Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
I was looking if unoccupied space can be considered 5feet up as well, If you hit the person shin and send them 5 feet in to the air upwards by upper cut.
Then noticed that after you send them to the air this 3 combo's looked interesting.
1- Crusher + Shield Master
-If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
So you start by Crusher 5 feet up then you combo it with shield master shove for 5 more feet to the air.
So the target will be 10 feet up then fall own it's own for fall damage
2- Crusher + Dex Save spell
The idea was you send the target 5 feet up by Crusher then if you have a spell caster turn come next to cast a spell that requires Dex Save, because the target is in the air that can't fly or hover, the target will not have the option to make a Save because it can't avoid the spell or the DC Save will be much higher.
3. Crusher + Tavern Brawler
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
You send the target 5 feet in the air by Crusher then as a bonus action you use Tavern Brawler to grab the target for a German Supplex move. Because the target has no flight or hover in the air, it can't use much of its Strength to save it self.
Or if you manage to do German Supplex and pin them down maybe 1d4 or depending on the weight for extra damage?
Question:
Am still wandering if you hit a creature by upper cut to the shin to the air 5 feet, then it's the enemy turn will they land 5 feet down normally like nothing happened or will they need to do Con Save to not to lose balance?
Because if I was send flying 5 feet up, I don't I will make it because of the hit down .
-If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
So you start by Crusher 5 feet up then you combo it with shield master shove for 5 more feet to the air.
So the target will be 10 feet up then fall own it's own for fall damage
Illegal under a rule in Xanathar's that isn't listed as optional but since it's in Xanathar's it might not be at your table. The rule states that all falls are instantaneous. Without that rule, it's up to your DM when falling happens.
2- Crusher + Dex Save spell
The idea was you send the target 5 feet up by Crusher then if you have a spell caster turn come next to cast a spell that requires Dex Save, because the target is in the air that can't fly or hover, the target will not have the option to make a Save because it can't avoid the spell or the DC Save will be much higher.
Illegal regardless - your first combo was based on persuading your DM to let the fall happen at end of turn, but no DM anywhere is going to let someone hang in the air for multiple turns without falling. If that's legal the whole game will break down because you'd be able to fly: jump in the air. You'll float until your turn comes back around. While floating, have a conga line of other people show up (they'll bring ladders) to shove you through the air, and you can fly wherever they send you, without them ever being responsible for how much you weight. It's nonsense.
3. Crusher + Tavern Brawler
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
You send the target 5 feet in the air by Crusher then as a bonus action you use Tavern Brawler to grab the target for a German Supplex move. Because the target has no flight or hover in the air, it can't use much of its Strength to save it self.
Double plus illegal: now you're explicitly violating the RAW. A falling target is not worse at grappling than a non-falling target.
Am still wandering if you hit a creature by upper cut to the shin to the air 5 feet, then it's the enemy turn will they land 5 feet down normally like nothing happened or will they need to do Con Save to not to lose balance?
Because if I was send flying 5 feet up, I don't I will make it because of the hit down .
If you have a remotely normal DM, the creature won't wait for its turn to start to fall. It will fall as soon as possible (if Xanathar's) or potentially at the end of the current turn if you persuade your DM to Rule of Cool your combo. In either case, the fall is a normal fall. 5' falls don't involve a save and 10'+ falls do, but the save is Dex, not Con.
I think your best bet is to convince your DM to do the crusher + shield master combo. It’s very thematic and, honestly, not an OP exploit. The best combo you could use is crusher with difficult terrain or an persistent AOE damage spell.
The idea was you send the target 5 feet up by Crusher then if you have a spell caster turn come next to cast a spell that requires Dex Save, because the target is in the air that can't fly or hover, the target will not have the option to make a Save because it can't avoid the spell or the DC Save will be much higher.
Illegal regardless - your first combo was based on persuading your DM to let the fall happen at end of turn, but no DM anywhere is going to let someone hang in the air for multiple turns without falling. If that's legal the whole game will break down because you'd be able to fly: jump in the air. You'll float until your turn comes back around. While floating, have a conga line of other people show up (they'll bring ladders) to shove you through the air, and you can fly wherever they send you, without them ever being responsible for how much you weight. It's nonsense.
You forgot one very simple very silly little thing:
Ready Action
Rollback Post to RevisionRollBack
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Viable uses include (I’ve done all these in game):
1) knockback into a space between you and another party member for flanking.
