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Everyone arguing about "beneficial casting" with War Caster, over the language of Opportunity Attacks against "enemies" - this is directly addressed in the DMG. "Attacks are for enemies." This is noted in the section about rules exploitation - it is not allowed by the rules as intended, and would be considered an exploit. Some tables are good with that, but there ya go, pays yer monies and makes yer choices.
Did you ever make a build that specializes in or even just uses using Chromatic Orb? I feel like the spell is super underrated (if you get your DM to play Ball with you).
I'd like to share a build...mine (please just mention ""master feng i would love it". Crazy how artillerists are under utilized. So, i call it the three headed dragon: Mind sharpener, infusion Cloak of flying infusion The rest in defense, or increase stats if you can (belt of giant strength or else) Haste (use both actions to dash, congrats you can air_ko them from 60-120 ft , and your concentration is very protected as long as you have a reaction) flamethrowwers or force ballistas mounted on each shoulder which you can both fire with a BA You have a free +5 to any roll if needed thanks to flash of genius (reaction). Give arcane firearm to homonculus, with a lvl 2 no save concentration spell (it works, read well the wand's description) i'd say bladesinger,, enlarge, or heat metal That is what i aimed for at lvl 16. The issue indeed...is to get there x) but that's another debate. But here you get an actual flying tank, with awesome damage (if grapple), movement, has decent spells, insane armor (up to 35 for me), and a lil bit cool too when you imagine it. I used an aaracokra crow to have flight lvl 1, use any race u like
I am glad to see a non-damage build on the channel again. I like the healing and tanking videos and wouldn't mind seeing other types, like maybe an "Ultimate Face" video where you see what chance of success you can manage for Persuasion, Deception or Intimidation at different DCs over the levels. There are three things I wanted to mention about the druid splash that could be useful (sorry if someone mentioned them already; there’s a lot of comments and it isn’t really easy to search them): 1. When you Wildshape you get a chunk of temporary hit points. They don’t say they go away when you leave Wildshape. So, you could use your action on your turn, then bonus action Wildshape to gain the temp hit points (and maybe an increased move speed) and then on your next turn use your bonus action to dismiss Wildshape and be able to use your action to cast again, keeping the Temp HP if you didn’t lose it already. This can be particularly helpful if you are going to use Warding Bond. 2. There is a less restrictive way to use your familiar to cast Cure Wounds on your allies. On your turn you take a Ready action to cast Cure Wounds when your familiar touches your ally. Then, on the Familiar’s turn, it does Flyby and touches the ally as it passes by. At that moment, you spend both your reaction and your familiars reaction to cast the spell. That allows the familiar to stay in a safe spot that is central to the party and get to anyone that needs healing, though it does cost your reaction. 3. You mentioned that you could go Sage instead of Healer if you wanted for the origin. If you do, that would give you access to True Strike, which combined with Shillelagh, gives you a pretty potent offensive melee option without expending resources. That said, count me as one of the people that think removing the limit on Healer is a net buff to the feat, so I would be tempted to take Healer instead of getting True Strike (though I would consider going Human to get both).
Just rechecked the temp hit points and realized its 3 hit points per level for Moon and 1 per level for everyone else. Thought it was more. Probably not really worth it unless you really need the movement.
To save money at level 1 while still getting a Maul and that all important 18 AC, pick Chainmail and Armored Skirt. Together with a Maul, this costs you 11 gold, leaving you with 4 gold to use on other useful items.
Death Ward on yourself is a good counter to Warding Bond's persistent damage to yourself. Warding Bond the paladin or barbarian, and then when they take a huge spike of damage you won't suddenly die lol
I wonder if there’s a world in which the Alert feat, combined with Find Familiar, beats lucky for reliable advantage? Like you swap initiative order with a party member or even your familiar to make sure it always takes the help action right before your attack? Bonus - it means the familiar advantage would work RAW for the rules lawyers!
