Top 10 Weirdest Class Abilities in DnD 5e

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there are some abilities in D and D that sometimes go out of their way to twist and bend the way the rules typically work rather than just applying new numbers or adding bonus damage or granted a new trait like Blindside or something so in today's video we'll be going over some of these weird and unique abilities found in the game which stand out thematically or mechanically while also going over what makes these abilities strange in the first place and to kick start this list at number 10 we have action search which is an ability that Fighters learn upon reaching second level all it does is allow you to make a second action on your turn once per short long rest and this second action can be used for anything but is most commonly used to make a second attack action since it allows you to apply your full benefits of the first attack action such as extra attack and other benefits that activate upon taking the attack action and at 17th level you'll be able to use action surge twice before need an arrest although you can only use one action surge at a time on your turn it is considered one of the most powerful class abilities since it basically functions for any class that can multiclass into fighter but what makes this AB ability weird is mostly due to the fact that this is the only ability in the game that actually grants you a second action in the first place the only other way you can really obtain a second action is through the use of the third level spell haste which limits you to only certain actions including the attack action which can only be used to make a single attack in this instance action surge doesn't have any restrictions on what you can do with this second action meaning that you can even use it to cast two leveled spells so as long as you haven't used your bonus action in order to cast a spell that turn so if you're a fifth level Wizard and you took two levels in fighter you are basically allowed to cast two Fireballs in a single turn to deal massive damage to a lot of enemies once using your action surge for instance and while this is a perfect example of accomplishing something unique by bending the rules of the general action economy by allowing you to effectively do more damage on your turn giving yourself a second action doesn't really sound all that weird compared to the other abilities on this list but it's strange enough that it deserves a spot on this list at number 10 and at number nine we have steps of Knight this is a subclass feature of avable to Twilight clerics upon reging six level and basically allows you to use your bonus action whenever in dimlight or Darkness to give yourself a flying speed equal to your walking speed for 1 minute and you can do this number of times equal to proficiency bonus and regain all uses after finishing a long rest while it isn't exactly uncommon to gain the ability to fly at six level the conditions for it are a bit strange as you have to be within dim light or darkness in order to do it usually abilities that Grant you benefits in the dark tend to favor bonuses which Aid you in being subtle or stealthy such as the gloomstalkers Rangers Umbra site which makes you invisible to creatures Everly in dark vision so as long as you're in darkness so having a fature which grants you stronger emphasis on being active and around the battlefield by giving you a flying speed just by being in the area that usually taking advantage for its stealth bonus is fairly unique mechanically anyway in addition because of the criteria you need to meet in order to even use this feature it combles exceptionally well with the Twilight clerics Channel Divinity feature Twilight Sanctuary which makes an aura of dim light around you and provides you and your allies temporary hit points every turn or cure Charmed or frighten effects and because you're already included inside the dim light you automatically meet the requirements in order you steps of night giving you an easy way to give yourself flying speed in a brightly lit room what also makes steps of Night Stand Out is the fact that besides bonus proficiencies or Divine strike a subclass feature all clearing skit all of the other subclass features Twilight clerics learn tend to rely on helping your allies in some way eyes of Knight grants you dark vision range of 300 ft while also coming with the added benefit of granting dark vision to willing creatures within 10 ft of you for 1 hour meanwhile Twilight shoud grants you and your allies half cover while they're inside your Twilight Sanctuary providing a flat plus two to everyone's AC but even in spite of that steps of night does still work with the Twilight cleric's theme of utilizing dim light just in a more unique way than the way most other abilities tend to take advantage of these types of mechanics which is why this feature only takes number n in this list and at number eight we have a curse Spectre the hex blade warlock can learn the subass feature at six level and what it does is once per long rest it allows you to make a spectre from the corpse of a humanoid slain by you binding it to you until the end of the next long rest where it will then vanish to the afterlife it uses the Spectre stat block but gains bonus temporary hit points equal to your warlock level while also gaining a bonus to its attack roles based on your