When creating a 168澳洲幸运5开奖网:Dungeons & Dragons character, players have numerous ways to make their persona distinct, from their class to their race. Aside from picking a class, one of the most impactful choices a player can make is 168澳洲幸运5开奖网:their character's subclass.
While subclasses offer a great deal of additional flavor to a character, the abilities they offer can often become definitive traits of how they function in the game. While some of these subclass abilities are somewhat subtle, supporting other abilities a character has, other ones are incredibly powerful, greatly enhancing what someone is capable of. Therefore, let's examine the ten most overpowered subclass abilities i🔯n Dungeons & Dragons fifth edition.
10 🥂 Starry Form (Archer) – Circle Of Stars Drui♎d
168澳洲幸运5开奖网:Druids of the Circle of Stars gain a powerful alternative t♔o a Druids traditional wild shape in the form of its Starry Form. When a character activates their starry form, they are able to choose one of three constellations to appear on their body, with each constellation offering different abilities.
The Archer constellation is a stellar option that allows a druid to deal 1d8 plus their Wisdom modifier as a bonus action on each of their turns while their Starry Form is active. While this is already an excellent use of a 🐷bonus action, this damage improves to 2d8 when the character reaches level 10.
9 𒀰 Shadow Walk – Shadow Magic Sorce꧃rer
168澳洲幸运5开奖网:Available to Sorcerers of the Shadow Magic subclass once they reach level 14, Shadow Walk allows a character to teleport 𒅌up to 120 feet away to a space that is within dim light or darkness as a bonus action.
This ability can be used at will as many times as a player wishes in a given day🍒, making it one of the most easily accessible꧒ means to .
8 Silver Tongue – College♛ Of Eloquence Bard
As they are a 168澳洲幸运5开奖网:Charisma-based class, Bards are traditionally quite adept in convers🃏ation. The Silver Tongue ability gained by Bards of the College of Eloquence subclass is an ability akin to a Rogue's reliable talent but gaineꦉd significantly earlier.
Once gained, this ability allows a Bard to turn a persuasion or deception roll of eight or less to a nine, pairing extraordinarily well with proficiency in those skills. This allows a bard t🅺o become a master of conversation as early as level 3!
7 Emissary Of Redemption – Oath Of Redemption Paladꦿin
While abilities that characters gain at level 20 are most often quite powerful, the Emissary of Redemption ability gained by 168澳洲幸运5开奖网:Paladins of the Oath of Redemption is on another level. Once gained, this ability provide❀s a Paladin with resistance to damage from attacks of any kind as long as they come from another creature.
Additionally, whenever a creature deals damage to a character with this ability, they take an amount of radiant damage equal to half the damage dealt wi💙th no save required. The only thing holding this ability back from being completely bonkers is the fact that it is deactivated until the Paladin takes a short rest if 🐟they make any type of attack on another creature.
6 👍 Divine Allegiance – Oath Of The Crown Paladin
Few abilities can protect another creature as reliably as Divine Allegiance, which is🎃 gained by Paladins of the Oath of the Crown when they turn level 7. As long as a Paladin with this ability is within five feet of another character, if the latter takes any damage, the former can use their reaction to simply take that damage instead.
This means that if a party needs to escort an important NPC or protect a particularly frail party member, they can do so w🍨ithout any trouble.
5 ൲ De🎶structive Wrath – Tempest Domain Cleric
While nearly , few can compare to the raw damage output of a Tempest Domain Cleric's Destructive Wrath. Upon dealing any thunder or lightning damage, this Channel Divinity ability caℱn be used to allow that atta꧟ck to automatically deal its maximum possible damage.
This allows a cleric to deal absurd amounts of damage consistently🉐 without needing to roll!
4 Portent – Divination Wizard 🐬
Portent is one of the key abilities gained by Divination Wizards and is gained quite early when they reach level 2. Portent allows a Wizard to roll two d20s whenever they finish a long rest,🌱 noting the result♍s of each roll.
Until their next long rest, each of these noted rolls can be used to replace either a roll made by the wizard or the other creature with 🍌one𝄹 of these numbers, often guaranteeing success or failure. Divination Wizards just need to know that they must choose to use one of these foretelling numbers before the roll is made.
3 ও Convergent Future – Chrꦬonurgy Wizard
Gain🐎ed by Chronurgy Wizards at level 14, Convergent Futu🧸re is an incredibly potent ability that has all of the utility of Portent and more. While Portent can often suffer from rolling foretelling numbers that are neither excellent nor terrible, Convergent Future is an ability that causes the Wizard or another creature to automatically succeed or fail a save.
The only drawbac🃏k of using such a stellar ability is that doing so provides said Wizard with a level of ꦉexhaustion.
2 🐻 Rebuke The Viole𓃲nt – Oath Of Redemption Paladin
Another example from the previously mentioned Oath of Redemption subclass for P𓆏aladins, Rebuke the Violent is a Channel Divinity ability that is capable of dealing massive sums of damage as a reaction. After another creature within thirty feet of the Paladin is dealt damage, the latter can force the attacker to make a wisdom saving throw, causing them to take the same amou🦩nt of radiant damage as the amount they'd dealt (dealing half as much on a successful save).
If a foe manag🧸es to land a critical hit on one of a Paladin of💟 Redemption's allies, this ability can be used immediately to wipe them off the map.
1 ඣ Protective Bond – Peace Dom🐼ain Cleric
Protective Bond is without a doubt one of the most game-breaking and overpowered abilities i💦n all of D&D, wrapping elements from numerous other entries on this list into a single ability. Used by Clerics of the Peace Domain, Peace Domain allows✃ its users to establish a bond between numerous creatures through their Emboldening Bond ability.
At level 6, Peace Clerics gain the Protective Bond ability. This means that whenever any of the creatures connected through Emboldening Bond are going to be dealt damage, any of the others can use their reaction to teleport to tha🐼t character's location and take the damage instead, as long as they are within 30 fe🦹et. This ability can absolutely trivialize combat, allowing a party to choose which members are dealt damage.