Stay Logged On. Page 1 of 3 1 2 3 Last Jump to page: Results 1 to 30 of Thread Tools Show Printable Version. Crits modify your damage per round, but they modify it equally for both sides of the equation. Remember that the formula is derived from this inequalitywhich is simply a comparison of damage per round without GWM and with GWM. In words, that inequality means:. Last edited by Desamir; at PM. I mean, how can using a great sword vs a dagger if a dagger were heavy and two handed - I know how GWM works affect when to use it?
Can you explain in layman's terms why this formula works, when on the surface it appears arbitrary? On the other hand, is there a significant damage range with heavy weapons?
I'm AFB, but I can only remember 1d10, 1d12 and 2d6 for heavy Trollbait extraordinaire. I'd always looked on GWM as a wasted feat for a warlock, since the bonuses are so damn high. But a level 12 warlock could easily be fighting things with an AC in that range. Less common as you go up in level from there, of course.
I was just getting focused on the avg damage per hit for a 'typical' AC Last edited by Tanarii; at PM. Originally Posted by Theodoxus. How does the damage possibly affect your to hit and thus determine when to PA? Warning: OLD. Originally Posted by Lonely Tylenol. Originally Posted by Desamir. Mostly right.
In the example I give in the OP, that's enough to bump a 15 to a Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. Connect and share knowledge within a single location that is structured and easy to search.
Until recently, I've been thinking of the extra love tap from Polearm Master as basically no better than dual wielding a dagger, but now I found out that not only does it benefit from ability bonus to damage, but I saw people claiming that, since you're attacking with a two-handed weapon, you're entitled to the rerolls of Great Weapon Fighting.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll.
And, bizzarely enough, I can't think of a reason these two wouldn't, since both the Halberd and the Glaive have the Two-handed and Heavy properties Is this right? When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon.
This attack uses the same ability modifier as the primary weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two handsyou can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
As PJRZ points out, the GWM feat wouldn't work with a quarterstaff since it's not a Heavy weapon, but with a glaive or halberd, it would; the Great Weapon Fighting style would work will all three weapons since all three are either Two-Handed or Versatile. And, you are making a melee attack with a Two-Handed weapon that you are wielding with two hands, so you could also reroll 1s or 2s on the d4! The glaive and halberd are both two-handed weapons and heavy weapons. This would qualify it for the reroll feature of Great Weapon Fighting that says "The weapon must have the Two-Handed or Versatile" property.
However, it is not a heavy weapon, so would not qualify it for the power attack feature of Great Weapon Master compare to the Glaive that specifically has the "heavy" property. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. Ask Question. Asked 2 years, 7 months ago. Active 2 years, 7 months ago. Viewed 21k times.
Improve this question. NathanS 74k 36 36 gold badges silver badges bronze badges. Add a comment. Active Oldest Votes. Improve this answer. NathanS NathanS 74k 36 36 gold badges silver badges bronze badges. Average roll of 1d4 [reroll ] is 2. So they would qualify for both the Great Weapon Fighting and Great Weapon Master features in addition to Polearm Master The quarterstaff has the 'Versatile' property, meaning it can be used with one or two hands.
Sign up or log in Sign up using Google. Sign up using Facebook.By duncan. On February 7, There are three feats that the vast majority of Dungeon Masters consider broken, according to this survey by Think DM.
One of them is Lucky, the only feat to get banned on my table and one which I discussed previously on this blog and which in turn generated scores of conflicting comments, with many people rushing to its defense. You gain the following benefits:. The concept is simple. The first of the two benefits raises few eyebrows… critical hits are pretty rare after all, as is reducing a creature to zero hit points. The second benefit is where the controversy comes in. An additional 10 damage is massive.
Everything hinges on that -5 modifier… but in a game of low ACs and high bonuses to hit, not to mention various potential ways to get advantage on your attacks, is that enough of a penalty to justify that huge damage haul?
Plus the maths might be shoddy, so stay sharp. His name is Ted. For simplicity sake I will discount how critical hits effect the maths, and assume there is no advantage on these rolls for now. Therefore he does 0. Just 9 hit points difference, and if you chose to increase your Strength by 2, instead of choosing this feat, you would have dealt an extra 4. That said, I feel that the damage outputs should be closer, if not even.
With outputs like this it just means you will opt to use the power nearly every time, and reliably come out on top…. So in two rounds he does 0. The first part of the feat works just fine in my experience, and is especially fun when mopping up low level mooks in a fight. I am happy to leave that well alone.