charisma modifier you roll for the spectre's initiative meaning it takes its own turn in combats but obeys your verbal commands so firstly hex blade warlocks are a special subass which gives the player a way to make a more melee focused spellcaster as such the sub class features you learn as hex blade tend to cater to the side on that Spectrum you gain proficiencies in medium armor Shields and martial weapons and you get to use your charisma modifier for your weapons damage and attack rols instead of the usual strength or dexterity modifiers allowing you to effectively use weapons like swords Spears or maces so as long as you don't have the two-handed property tagged on them and then if you take the pack to the blade at third level you can apply this to two-handed weapons as well such as the great sword or bows hex blades curse is a bonus action feature which helps you fight more effectively as it lets you add your proficiency bonus is damage whenever you hit a creature that you apply this curse to it also increases the range in which you score critical hits by lining to crit on a 19 or 20 instead of the usual 20 giving you a generous 10% chance to critically hit when you make an attack roll and lastly whenever a creature dies while curs you regain hit points equal to your warlock level plus your charisma modifier meanwhile at 10th level you learn the armor of hex's feature which gives you the ability to use your reaction whenever a creature cursed by your hex blade curse hits you with an attack roll to roll a D6 and cause the creature to miss you if they roll a four higher effectively giving you a coin flips chance to completely nullify a hit and at 14th level you learn the master of hex's feature which just allows you to change the target of your hex Place curse to another creature within 30 ft of you whenever a creature affected by the curse dies at the cost of not regaining any hit points all of these features work together to make yourself more of a close-range brawler that can take hits and Dish them out just as hard even the bonus spells you can learn as a hex blade warlock can directly influence the style play through things like shield for an extra AC bonus so that you don't get hit as often or WRA full Smite for a little bit of extra psychic damage that can also frighten the creature you hit locking down that creature from getting closer to you since the only way can get out of being frightened outside of waiting on the duration or passing the initial wisdom saving throw is to pass a flat wisdom check instead meaning they cannot add the proficiency bonus to the rooll which brings us back to the URS Spectre subclass feature and why it's such a strange feature to exist well yes it does create a body on the board which can theoretically take hits that may be meant for you on virtue of existing as a threat it doesn't do anything to benefit the more Marshall play style the hex blade subclass has to offer nor does it really fit the overall theme that the subass seems to be going for which is all about forming packs of the weapons possessing a shadowy force cved from the stuff of shadows as the subclass description says and while the flavor Tex of a curse Spectre does specify that you are technically cursing the soul of a person you slay temporarily binding them to your service it feels like this feature comes out of left field considering none of the other features you learn apply to the UR Spectre or even benefit from from it it's just sort of there separated from the rest of the subclass features as its own thing and while the Spectre isn't terrible due to the fact it has so many resistances and immunities while also sporting a decent 3d6 netic damage with a chance to reduce the target's maximum number of hit points via life Trin it doesn't really do anything else outside of that honestly a curse Spectre feels like it would be better off being included in another subass or even an entirely new subclass founded around the UR Spectre as a core mechanic so basically the feature itself is fine as it stands but the biggest thing that makes a cur Spectre so strange is mainly how separated it feels from the theming of the rest of the hexplate features you learn from the subass and at number seven we have Undead thalls necromancy Wizards learn this feature upon reaching sixth level and automatically adds the third level spell anime dead to your spell book if you don't already have it Additionally you can Target one additional corpse or pile of bones to animate when using this spell finally any Undead you create using a necromancy spell gains the benefits of allowing you to to add your proficiency bonus to their weapon damage roles as well as grants additional hit points equal to your wizard level making your Undead more deadly and harder to take down overall there aren't very many features which cater around a single spell like what Undead thalls does the only one that comes close is mighty Summoner feature that the shepher Druid learns also upon reaching six level which does very similar things but for conted beast and Fu summon instead of Undead however what makes Undead THS more unique and why it's considered weird is due to how the animate dead spell works in the first place animate dead is a non-concentration spell which normally lets you animate a pile of bones or corpse of a medium size or small humanoid within 10 ft of you granting you a fully controllable