What's the Scariest Ability’s your characters has in D&D #1
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Channel: MrRipper
Views: 26,822
Rating: 4.9619951 out of 5
Keywords: MrRipper, Dungeons and Dragons, dnd stories, reddit stories, please sub for nat 20s, Silly, PC, NPC, player character, BBEG, Big bad, dnd encounters, askreddit, r/askreddit, tabletop games, tabletop simulator d&d, dnd, dungeons and dragons, dnd 5e, dnd stories reddit, dnd music, dnd campaigns, role playing games 2020, dungeon master screen, tabletop rpg games, reddit tales, dungeons and dragons how to play, family friendly gaming, ask reddit videos, reddit funny videos 2020
Id: mVcMjmupZoE
Channel Id: undefined
Length: 14min 57sec (897 seconds)
Published: Tue Feb 16 2021
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(At level 4) Winter Eladrin Elf rogue (assassin) with the Alert feat, expertise in stealth and an 18 in dex. So stealth should be around +9, I am able to get within 30 feet of the enemy most of the time. Then misty step within 5 feet, that triggers the Winter Eladrin Elf’s trait when you misty step they have to save against being frightened. Then because of the surprised you are able to auto crit and with dual wielding and sneak attack that’s a lot of damage. Then if they aren’t dead from that you go into combat, +4 initiative and with the Alert feat an extra +5 so +9. A great chance of rolling higher initiative than the enemy so higher chance to get advantage against them with the assassin’s second trait (advantage on enemies that haven’t taken a turn in combat yet). P.S. My friend/DM hates it whenever I mention Leolar now
From a homebrew Pathfinder campaign I took part in: an ability called "Thunderous Charge." Travel up to twice your move instantly. Anyone on the path you take is pushed back 10 feet, no save. They must make a reflex save to not get knocked down. At the end of the charge, you can attack once. This pairs well with "Extended Strike," making a melee attack hit AOE.
hey i made it into the video :D
I made it into the video!
BrianVaughnVa, I'm so glad you liked my mariachi story!! :D
- AeternisDM
I have a lot.
My half elemental paladin could as a channel divinity make it rain for 1d4+1 hours and had lightning magic and smites he also had 24 strength and a magic greatsword that did +2d8 lightning damage and could use charges to cast thunder wave (his favorite spell) and lightning bolt (the only lightning spell he can’t learn) and with a +12 to hit he only misses on a nat 1 +7 strength adds up to 19 and even then he can reroll via great weapon fighting style. He had soloed a boss when the rest of the party 3 at the time was hiding from arrows under a table
My brothers half elemental (brother to paladin as well) ranger had an oathbow that when he activated it against one enemy he had advantage on all attack rolls the damage against that enemy from him dealt an additional 3d6 damage and the enemy could not gain benefit from cover, that combined with the +13 total to hit and his homebrew archetype that allowed him to spread the exact damage he dealt to one enemy to multiple targets and his modified arrows that could go through walls he was a absolute unit on the battlefield
My Human Warpriest with 23 AC somehow has the shield master feat so any spell thrown at him that requires a dex save instantly results in him taking no damage at all DM almost gave him a shield of missile catching which would’ve made him a walking anti magic field, he also has a sword that when hitting a melee attack can stop the enemy in time in such a way that melee hit will automatically crit rather than end the spell this uses one of two charges but when all the charges are used I have to roll a d20 on a 1 the weapon shatters, there is no way to stop it by using bardic inspiration or other means
I also put Sakuya from Touhou in the party because she’s cool and I wanted to see if I could design and balance a damage based many knife throwing fighter that could stop time and it worked, time stops would work almost identically to action surges and the higher level the time stop the more actions you get at level 20 she could throw over 20 knives in one turn
My Arch Yokai (Homebrew Race) Solar bloodline Sorcerer as a bloodline arcana got a +1 for every damage die rolled in a spell with a fire descriptor combined with empower spell and an extra buff to the number you rolled in damage die by half so basically you take half the number you rolled in damage per die take half of the roll and add that to your damage made sure that her fireball dealt as much damage as possible
My half dragon rouge was allowed to wield two greatswords as a stance that gave him exhaustion if he used it too long but in that minute he could deal over 40 damage in an attack at level 8 and with the skulker feat and an magic item that lightly obscured him, he could sneak in broad daylight
My human like golem monk could deal a guaranteed 30 damage per turn because of having 22 strength
A Human monk had a beyblade that he had since childhood could be used as a ranged weapon via daggers attached to the side it’s not really OP just funny
And finally my Illiad (race from another dimension)(homebrew) accidentally got infinite money in his home dimension (only in that dimensions currency it’s useless everywhere else)
Sadly the campaign fissiled out after our DM left due to personal reasons despite my best efforts to keep the campaign’s flame burning. We still hang out every Sunday though so it’s alright
I've got a level 5 Gloom Stalker Ranger with a favorite opening attack. I have the Piercer feat, so a crit with an arrow gets an extra d8 and I can reroll one of my dice that does piercing damage. I've also got bracers of archery and a bowstring that enchants my arrows with 1d6 radiant damage. The main trait for Gloom Stalker is the Dread Ambusher, a third weapon attack on the first round with an added d8 of damage, but I pair it with Zephyr Strike to get advantage an another 1d8 force damage. A crit on that strike is 7d8 + 2d6 + 6 damage, and that's after the first two attacks. It gets more disgusting. I'm planning to take three levels in Champion Fighter, doubling my crit chances and gaining two more attacks on an action surge, making it 5 attacks on turn 1 with lots of stacked bonuses. Oh, and this also gives me 70 feet of movement on turn 1 on top of everything else. It burns a lot of tricks on a single turn, but there's not a lot that's going to survive the onslaught.
Yeah post got a video best month for me so far
Behold, the Unholy Requiem. I play as the Oathbreaker paladin, Artas Verdia. He specializes in the use, of heavy two handed weapons. After the party defeated a Bone Naga, we found a stash of loot. Amongst all the goods, was a single homebrew item, The Singing Halberd. This weapon was a +1 halberd that has 5 charges, you can expend a number of charges, to add 1d6 for every charge spent lightning damage to an attack (after you've already hit.) regenerating all spent charges at dawn. This also does crit damage. As I'm the only party member that uses two handed weapons, it ended up with me. The DM soon realized his mistake. Now on a hit, I can do 1d10 + 5d6 (the halberd) + 5d8 (smites) + 16 damage. And crits don't deal double dice, they instead deal your normal damage + max damage. So 1d10 + 5d6 + 5d8 + 96 damage. I have named this attack the "Unholy Requiem" and there are still ways I can make it stronger.
Level 14 or so tempest cleric, sea elf. It’s a pirate campaign. Most of our enemies were water monsters, things like Sahuagin.
I don’t think I’ve ever gotten as many kills as I have with Call Lightning before.