As for the second part, here are my suggestions…. The simplest way to fix the problematic part of this feat would be to keep the same risk, but reduce the reward. When you bear in mind that most characters using Great Weapon Master feat will also have selected the Greater Weapon Fighting Style that allows you to reroll 1s and 2s, then the average damage is actually 8.
A third idea I had would be to simply say… whenever you have advantage on a melee attack roll with a heavy weapon you deal an extra 1d6 damage. No penalty to hit. Erm, err. Just thought of a fourth option. You could make dealing the extra damage reliant on a using a bonus action as well.
This seems to have some logic… such a powerful blow might take a little extra time to work up to, as you adjust your stance and wind up for the kill. This is perhaps the best way to keep GWM on the table as written, but preventing it from getting out of hand, as it would limit its use to once per turn. This same solution works well for limiting the burst damage of divine smite. You could however give extra attack as a free action on those occasions.
A simply fix you might like has arrived in the comments section.What are some great Feats for Barbarians? - Dungeons \u0026 Dragons Barbarian Guide
There you go! How have you got on with Great Weapon Master feat on your table?They allow you to make an attack at a reduced chance to hit in order to deal a considerable amount of bonus damage.
I wanted a way to figure out when I should be using my Sharpshooter feat in battle as opposed to a regular attack. That lead me to create this spreadsheet. Both of these feats have perks other than the increased damage. This post and the spreadsheet, however, will focus on the damage dealing portion of both feats. The optimal way of using Great Weapon Master and Sharpshooter is to use them when the damage outweighs the increased chance of missing. As stated in the description of both feats, you have to declare that you are going to be using Great Weapon Master or Sharpshooter before you attack.
This presents an element of risk. I did some research online to determine how I should go about calculating my target AC. I found the formula here. Desamir, the author of the formula goes into detail how they went about creating the formula.
Attack Modifier: Your attack modifier which can be calculated by adding the appropriate stat STR or DEXyour proficiency, and any additional bonuses such as the Archery Fighting style.
Do not account for the -5 to attack in this cell, it is already in the formula. Bonus Attack Modifiers: Any magical effects that increase or decrease your attack should be input here. Damage Die: Select from the damage dice I have listed. I have converted these dice in the formula to use their average rolls so you cannot input your own. Bonus Damage: Any damage modifiers such as your ability modifier should be included here.
This also includes any magical effects that increase or decrease your damage.
This is calculated based on your Attack Modifiers and Damage information that you input into their appropriate cells. This is an optional cell. Finally, we add 16 which is the calculated constant.
This formula determines what the Maximum AC is that you should attack with a Power Attack rather than a regular weapon attack.Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. Connect and share knowledge within a single location that is structured and easy to search. From what I have read in the PHB the benefits of the Great Weapon Fighting fighting style apply to both two-handed heavy weapons and using a versatile weapon with two hands.
That means gnomes and halflings, or any Small or otherwise character who can can use versatile weapons but can only wield Heavy Weapons at disadvantage an effective -5 have an increased penalty from this part of the feat.
There have been no errata to re-word the feat itself. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. The feat is targeted at only STR-based characters, using both hands as all Heavy weapons have the two-handed property.
It is too flexible to be used with versatile weapons. Consider that you could drop something from your hand like an Arcane Focus, or something elseattack with both hands, and pick the thing back up with your free-object interaction. But maybe the most broken combo here would be Monks. Consider also that you could now use this with weapons like the Quarterstaff, Trident, or Spear, which only do 1d8 damage when used with both hands. As a house-rule, I would not allow it.
I very much enjoy the flavor, and the limitation, of the feat, requiring a big and heavy weapon to be used. My players are also power-gamers - I'm sure they'd exploit this somehow.
When fighters and barbarians can pull off several attacks per turn with advantage, this becomes quite imbalanced compared with casters or ranged characters.
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Is there errata that lets the second benefit of the Great Weapon Master feat apply to versatile weapons particularly for Small PCs? Ask Question. Asked 3 years, 10 months ago. Active 2 years, 3 months ago. Viewed 21k times. Is there an errata to add versatile weapons to the feat? Improve this question. David David 99 1 1 gold badge 1 1 silver badge 3 3 bronze badges. You may want to clarify your question.
Great Weapon Master and Sharpshooter 5e Calculator
Add a comment. Active Oldest Votes. Flavor-wise, the feat only makes sense with big and heavy weapons. Rules-wise, the definition is perfectly clear. Improve this answer. BlueMoon93 BlueMoon93 Sign up or log in Sign up using Google.
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Great Weapon Master 5E Feat
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