skeleton or zombie as a bonus action you get to command your skeletons and zombies if they're within 60 ft of you and will carry out whatever command you ask of them to the best of their ability otherwise they'll take the Dodge action however after 24 hours the raise Undead no longer obeys any commands you give it unless you cast the spell again in order to extend your control over the skeleton or zombie for another 24 hours and whenever you use your anime dead spell in order to maintain control over your undeads you can resert control for up to four creatures animate this spell and this spell even has some really good scaling attached to it where you get to animate or resar control of two additional Undead creatures for additional spell slots used above third level so as long as you have the spell slots for it you can effectively control a small army of skeletons or zombies whose damage becomes ridiculous very quickly and high levels where you'll have more spell slots to use in order to animate more Undead and Undead THS just makes the spell even better by not only allowing you to create an additional Undead with each casting of it but also make them just a little bit harder to kill while hitting a bit harder as well to put this into perspective let's say that you're a ninth level wizard your proficiency bonus is a plus four at this point and you have three third level spells three fourth level spells and one fifth level spell slot now say you want to go all in as a necromancer and only focus on creating and maintaining control of skeletons since they're going to be able to use ranged attacks and if you find enough piles of bones in order to make this happen you can expend three third level spell slots to raise six skeletons three fourth level slots to raise 12 skeletons and one fifth level slot to raise another six skeletons for a total of 24 skeletons and in order to maintain control over these 24 skeletons you would need to spend at most three third level spell slots and two fourth level spell slots if you want to be as efficient as possible which you can do if you perform all of your animates right before long rest each skeleton has a plus4 to their weapon attack roles and normally deal 1d6 plus2 piercing damage whether they attack with their short sword or their short bow however this damage is raised to 1d6 plus 6 under the effects of Undead THS since they get to add your proficiency bonus to their damage roles this means that each skeleton can deal a minimum of seven piercing damage if they hit which doesn't sound like a lot but with how many skeletons you'll be able to command the damage adds up quickly this is probably also why skeletons only have a plus4 to hit as it means they might not be able to hit their targets often but with how many creatures are rolling to attack some of them are bound to hit and when you're rolling 24 d20s for all your skeletons some of those are bound to be criticals as well but let's say you got really lucky and half of your skeletons managed to hit a creature you told them all to Target well 12 * 7 equals 84 damage which would be the minimum damage to be able to deal if you happen to be the unluckiest person in the world when rolling for damage otherwise the average damage to those hits would be 114 Pier damage which is actually insane and that's not even counting any damage from spells you cast on your turn since commanding Army of skeletons only cost a bonus action to do so of course the biggest downside of commanding so many units is that maps that make use of close or tight quarters tend to be a nightmare to explore which can result in slowing down the campaign or being forced to limit how many skeletons you can take or Leave Behind someplace safe while you and your party explore not only that but with so many squishy targets falling you around it makes you a nice juicy AOE Target for any creature that that loves to throw a breath attack Fireballs whatever etc etc however Undead THS doesn't just work with anime dead either while being able to Target additional corpse or pile of bones only functions of the anime dead spell specifically the health and damage bonus portions affect any spell which raises and creates Undead which works extremely well with something like dense mop a fifth level concentration spell that let you transform up to five small or medium corpses within 60 ft of your choice to skeletons or zombies for up to 1 hour gaining a bonus to their attack roles and damage equal to your spell casting modifier what this means is that if you raise five skeletons using the spell and your intelligence modifier happens to be plus five your skeletons will now have a plus 9 to hit instead of a plus4 and now also deal 1d6 plus 11 piercing damage rather than 1d6 plus 6 damage and no other feature in the game really increases the effectiveness of a very specific and Netta spells in the same way that Undead THS does not even mighty Summoner buff their conjured creatures in the same manner except by granting bonus hit points and making their attacks magical Undead THS plays of the idea of a minion based class in a way that still feels in line with the basic mechanics of the game however the overall function of this feature is what makes it definitely one of the weirder features in the game but not so much that it feels totally unnatural which is why it's only at number seven on this list and at number six we have