5e blade mastery worth it

I'd agree that the best/easiest option would be to just not consider +1 weapons magical. I didn’t want to break down millions of examples with and without advantage etc., just wanted to glance at some situations regarding why most players think this feat is broken, as per this survey: https://thinkdm.org/2018/01/13/feat-strength-tiers/. On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Ted 18 Str with feat: The damage increase is too huge to not be a resource. He does 2D6 +16 (23) per hit. The reaction parry option is very weak, definitely pump dex to 20 first. Not every fighter is going to get the uber score of an 18. No penalty to hit. You should be able to get an increase of damage just by activating the -5 penalty on your every attack (unless you have a disadvantage). And even then, you might not be safe! AssumptionsJust for the sake of simplicity, we will assume that we don't use feat's bonus attack actions when critical hitting and killing monsters. First, the ability scores. Average effective damage per attack then is (12+12+6)/4.3 = 7.0. The real takeaway here is that GWM is situationally better than +2 Strength when the enemy is lightly armored, incapacitated, you can consistently generate advantage, or have a to hit bonus from something like Oath of Devotion Paladin’s sacred weapon. Or you could make it not work when you have advantage. Sorry never got back to you on this. See the best choices with our Druid Spells 5E List. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. Pump str to get power strike to 10. Finally why in goodness’ name is this considered a problem when there’s Polearm Master that gives a bonus attack each round and creates 10 foot reach. In fact the dungeon masters guide says a 10 CR monster averages 17 AC (pg 274). Rogues and Rangers would strongly benefit from Medium Armor Master. For simplicity sake I will discount how critical hits effect the maths, and assume there is no advantage on these rolls for now. document.getElementById("comment").setAttribute( "id", "a4dc66b9aa986af82f560cb2a0ea730a" );document.getElementById("h505b647cd").setAttribute( "id", "comment" ); Notify me of follow-up comments by email. Isn’t that the point of feats? Walter Wertz is a freelance writer that works on entry level DND campaigns, game reviews, and social media. Is a primarily melee Hexblade warlock worth it without Pact of the Blade? Sometimes, your party needs a min-maxed melee damage dealer more than you need a shield and fighting with a two handed weapon is plenty powerful even without this feat, and this feat is the highest damaging feat in the game especially with how often advantage is given to melee fighters, which is what makes this feat so much more powerful than sharpshooter, where disadvantage is given to bow users a lot. Let’s look at Ted (Str 18, +8 to hit, 2d6 + 5 damage) against an enemy with AC 15 and 30 hit points. Against creatures with very many hit points, the -5/+10 may be a good idea; against creatures without all that many hit points, it will be wasteful. In that example, we can see that damage scales even faster the lower damage modifier is. That is where Blade Ward comes in! We had a Blade Mastery low level Pally and it was actually quite interesting for him to make the choice of go defensive or play the mind game with the DM over whether they wanted to run away and provoke an advantage retaliation; both of which would use his reaction but the defensive activation was a reaction on his turn. For one, you can use a spell that deals damage via Spell Attack Damage. This is perhaps the best way to keep GWM on the table as written, but preventing it from getting out of hand, as it would limit its use to once per turn. He does 2d6 + 7 (14) per hit. With his -5 penalty, Ted now has a hit bonus of +5, meaning he needs a 10 to hit AC 15 (55% chance), and with advantage (79.75%). mostly because the first benefits don’t seem so bad in conbination with the hex curse which give me crits on 19s and 20s and Thirsting Blade. I would never take any of your propositions over 2 STR. A fighter taking the Dueling ability will get +2 to damage on his hits and will get hit less than the Great Weapon Fighter. I think two-handed weapons is the worst choice without a feat. As we all probably remember, in 3e there were masterwork weapons. Give it a + to damage only? In general the flat 10 extra damage doesn’t sit well with me. Another reason this analysis is skewed, is that the estimated party level has gone from 5 to 10, and yet the armor class of the enemy remains constant. Champion 7 = +5 feet on jump from str = 30. I draw the line at using any math that requires a graphing or scientific calculator. Your options are two handing your weapon or having two weapons. Polearm Master is probably a better feat overall… and I think also slightly overpowered, but at least it doesn’t waste time on the table, as you’re always going to use your bonus action attack without having to think about the odds. In 5e, you have things like Adamantine armor and Mithral armor which are non-magical "magic items" doesn't grant any pluses. I look at whether Great Weapon Master feat is overpowered or not, including some basic maths and some "Hipster Fixes" if you do want to give it more balance for your 5th edition D&D game. I have used three things (individually, not together) to reflect masterwork properties in various weapons. It’s just wrong. The Unlikely Tank. Ted has to a hit bonus of +10, meaning he needs a 5 to hit AC 15 (80% chance), with advantage 96% chance. He does 2d6 + 7 (14) per hit. . They cost double! So to answer the question, I would recommend taking this feat if you are looking for a way to maximize damage output with basic attacks. Without the extra attack and damage increase invocations, I’m not sure I’ll be able to hang in melee combat. As damage bonuses grow, the difference will decline. Your argument implies the dm either can’t or shouldn’t do that much in the first place. On the other hand if we do one more piece of analysis, we are going to see another picture maybe. Anything +2 or +3 would be magical. As we all probably remember, in 3e there were masterwork weapons. GraphI used an online graph calculator (https://www.symbolab.com/) to check how damage is scaling depending on the hit chance.To get some reference points, I made 2 scenarios. Without -5/+10, he needs ca. A great sword with the great weapon fighter style is the highest damaging melee weapon when you don’t crit or use bonus actions, and a great ax has the highest damage die, which is huge when you are a champion or barbarian who crits more often and has more powerful crits. You have Agile Parry as a Kensei, and if need be, you can take Defensive Duelist (along side a Rapier) or Arcane Deflection (two level dip in Wizard) if you find your AC lacking. That extra 2 AC from a shield may come in handy and the one armed weapon is still benefited by +2 STR. For you. It’s nuts. I’ll let you read their reasons yourselves). Welcome to the Blade Ward spell breakdown! At the first level, the two-weapon fighting style does more damage than great weapon fighting but both the fighting style and the play style slowly favor great weapon fighting as the highest damage melee fighter and that’s not EVEN including that by going great weapon over two-weapon fighting you will be able to use your bonus action for something other than trying to approach the damage output of great weapon fighting. Circle of the Moon Druid. You master the shortsword, longsword, scimitar, rapier, and greatsword. Because, see, if they aren't proficient in Heavy Armor they have to gain a feat to become proficient in Heavy Armor. Remember that D&D is a fantasy game and not a simulation game and polearm master works just fine as is. I like craft beer, vintage clothes, street festivals... and playing Dungeons & Dragons. In my world, there are a select few master smiths who can make such weapons and armor, but you have to travel and find them. Of course, if you use a glaive, for example, you can combine both feats, and there’s nothing in the rules to stop you using the -5/+10 when you attack with the butt of the polearm. And do some crazy shit with polearm mastery or sentinel. You didn't mention it, but the Revenant Blade feat is essentially the Dual Wielder for the Double-Bladed Scimitar, and while it doesn't increase the damage output, it does add the +1 AC you'd get from Dual Wielder.

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