2) knockback into cloud of daggers, create bonfire, spike growth, web or other such spells.
3) knockback to allow you a ‘free’ disengage.
4) combine with Dao Genie Warlock for knockback at range or with non bludgeoning weapons and spells like firebolt or eldritch blast.
5) combine with booming blade to make them think twice about chasing after you. Possibly resulting in them missing a round if they don’t have ranged weapons
6) combine with Ranger Swarm Keeper, and repelling blast for a potential 15+5+10+10= 40 foot of knockback, amazing opportunities in combat with this. Spike growth for example would do an additional 16d4 after you push something right through from one end to the other.
7) knockback over ledges , over cliff edges, bridges, stairways etc for awesome falling damage.
-If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
So you start by Crusher 5 feet up then you combo it with shield master shove for 5 more feet to the air.
So the target will be 10 feet up then fall own it's own for fall damage
Illegal under a rule in Xanathar's that isn't listed as optional but since it's in Xanathar's it might not be at your table. The rule states that all falls are instantaneous. Without that rule, it's up to your DM when falling happens.
That's not what it says. 1. It explicitly says it is an optional rule. 2. It says the distance of the fall happens instantly. It is silent on the fall taking priority over other actions or whatever.
2- Crusher + Dex Save spell
The idea was you send the target 5 feet up by Crusher then if you have a spell caster turn come next to cast a spell that requires Dex Save, because the target is in the air that can't fly or hover, the target will not have the option to make a Save because it can't avoid the spell or the DC Save will be much higher.
Illegal regardless - your first combo was based on persuading your DM to let the fall happen at end of turn, but no DM anywhere is going to let someone hang in the air for multiple turns without falling. If that's legal the whole game will break down because you'd be able to fly: jump in the air. You'll float until your turn comes back around. While floating, have a conga line of other people show up (they'll bring ladders) to shove you through the air, and you can fly wherever they send you, without them ever being responsible for how much you weight. It's nonsense.
Nothing is "illegal" here...
1. All turns in a round happen simultaneously.
2. The mechanically correct way to do this is have the spellcaster Ready their action to target the now-in-the-air guy after he gets popped up by crusher.
3.
4. Profit.
3. Crusher + Tavern Brawler
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
You send the target 5 feet in the air by Crusher then as a bonus action you use Tavern Brawler to grab the target for a German Supplex move. Because the target has no flight or hover in the air, it can't use much of its Strength to save it self.
Double plus illegal: now you're explicitly violating the RAW. A falling target is not worse at grappling than a non-falling target.
I'm not sure "illegal" means what you think it means.
A DM would be well within their rights to grant disadvantage to someone trying to avoid getting grappled while they're midair. Conversely, they'd also be within their right to grant disadvantage to the person trying to grapple the guy mid-fling, too. Whether this combo works or backfires will be 100% DM dependant.
Am still wandering if you hit a creature by upper cut to the shin to the air 5 feet, then it's the enemy turn will they land 5 feet down normally like nothing happened or will they need to do Con Save to not to lose balance?
Because if I was send flying 5 feet up, I don't I will make it because of the hit down .
If you have a remotely normal DM, the creature won't wait for its turn to start to fall. It will fall as soon as possible (if Xanathar's) or potentially at the end of the current turn if you persuade your DM to Rule of Cool your combo. In either case, the fall is a normal fall. 5' falls don't involve a save and 10'+ falls do, but the save is Dex, not Con.
This, is accurate. Though, the DM is still well within the rules to call for consequences if the situation warrants it. A typical 5' fall has none, but not all situations are typical.
Then on a crit i get advantage on all of the rest of my attacks including my bonus attack. This allows me to follow up crits with the -5 to hit +10 to damage
Downside is the weapon must do Bludgeoning damage, which some mobs resist.
On the up side you don't have to put them prone to get the attack Advantage roll
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Here are some things that look like a combo's
The Crusher feat states:
I was looking if unoccupied space can be considered 5feet up as well, If you hit the person shin and send them 5 feet in to the air upwards by upper cut.
Then noticed that after you send them to the air this 3 combo's looked interesting.
1- Crusher + Shield Master
-If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
So you start by Crusher 5 feet up then you combo it with shield master shove for 5 more feet to the air.
So the target will be 10 feet up then fall own it's own for fall damage
2- Crusher + Dex Save spell
The idea was you send the target 5 feet up by Crusher then if you have a spell caster turn come next to cast a spell that requires Dex Save, because the target is in the air that can't fly or hover, the target will not have the option to make a Save because it can't avoid the spell or the DC Save will be much higher.