cauterising Flames this is a subclass feature which is learned by 10th level circle of wildfire Druids it makes us that whenever a small or larger creature within 30 ft of you or your wild Fire Spirit dies a harmless spectral flame is Left Behind in the dead creature space for 1 minute whenever a creature enters that space you can use a reaction in order to extinguish the flame and either heal or deal fire damage to that creature equal to 2d1 plus your wisdom modifier and you can do this a number of times equal to your efficiency bonus and regain all uses Upon finishing a long rest what makes this ability a bit weird is the fact that it toys with the concept of death in a way that other features don't wild fire Drew features are all about destruction and renewal and Conor Rising flame does a fantastic job at showcasing this in a unique and interesting way usually you don't really mind or care where a creature dies or what significance it might have even through necromancy the animate dead can just move wherever you need them to with Conor ising Flames however being mindful of where a creature dies so that you can take advant of the spirit it leaves behind in order to provide extra damage or healing is something that doesn't really occur mechanically so we can make for some interesting scenarios during combat and unlike the other features shown on this list so far Conor rizing Flames is the first ability on the this list that kind of creates a new mechanic in the game while also still feeling in line with the subass it's part of which is why this feature takes number six spawn on this list and at number five is a bit of a tie between the warrior of the Gods and rage Beyond Death features which are both learned by zeit barbarians which is partly why these two features occupy the same slot the second reason is that these two skills are extremely unique and that they unlike Conor Rising Flames which plays with the concept of other creatures dying both play with the concept of you dying normally when you reach zero hit points you become unconscious and when you fail three death saves after that you actually die The zelot Barbarians 14th level feature rage Beyond Death completely ignores this rule by allowing you to still continue fighting even while you're considered dying and making death saves each turn while you're raging you basically ignore the unconscious condition that comes with reaching zero hit points and if you happen to fail three death saving throws by virtue of poor rolling or taking hits you don't actually die until you come out of Rage however this can be circumvented by any kind of healing that puts your hit points above zero meaning you are now no longer considered dying or dead doing this allows you to remain conscious and alive when your rage wears off promoting a style of play where you're always teetering on the brink of death at all times during combat and the more ways your party has to heal you while in this dying State the easier it becomes to become an unkillable death machine but if you do end up dead by the end of your Rage or if you weren't a high enough level to learn rage Beyond Death then your third level feature Warrior of the Gods will certainly come in handy as it modifies Resurrection spells cast on you that don't make you turn on dead to not use up any material components normally a spell like raised dead requires you to consume a diamond worth 500 gold as material component in order to cast a spell on a dead creature but with Warrior of the Gods the only limiting factor is whether or not your healer has the spell slot available to cast a raise dead both of these features work in tandem with each other in order to help enable you play as recklessly and ruthlessly as possible without having to worry about draining the party's Bank all the time by having them resurrect you all the time and both modifies the way death is handled for your character as a zealot Barbarian death is just an inconvenience for you as something like raised dead will still impose a minus four penalty to your attack roles ability checks and saving throws however a revivify only costs a third level spell slot to cast and doesn't come with any penalties other than needing to cast within 1 minute of the creature dying but even in spite of all this these two Feats alone basically redef what death means in D and D 5e by making you basically immune to the concept of what's meant to be considered a terrifying end for any character to meet which is why both of these Feats deserve the number five spot on this list and at number four we have performance of creation this is learned by College of creation bars at their level and allows them to basically create any medium or smaller non-magical item of your choice whose gold value is worth no more than 20 times your B level in an occupied space within 10 ft of you upon reaching sixth level you can create large objects and at 14th level you create huge objects as well the created object resonates music that creatures who touch it can faintly hear and the created item disappears after a number of hours equal to your proficiency bonus however once you create an item using this feature you have to take a long rest before you can do it again unless you use a second level Spell slauter higher to do so you're also only allowed to have a single item created meaning if you use the feature again the first one simply vanishes from