Divine Intervention bypassing cast times could also be used to upcast Prayer of Healing instantly mid-combat which is 5d8 healing, but also hits everyone with a Short Rest, allowing them to spend their Hit Die + Con Mod to recover health. On a level 13 d8 character with 16 con that's ~97.5 average potential healing, plus another 22.5 from the 5d8 for 120 total average healing. More or less depending on hit die and con mods.
Can you do a "good boy" build? The concept is that you're a moon druid that never leaves wild shape. So you're always a beast (like a dire wolf who's a good boy)
I wonder how a build like this would make the other party members feel. "I attack 3 times" "cool....I run around and then hold my action to run around again till everything is dead." Doesn't sound like a whole lot of fun for everyone else.
I see it as an argument similar to “if I can drink something is an interaction, why can’t I drink a potion as an interaction.” If an enemy moves past me and I can attack it as a reaction why wouldn’t I be able to do a positive reaction to an ally that moves past me. Quite literally rules as written is the answer. The DM is there for these types of debates, if they allow it at their table then by all means.
I want to play a Tempest Cleric with Booming Blade and use the Strike of the Giant feat to give me lightning damage on my weapon attacks and push enemies away because of Thunderbolt Strike and they can't approach me again without taking extra damage. I'd love to see what you think about this. Any tips?
Hi mate, Thanks for the vid, a lot of useful information and things I had overlooked. But you implied that once a character reaches level 19 any of their feats are Epic boon feats, but I think if you take another look, you'll see that class level 19 grants an Epic boon option, not character level 19. Maybe that's just my interpretation, but i had to say something
@@Xanderriggs that was my original understanding as well. I’ve debated it long and hard with other RU-vidrs. In the end though, if you build it out in dndbeyond, epic boons unlock at character level 19, regardless of whether or not you have 19 levels in a single class, so until WotC comes out with a clarifying statement and/or they change it in dndbeyond, I guess that’s how it works.
55:17 Firstly, love the vid. Secondly, i got to talk about bon iver - he (Justin Vernon) is the man. I would nominate him for King of Indie or at least King of Indie-Folk. My favorite song is Minnesota, WI. His ability to go from crazy deep to falsetto is unmatched. Another good show song is iMi. Each of his albums are unique and sincere. Recommend taking a "deep dive" into more bon iver.
Is it not worth mentioning that the Healer feat also gives you this ability? Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll. It's not massive, of course, but it does seem worth mentioning. Love your videos!
Has anyone from WotC stated that Disciple of Life only works on the turn you cast it? The wording is different than Blessed Healer and I read it as every time the spell you cast with a spell slot heals someone they get the extra healing. It just had to use a spell slot. Where as Blessed Healer says, "immediately after you cast a spell with a spell slot". Why would they have made the meaning different if they were the same?
Colby, I really wanted to try a Martyr Healer build in a campaign and did so in a one shot, it was hilarious! But do you think Cure Wounds and its scaling (understanding it is touch not 30ft like life transference) and the nerf to Life Cleric make it a bit moot? Given that you can do similar healing without hurting yourself. Almost forgot, they took out Gift of the Ever-Living Ones, which i could probably convince my DM to allow, but still. Thoughts?
@@DnDDeepDive Yeah, I was afraid of that, however, it did give me inspiration for my cleric concept and his desire to never let bad things happen to his companions, plus he's a chef, so the Martyr concept will live on. Thanks again, love your builds and channel!
Its cheese but... Make that unarmed strike but yeah of course you can lay on hands as a reaction if youre so invested 😂 1d4+str damage...you could drop a low hp friend on accident as you attack them as an opportunity to land that touch that heals. I dont think my players are ready for the rules changes yet...so i think ill just... Not?