3. Crusher + Tavern Brawler
You send the target 5 feet in the air by Crusher then as a bonus action you use Tavern Brawler to grab the target for a German Supplex move. Because the target has no flight or hover in the air, it can't use much of its Strength to save it self.
Or if you manage to do German Supplex and pin them down maybe 1d4 or depending on the weight for extra damage?
Question:
Am still wandering if you hit a creature by upper cut to the shin to the air 5 feet, then it's the enemy turn will they land 5 feet down normally like nothing happened or will they need to do Con Save to not to lose balance?
Because if I was send flying 5 feet up, I don't I will make it because of the hit down .
Illegal under a rule in Xanathar's that isn't listed as optional but since it's in Xanathar's it might not be at your table. The rule states that all falls are instantaneous. Without that rule, it's up to your DM when falling happens.
Illegal regardless - your first combo was based on persuading your DM to let the fall happen at end of turn, but no DM anywhere is going to let someone hang in the air for multiple turns without falling. If that's legal the whole game will break down because you'd be able to fly: jump in the air. You'll float until your turn comes back around. While floating, have a conga line of other people show up (they'll bring ladders) to shove you through the air, and you can fly wherever they send you, without them ever being responsible for how much you weight. It's nonsense.
Double plus illegal: now you're explicitly violating the RAW. A falling target is not worse at grappling than a non-falling target.
If you have a remotely normal DM, the creature won't wait for its turn to start to fall. It will fall as soon as possible (if Xanathar's) or potentially at the end of the current turn if you persuade your DM to Rule of Cool your combo. In either case, the fall is a normal fall. 5' falls don't involve a save and 10'+ falls do, but the save is Dex, not Con.
I think your best bet is to convince your DM to do the crusher + shield master combo. It’s very thematic and, honestly, not an OP exploit. The best combo you could use is crusher with difficult terrain or an persistent AOE damage spell.
You forgot one very simple very silly little thing:
Ready Action
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Drummer Generated Title
After having been invited to include both here, I now combine the "PM me CHEESE 🧀 and tomato into PM me "PIZZA🍕"
Viable uses include (I’ve done all these in game):
1) knockback into a space between you and another party member for flanking.
2) knockback into cloud of daggers, create bonfire, spike growth, web or other such spells.
3) knockback to allow you a ‘free’ disengage.
4) combine with Dao Genie Warlock for knockback at range or with non bludgeoning weapons and spells like firebolt or eldritch blast.
5) combine with booming blade to make them think twice about chasing after you. Possibly resulting in them missing a round if they don’t have ranged weapons
6) combine with Ranger Swarm Keeper, and repelling blast for a potential 15+5+10+10= 40 foot of knockback, amazing opportunities in combat with this. Spike growth for example would do an additional 16d4 after you push something right through from one end to the other.
7) knockback over ledges , over cliff edges, bridges, stairways etc for awesome falling damage.
The list is as long as your imagination is good.
That's not what it says. 1. It explicitly says it is an optional rule. 2. It says the distance of the fall happens instantly. It is silent on the fall taking priority over other actions or whatever.
Nothing is "illegal" here...
1. All turns in a round happen simultaneously.
2. The mechanically correct way to do this is have the spellcaster Ready their action to target the now-in-the-air guy after he gets popped up by crusher.
3.
4. Profit.
I'm not sure "illegal" means what you think it means.
A DM would be well within their rights to grant disadvantage to someone trying to avoid getting grappled while they're midair. Conversely, they'd also be within their right to grant disadvantage to the person trying to grapple the guy mid-fling, too. Whether this combo works or backfires will be 100% DM dependant.
This, is accurate. Though, the DM is still well within the rules to call for consequences if the situation warrants it. A typical 5' fall has none, but not all situations are typical.
I got quotes!
This is how I am thinking about using Crusher:
Taking Champion Fighter style next level ( increased threat range)
Taking Great Weapon Master Feat which gives a bonus attack on crit.
Then next Feat, what ever level that is, Crusher.
Then on a crit i get advantage on all of the rest of my attacks including my bonus attack. This allows me to follow up crits with the -5 to hit +10 to damage
Downside is the weapon must do Bludgeoning damage, which some mobs resist.
On the up side you don't have to put them prone to get the attack Advantage roll