existence and this feature gets even crazier once you gain the creative Crescendo feature at 14th level which allows you to create a number of small or tiny items equal to your charisma modifier and a minimum of two items with only one of those items able to be created up to the maximum size category that you can create normally Additionally the GP value limitation is lifted upon obtaining this feature there are so many things you can create using performance of creation meaning that the usefulness of this feature is entirely dependent on how creative the player is if they want to make the most of this feature need a boat to cross a stream you can create a rowo need to climb down a very dangerous Cliff well some rope can help with that need to go up ladders what makes his ability so strange is the fact that it can technically create anything you want even weapons and armor and since they're technically isn't anything that says you can't create something you've never seen before such as with wild shape which specifies that you can only shape into beats that you've seen before you could even create things that aren't even from the world your campaign is set in such as guns and bullets for those guns however since this might not be rules as intended your DM might very well not allow such Tom Foolery to happen in the first place unless you wrote your Bard in a way that they might have experienced these kinds of weapons which would also be up to your DM to approve and while the idea of a creation bar being Eed into a cursive St and being able to eventually create a tactical n to drop on Castle Raven Loft might sound appealing chances are you're probably going to have to settle with being able to create useful outof combat items for your party to use which is still pretty good as it can help you save on coin when money is tight or create a large crate that can be used as cover if needed during combat with performance of creation the possibilities truly are endless it allows you to play with the battlefield or manipulate a scenario to your favor more than a lot of the other features in the game while this feature doesn't necessarily possess any weird mechanics like other features on this list it does allow for some very unusual game breaks and offers nearly infinite ways to solve puzzles or riddles or quests that might benefit from certain items all for just a third level feature which is why performance of creation deserves a spot on this list and at number three we have over Channel this is a feature available to evocation Wizards upon reaching 14th level and allows you to deal maximum damage of a damaging spell that's a first through fifth level after you cast it and you can do this for as many times as you want for any number of castings but you'll take 2 D12 necrotic damage which can't be reduced by resistances or immunity for each level of the spell that you're casting after you use this feature the first time and then you take additional 1 D12 damage per spell level on top of that 2D2 damage per spell level every time after until you finish a long rest so if you were to cast a fireball which deals 86 fire damage everything that's radius it will now instead deal 48 fire damage unless a creature sixs or dexterity saving throw which will only take half that damage but if you want to do it again you would have to take 6012 necrotic damage and then 9012 necrotic damage to try it a third time the best part about this feature is the fact that you don't actually have a limit to how many times you can use it as long as you have a way to maintain your your hit points by virtue of having a dedicated healer for instance you can deal a lot of consistent damage very quickly no other ability in this game has a mechanic that works similar to this and is probably the most unique ability in the game in that regard because it enables a very high risk High reward style of play if you wanted to but of course you can still only focus on using the freebie it allows you to have before punishing you for multiple uses which is entirely reasonable as to not make over a channel feel completely useless if you're not comfortable burning through your own hit points for it and maximum damage is really good there are not a lot of ways to actually achieve this outside of multiclassing or building specifically for it but the reason this feature only sits at number three on this list is because while it plays with the idea of damaging yourself in order to reap great rewards that's all it really does which is still within the realm of basic gameplay mechanics you sacrifice Heal Points you deal more damage is kind of what it boils down to however the uniqueness of the ability itself is still worth noting and being the only ability of its kind to play Within the rules of the way way it does definitely makes over Channel worth a high spot on this list and at number two we have thief's reflexes this feature is learned by 17th level Thief Rogues and gives you the benefit of taking two entire turns during the first round of combat as long as you aren't surprised you take your first turn or whatever initiative you rolled and then you take a second one at initiative minus 10 just like action surge if these reflexes basically increases your own action economy temporarily to allow you to do something extra the difference here however is the fact that unlike action surge you are given an entire turns