Squat Nimbleness lets you gain 5 feet of walking speed, an increase to your Strength or Dexterity, proficiency in Acrobatics or Athletics, and gain advantage when trying to escape a grapple. Works for every ally I'm voting to close as too broad as there are just too many options for this to be answerable. My transcript has the wrong course names. In total, I can do 2d6 +3 strength, +2 rage, +10 (GWM) = 22 damage per hit, and the advantage from Reckless Attack should help offset the -5 penalty, at least against creatures with low ACs. Why do portals only work in one direction? There are ways to get more proficiencies, so you can have your Proficiency Bonus effect more saves. Gain advantage on a single attack roll, ability check, or saving throw before making the roll. If you see something I'm missing tell me and I will edit the list. Con: Costs a feat I am thinking of doing a house rule to give a disadvantage to ranged attacks that go through a square occupied by a friendly character unless the ranged attacker has the sharpshooter feat. In this part, we examine each revised subclass and the features they receive. You could merely have a minor advantage or disadvantage, so you roll a d6 for example, a 50/50% chance to gain half again as much (dis)advantage. A military saddle gives you advantage on any check you make to remain mounted. Athlete: You have undergone extensive physical training to gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. The target of a Haste spell has advantage on Dexterity saving throws. You can’t be surprised while you are conscious. Gain advantage and give disadvantage as often as you can is a battle. I separated it by context: Dwarves have advantage on saving throws against poison. 1. When you and your allies outnubmer an adjacent isolated enemy by 1, and or gain advantage in some way, you gain a stack of bonus damage dice to any of your attack actions for that turn. As a Dungeon Master, one of my jobs is to adjudicate the rules of the game at my table. 5e Homebrew: Firearms through the ages / Academian class / Misc. Flanking is a much easier way to get advantage than spells or class features without the downsides. Athlete. Did your Figher single-handedly beat a thief to within an inch of his life? Attack rolls made by a prone creature have disadvantage. Dread Ambusher: You gain the ability to act quickly and decisively. Figthters' protection stance can use a reaction to give disadvantage to an attack made against a creature less than 5 feet away. What happens when you roll a critical on both advantage dice? Assassin: gain advantage on attack rolls against a creature that hasn’t taken a turn yet. With 3 advantages, the bonus is close to +3 . Every melee ally can attack the proned enemy In RAW, you don't get advantage for just positioning. 173, PHB) is elegant and easy. The core of this archetype is the “fighting spirit” which just lets you choose to gain advantage on your next swing and temporary hit points 3 times a day. You need to break line of sight, and you need to make a successful Dexterity (Stealth) check. All Noble Phantasms use 1 charge unless otherwise stated. At lower levels, a rogue can do similar damage to some other martial course and only needs to take care of a decrease AC. Inspiration: given by the dungeon master, can be spent to gain advantage on an attack roll, saving throw, or ability check. I'm still playing thru 5e and after 4 sessions, still tweaking the rules to fit. The assassin archetype of rogue benefits the most of getting that advantage but imo it is designed to deal a big great damage hit in the proper circumstances, not for inflicting absurd amounts of critical damage every turn. You may be thinking of older versions of D&D where turns were subdivided into rounds which could be subdivided into segments (and it was a pain to DM). You’re also a friggin samurai! Attacking an enemy while hidden (if they don't detect you approaching) or otherwise unseen grants you advantage on attack rolls. Combat advantage represents a situation in which the defender can’t give full attention to defense. When squeezing through a space one size smaller than itself, a creature has disadvantage on attack rolls and Dexterity saving throws. This is flawed logic, because there are downsides to flanking; You risk being flanked yourself, putting yourself in a position that an enemy wants you to be in, and distancing yourself from allies. What ways exist to consistently and reliably grant my allies advantage on the attack roll? Usually bad damage, fixed by 5 levels of Monk (Extra Attack) Stout halflings have advantage on saving throws against poison. Spell saves are easier to succeed on than opposed Athletics checks (see Shield Master) The Advantage does not depend on the Initiative order, once you managed to restrain Saddles on a mount give advantage on any check to remain mounted. It is elegant and easy to understand, even for those who are brand new to the game. In another topic someone was wondering about the new advantage/disadvantage mechanic, and under which situations it comes into effect. Want to improve this question? How to create a LATEX like logo using any word at hand? This, of course, implies that there isn't a handy friendly combatant to conveniently stand w/in 5 feet of the intended victim. I’m generally okay with a single player that chooses one of these options. Fighter sub classes get access to the Fighting styles too, FYI. That can be a collection of Feats and features that synergize well, or simply tips on how to use my actions in combat in general. What about if a mount is dodging? 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