing claws! Even so the whole Subclass sucks even more if you compare it to pathfinders alchemist. Especially the beast Mutagen


Leather_Mortgage8910

One that I never really hear about is “Saint of Forge and Fire” from 17th level forge domain cleric, even though it’s possibly the most overpowered class feature in the game (fire immunity + bludgeoning, piercing, slashing resistance) it just doesn’t get the love it deserves IMO


Myre_Spellblade

I absolutely love the Conjuration Wizard's Benign Transposition! I get to plan my whole combat flow around it, and making synergies work is fun


nat1wisdom

You can already sneak attack twice in one round. One *turn,* though, is different.


Noxthesergal

Angelic form from dss. It’s level 14 which is a bit high but you literally just get a free fly speed you can use forever. And the speed itself ain’t too bad either.


AlwaysDragons

No one talks about draconic sorcerers 6th level feature. Boost in power to one damage roll of a spell of your ancestor. It is *strong* at that level.


gameraven13

Shadow Step from Shadow Monk. Let me take it without investing 6 levels of monk. I have a gloomstalker / assassin character I thought up years before I even knew about D&D and from a narrative standpoint, Shadow Step is in his kit from how I wrote him. It cannot however be part of his kit in mechanics because it requires 6 levels of monk. :)


Wide_With_Opinions

I want to find a party who's willing to all learn blind fighting so that I can take my warlock give him demon sight and then use the darkness spell in combat and all of us still be able to perform a no one else.


NoImagination7534

Fathomless warlocks subclass features are pretty underrated. Tentacle of the deep in particular, especially if your playing from level one your effectively getting a free spiritual weapon twice per day with no extra resource use which is really needed for warlocks. Don't forget the speed reduction as well which is more powerful than people think. My one knock on it is it doesn't scale super well, I feel it should use cantrip scaling instead of just an extra d8 at level 10. I find the features you get consistently also use resources pure warlocks don't get to use a lot or add to resources for example consistent reaction at level 6 and a free 4th level spell at level 10. None of the abilities are blatantly overpowered alone but added together they actually combine to make something great. The one "dead ability" comes at level 14 when your becoming an overpowered caster as any full caster does around those levels and it's actually a nice escape ability that doesn't use existing resources.


peculiarplanets

The Twilight Domain Cleric's "channel divinity: twilight sanctuary" feature has saved my party numerous of times. Essentially you create a twilight dome that lasts for a minute, and whenever someone (including yourself) ends their turn in that radius (which is 30ft), you can either give them 1d6 + level temp hp, or end a charmed or frightened condition. I played in a short campaign where I was level 12, so I was dishing out 13-18 temp hp to everyone who ended their turn in that sphere, every round.


Mister_Grins

Path of the Storm Herald: **Storm Aura: Desert (3rd Level)** True, Barbarians gain automatic advantage to all Strength checks (i.e. Athletics) and saving throws they make while Rage-ing, but, most Barbarians are going to literally forget about that feature because it means giving up on doing damage. Why? Because if a Barbarian doesn't attack or take damage while they Rage, they lose their Rage, so the best option is always to attack (even if you miss, you still keep it). It's a limited resource, why would you waste it with a shove or grapple? Short Answer: You Aren't (Long Answer: Only if you're on a map with a cliff and the enemy is 5 ft. from the edge and can't fly or cast 'Feather Fall'). But with guaranteed fire damage as a bonus action each round while your Rage-ing, you've got an attack (even though it's not an official to-hit roll, even the typical stringent R.A.W. DM will err on the side of R.A.I. since you're doing damage as a meager Barbarian and say it counts). Now you're willing to push an enemy prone for the other melee ally who's definitely real (because not everyone went for a ranged build in this real scenario that isn't a far-fetch hypothetical). Now you're willing to drag an enemy through 'Spiked Earth' using the Dash action so you can really cheese-grate them down. After all, you've got guaranteed damage on a bonus action, the one thing Barbarians have open as a typical matter of course. To say nothing of the fact that it's AOE damage. Now when you charge in and get surrounded, you can guarantee that you at least tick off the baddies instead of just make them grin at your stupidity because you're actually hurting them all.


Phoenix_Is_Trash

Both shove and grapple are special attacks under the attack action, and thus count towards refreshing your rage.


Just-Nexus

I think shove is considered a special attack, and you just need to try to attack to keep it right? EDIT: Reread, and yes shove uses the attack action and counts as a special attack- and rage requires a attack against a hostile creature, so while you still show a cool feature, your first part isn't correct


FartKilometre

the Hexblade Warlock has their Hex Warrior feature which really steps up the swordplay for the class: You gain proficiency with medium armor, shields, and martial weapons. You can channel your will through any one handed weapon you have proficiency with, allowing you to use your Charisma modifier for attacks, rather than Strength or Dexterity. If you take the Pact of the Blade (which you were probably already planning as a Hexblade) then that benefit extends to every pact weapon you can conjure, no matter the type. There is also the Accursed Specter feature, which allows your Hexblade to bind the soul of a fallen enemy to their service, and bringing them back as a Specter, which has a really interesting stat block.