worth of action economy you can move again take an action and another bonus action since that counts as an entirely separate turn in combat you also gain all the benefits of entering your new turn as you normally would meaning that if you use your reaction your first turn this around then on the second turn on the same round you would once again be able to use your reaction it also gives you the opportunity to deal two sneak attacks in the same round fairly easily without any kind of gimmicky setup since sneak attacks can be performed once per turn rather than once per round this feature can be considered weird pretty much for the same reasons as action search since the game does not normally mess with action economy all that much due to the fact that it can cause some really bad balancing issues even providing yourself a way to perform a second action on your turn using action surge can be considered incredibly powerful simply due to the fact that it combos extremely well with other classes and abilities so you would think that being able to take another turn entirely would be even stronger right while that might be true the difference is that you learn theves reflexes so late meaning there's not very many ways to take advantage of this feature via multiclassing whereas action surge is available to you as soon as you hit second level in fighter however just the idea that there's an ability in the game that straight up gives you another turn to do whatever you want is the reason why theves reflexes manages to be higher in this list than action Surge and finish off this list at number one we have Bastion of Law and Arcane ward two features that work similarly but come from two very different subclasses Bastion of law is learned at sixth level by Clockwork Soul Sorcerers while Arcane Ward is learned at second level by abjuration Wizards and what both of these features do is allow to create a ward that reduces the overall damage you would take however there are some very key differences between the two Wards to see what I mean let's start off with the Bastion of law feature and what exactly it does Bastion of law allows you to spend one to five sorcery points in order to create a magical Ward around yourself or a creature within 30 ft of you and lasts until you finish a short rest or use this feature again now when whenever the W creature takes damage they can roll up to a number of d8s equal to however many sorcery points you spend to create the wart and reduce the damage by that number which expends the dice you used if a creature damages you for 15 fire damage and you decide to spend two d8s out of the five and roll a total of 10 then you only take five fire damage but now you're only left with three more d8s to use this is a great way to receive some flat damage reduction which is kind of rare to get in this game since it's usually more common to reduce damage via resistances and although the other other ways to reduce damage such as the monst deflect missile features or the Goliath Stone endurance racial feature Bastion of law is quite a bit stronger and helps you protect your allies for as long as you have the sorcery points to spend on this feature making it very recyclable if you aren't planning on using your sorcery points for anything else meanwhile the abjuration Wizards Arcane Ward creates a ward of magic around yourself that has hit points equal to twice your wizard level plus your intelligence modifier whenever you first cast an abjuration spell first level or higher such as Mage Armor or shield and last until you finish a long rest the alarm spell is also a viable spell to use since it has the ritual tag meaning you can ritual cast the spell at the start of the day for the sole purpose of creating the ward without expending a spell slot and whenever you take damage the ward will take the damage instead breaking if its hit points ever reach zero and dealing any remaining damage to you instead however even at zero hit points whenever you cast ABD duration spell of first level or higher the ward restores hit points equal to Tice the spell level used for that spell just like Bastion of law Arcane Ward BAS basically provides a way for you to reduce damage you take and can help protect and buffer your hit points make it easier for your healer to focus on fighting however there are some very notable differences between how these two features function despite the role these two features both play for one reducing damage to zero through Bastion of law still technically counts as taking damage meaning that if the warded creature was concentrating on a spell they would still have to make a dc10 concentration check in order to keep focusing on that spell however arcan ward has its own hit points that take damage instead of you regardless of how it happens meaning that even if you're concentrating on a spell if the Arcane Ward absorbs all the damage of attack then you do not need to make any concentration check until you have actually taken damage to your head points another difference to be noted is that initially the Arcane Ward only protects you fortunately once you reach sixth level you gain projected Ward feature which allows you to use reaction whenever a creature you see within 30 ft of you takes damage to have your Arcane Ward absorb the damage instead dealing the remainder damage to the Creature if the attack ever reduces the W's hit points to zero