Ranger Class Features Fix Level 9: ⁃ Add Relentless Hunter here; change language to: “When you cast Hunter’s Mark with a use of Favored Foe, it no longer requires concentration for that casting.” ⁃ Keep Expertise Level 13: ⁃ Add Precise Hunter here Level 17: ⁃ Add new feature, Apex Predator. Language: “The damage dice of your Hunter’s Mark increases to 2d6, rather than 1d6. It also no longer requires a Bonus Action to move the mark to a new creature.” Level 20: ⁃ Change Foe Slayer language to: You add your Wisdom modifier to the attack roll and damage roll of an attack you make against the creature currently marked by your Hunter’s Mark. *fixed
Something to consider... in 2024, whether we have a Bastion or not, we can craft an Enspelled Staff of Cure Wounds. This will allow us to cast Cure Wounds with our action, and then cast a bonus action healing spell like Healing Word, Mass Healing Word, or even Healing Spirit. Combined with the other features, this can let us hit a lot of targets for a not-insubstantial amount of health with surprisingly few resources. It almost makes me wonder about taking 3 levels of Thief rogue to be able to use the staff as a bonus action...
The tools are left like that because... with Tools, you apply Tool Proficiency to any applicable skills. 18 Skills for 17 Artisan Tools & 6 Tools. That's going to be lengthy. So instead, you can roleplay your Tool usage & Tool knowledge. For example, Carpenter's Tools. STR-based. You can make stuff. You are also likely to spot secret doors made of wood (Investigation), or tree types (Nature), or communicate something pertaining to wooden structures like, "That wood is about to crack." (Deception) , or you know where exactly is the weakest spot on a door or chest to strike or Fortify (Athletics). I'm glad they at least provide a main ability attribute.
Thanks for this whole playlist. I've never played pathfinder before, and got asked to join a 2E group, and your videos have been the most useful so far with me building just a straightforward fighter character that likes 2-handed weapons :)
during your last healing report you forgot you don't need to concentrate on beacon anymore for max healing, not sure if it would effect your numbers much, but it would probably squeak out a few mor hp.
I understand completely why you need to have the Warcaster conversation. A channel like yours *needs* to have a baseline. I don't understand why *others* argue about it and still want to take a position about whether the changes are better or not. If you're not using the rules, how can you have an opinion? You could always make an opportunity attack on an ally -You'd almost never do it, *almost* (barbarian about to lose rage? Weapon with an interesting effect?) The Warcaster spell isn't an opportunity attack. RAW Warcaster works that way. RAI They haven't errataed it, even stealth errata by making the digital version different. Warcaster works that way. If people don't like it, great, your table your rules, but now they aren't using the 2024 rules.
I see someone else guessed and were way off with a bunch of levels in Warlock. So I'm gonna take a swing with an overly complex build and a simple one. Simple: Stars Druid... that's it. Druid gives amazing crowd control, Chalice buffs healing and Druid has some of the best crowd control spells to prevent damage in the first place. Overly convoluted: 14/15 or 16/17 levels in Divine Soul Sorcerer or Clockwork making sure to take Distant Spell Metamagic since this and a Familiar lets you cast from range, likely gained through Magic Initiate or a cheap 50g 1st lvl Spell Wrought Tattoo can also grab you Find Familiar. This entire thing is assuming you can use Metamagic on Scrolls and Items that allow you to cast spells like an Enscribed Staff, from what I read and understand this is good but some people online said no because they didn't like the idea, 3 levels in Thief Rouge for Fast Hands to use Scrolls and an Enscribed Staff as a bonus action, maybe 1 Level in Bard if going Clockwork, but even for Divine Soul you might still need that bard level too because Spell Scroll casting and Magic Item Crafting requires the spell in question to be on your spell list and prepared, and Divine Soul technically doesn't add Cleric spells to your spell list in that way RAW, and finally optionally because the one you really need to heal is yourself- 2 levels in Warlock for Pact of the Chain and Gift of the Everliving Ones to max all healing done to yourself while your Familiar is near. And/or everyone in the party takes 2 levels of Warlock for this to