another key difference is the fact that because Bastion of law reduces the damage you take you still get to apply your own resistances if any to the damage afterwards potentially reducing the damage even further however this is not true for Arcane Ward since it is effectively its own entity and its own hit points that don't gain any of your benefits even when you gain spell resistance at 14th level which is supposed to Grant you resistance to the damage of spells along with having advantage on saving throws against spells as well unfortunately you can't choose whether or not the Arcane Ward takes damage either meaning that even if you would resist damage of a spell your Arcane Ward is going to take the damage before anything else whereas Bastion of law allows you to choose whether or not you can use the ward when you take damage so while these features are very similar but different these two deserve to be on the same spot's list because they each basically fulfill the same role of reducing the damage you or an ally might take which isn't wholly common in 5V outside of spells are classes who thing is commonly seen as being the class to protect such as the Paladin or even cleric normally Wizards and Sorcerers don't dabble much into defensive support but when they do it's in a very unique way that no other class can really do however out of both of these features Arcane wart is definitely the weirder feature in fact it is such a weird feature that there have been a plethora of sage advice dedicated to clarifying all of the confusing parts of Arcane a w most of which have already been covered in the section but one that I haven't mentioned yet is the fact that because Arcane ward has its own set of hit points that means you are still able to make use out of temporary hit points through other means the reason I mention this now is because there is a very fun and unique Synergy that Arcane ward has with a spell that Wizards do not normally get which is armor of agathys you can take this spell through the magic initiate feat but because of how well it scales you won't really make the full use out of the spell since the feat version does not allow you to upcast the spell instead you would want to dip a level into warlock in order to obtain the spell since the rules for spell casting allows you to use your wizard spell slot to cast your warlock spells as for what armor of agius actually does well basically it grants you five temporary hit points for 1 hour and cost one action to cast whenever a creature hit you with a melee attack while you have these hit points the creature will take five Cal damage while this doesn't seem like much the true strength of armor of agius Lies with how well it scales for every spell slot used above first level The Temper hit points and cold damage increase by a flat five each normally warlocks have a hard time using the spell due to how few spell slots they have which can lead to many warlocks focusing their attention to other spells that can be immediately useful however as a wizard you have plenty of spell slots that you can use in order to activate armor of agius so if you wanted to spend a fourth level slot to cast the spell you would gain 20 temporary hit points while also dealing 20 Cold damage to any melee attackers and because the only qualifier you need to meet in order to activate Arcane Ward is for you to be an abjuration spell first level or higher which armor of agius actually is this basically allows you to gain a huge amount of temporary hit points plus a second buffer through your Arcane War at the same time if you haven't already created one for the day on top of that the only qualifier for armor of agius to activate its damage effect is for you to get hit with a melee attack meaning that even if your arcade Warr takes the damage the effect still procs and Deals damage to the creature while you still maintain the buffer provided by armor for agius making you a very Thorny Rose on the battlefield if you take something like the hex plade subass which has no problems being up close to enemies you can technically do the same thing with Bastion of law since Clockwork Sorcerers learn armor of agius by default but it is nowhere near as effective as when used with Arcane Ward out of all the features on this list the fact that Arcane wart is such a wildly confusing feature that they later had to make a new feature that functioned basically the same way but in a less confusing manner is the reason that both arcan Ward and Bastion of law deserve to take number one spots on this list all right and that's the list let me know what abilities or features you guys considered weird or strange and if you have any ideas for future top 10 videos just like this one I'd love to hear about them down below in the comments [Music]
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Channel: TheD&DLogs
Views: 53,614
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Keywords: D&D, Dungeons and Dragon, s Dungeon & Dragons, D&D Beyond, DnD, Wizards of the Coast D&D, Heroes Campaign RPG, tabletop, gaming, roleplaying, rule, rules, d20, d12, d10, d8, d6, d4, DM, PC, tips, tricks, advice, guide, dice, book, PHB, VGTM, dungeons and dragons, 5th edition, best, overpower
Id: t84kB1hESjs
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Length: 31min 9sec (1869 seconds)
Published: Sun Nov 26 2023
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