maximize all healing... I don't think Colby is going to try or mention the party wide Warlock dip though. A full party of Reborns with these Invocations go so hard they can dance with Michael Jackson. Having Spell Scrolls of Cure Wounds or an Enscribed Staff of Cure Wounds while being a Thief allows you to use them as a Bonus Action, and since they're not expanding a spell slot you can still cast your normal spell a turn which can be damage, crowd control or hey look at that even more Cure Wounds. Find Familiar lets you do so from range, but it can be a little clunky depending on how the Familiar is ran, meanwhile 1 sorcery point turns Cure Wounds into a range spell of 60 ft. Quickend Spell won't let you cast multiple leveled spells in a turn due to it's own restriction, the game rules have a 1 leveled spell a turn and Quickend Spell follows that rule and it's own which says you can't even if you're not using a slot. Fast Hands also doesn't cost any sorcery points to use unlike Quicked Spell so it won't eat your resources. If you don't need a level of Bard to use the said Scrolls then Divine Soul is probably better since at high levels you'll also have the chance to learn more Cleric spells and technically 9th level spells at level 20. However Clockwork can also give an ally a ton of Temp HP with their lvl 6 feature Bastion of Law, and using the new Polymorph trick for Temp HP on a different Ally as well. Control spells also help prevent a lot of damage... and hey if you happen to get/make a couple scrolls of Fireball who's really gonna care if you have Careful Spell Metamagic or not since you can heal so much. Realistically Colby's build is probably going to be a Cleric+Druid combo with maybe a dip in Fighter for Con Saves, Druid would be enough TBH... but this build, aka Fast Hands Sorcerer with Cure Wounds Stick, could cast multiple Cure Wounds in a turn from range using minimal resources, and can keep doing this for a long time, Font of Magic letting you make more and more 1st level slots for "small" bits of healing, or using your proper action and a high level spell for large healing, assuming Divine Soul. Though I am assuming you'll be able to craft an uncommon magic item, which would be about 200g and 5-10 days, or make/buy Spell Scrolls for 50g each, same as a Potion of Healing but get's a lot more expensive as making 8 or buying 4 scrolls/potions would cost the same as crafting 1 staff. And as far as I'm aware you can attune to multiple Enscribed Items of Cure Wounds, so you don't have to even be using Spell Slots most of the time. But not every DM will let their players craft Magic Items, even items that have been designed to be crafted and customized by the players.
I might have gone overboard with a long comment again... whatever I'm kind of excited about the idea of a Thief dip for spellcasters to use Fast Hands, like a money powered Action Surge that isn't limited to once a short rest. But the dip kinda sucks unless you're primarily a Rouge with 1 level dip in Wizard for True Stike/Booming Blade but that's very different, and what I like to call the Money "Wizard" or Cash Blade. I kind of wish Scribes Wizard had a feature like this but only for spell scrolls or only scrolls that you've crafted yourself, like replace the 10th level ability for something like "Speedy Scrolls", which let's you cast Scrolls with a casting time of an Action as a Bonus Action, and keeping the single sentence feature that cuts the money and time needed in half to craft scrolls as well.
Casting spells on an ally as they run past you is too cool NOT to be used. It uses a reaction and a spell slot. Prevents other reactions you may need. Not gonna do it every round or the player will run out of spell slots before a full adventuring day is done. I don’t see an issue with it.
At 41:36 Aura of Life would actually give about 7HP at the start of turn because of Disciple of Life trait. I checked on my character on DND Beyond (2+spell slot's level is added).
what if hunters mark lets you use multiple uses to upcast and its the upcast that allows it to not have concentration/bonus action to move it maybe makes it part of your attack action you can move it. Would it be possible to make it Ranger level 5 and 2nd level spell no concentration then level 9 and level 3 can move for free, then level 14 or so you can cast it at level 4 to move as part of your attack action (they dont have to die first)
Drunken Monk Barbarian is really the way to go. The low Wisdom only affects your Stunning Strike. There are no other Monk abilities that require your DC.