Stuff like a artificer with a protector turret are great for a barbarian, but not likely a feature the barbarian will multiclass in order to pickup.
And if close combat will have a perpetual stream of temp hp, probably a hex/paladin would enjoy being up close, and someone will probably enjoy a rogue (isn't trickster ~ always better than mastermind, or just because the mage hand is a bonus action, they'd still need a full action to provide help to anyone else).
It's trying to understand how party members can use bonus actions and reactions to help & play off turn.
Technically bonus actions are on turns not off, only reactions and held actions are off turn. Reactions generally allow the character to reduce damage done to them OR to attack foes coming to, thru or leaving their area of effect. Bonus actions generally either give you extra attacks or extra movement of some sort. Having more than 2-3 options for either can be more problematic than helpful since you never get more than 1 of each type of action.
Well, a mastermind "helping" on their turn is a bonus action which though narratively happens in the moment, mechanically it "help" happens when your party member takes their action. (And for that matter, arn't humumculi & familiars better for giving party members help?)
The thing about familiars is that they're very susceptible to AoE, or just any enemy deciding to devote an attack or two to taking them off the board. Generally speaking if you want a class with bonus action/reaction class features for interacting with the field, look at Bards.
Not everyone wants to play a class that summons a familiar. Also "help" can be a feint or a distraction against the target. It happens during the turn and its effect lasts for a certain duration.
Whatever you have suggested in the first thread are usually what tactical meetings between players will include, planning ahead before a campaign, where everyone discusses in details what they will be playing and how to maximize synergy across different classes. Just remember: from then onwards, you will be designing characters based primarily on their functions, abilities and what they can offer most to the party. Dungeon crawlers do require precise plannings like that.
I think you can certainly give the question to ChatGPT and get exactly the answer you might like:
Bonus action can only be performed in a turn, but its effect might last for turns or rounds. Reaction can be used once a round, and it can be used off-turn (You can refer to Player's Handbook and DMG for detailed reference).
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Personal Signature should be creative and original:
Game: DD 5e
Group preferred: On the line
Experience: 4 yrs or so.
Location/Timezone: Iseikai Time//EMT (Emilia-tan), but not MIT.
Availability: When I sign up, I know I should be free.
Preferred role: Player. But honestly, I am into serious relationship.
Order Cleric + Rogue -> Order Cleric's Voice of Authority can guarantee the Rogue gets an additional attack as a reaction and they can sneak attack with that additional attack doubling their damage per round.
Twilight Cleric + Barbarian -> That aura cures the major weakness of most barbarians : charm & fear, plus gives them an endless supply of temporary HP. Honestly this is such a good combo I could seen a Barbarian MCing to get it.
Wild Magic Barbarian + Paladin -> Barb recharges those smite slots and Paladin heals up the Barbarian.
Shepherd Druid + Rogue -> Shepherd Druid can guarantee sneak attack every turn either using totems or summons.
Moon Druid + Cavalier Fighter -> Why buy a mount when your friendly neighbourhood druid can be your mount?
Warlock + Rune Knight -> make your grapple buddy unstoppable by using Hex to give the grapple-ee disadvantage on their check
Stuff like a artificer with a protector turret are great for a barbarian, but not likely a feature the barbarian will multiclass in order to pickup.
And if close combat will have a perpetual stream of temp hp, probably a hex/paladin would enjoy being up close, and someone will probably enjoy a rogue (isn't trickster ~ always better than mastermind, or just because the mage hand is a bonus action, they'd still need a full action to provide help to anyone else).
It's trying to understand how party members can use bonus actions and reactions to help & play off turn.
Technically bonus actions are on turns not off, only reactions and held actions are off turn. Reactions generally allow the character to reduce damage done to them OR to attack foes coming to, thru or leaving their area of effect. Bonus actions generally either give you extra attacks or extra movement of some sort. Having more than 2-3 options for either can be more problematic than helpful since you never get more than 1 of each type of action.
Wisea$$ DM and Player since 1979.
Well, a mastermind "helping" on their turn is a bonus action which though narratively happens in the moment, mechanically it "help" happens when your party member takes their action. (And for that matter, arn't humumculi & familiars better for giving party members help?)
The thing about familiars is that they're very susceptible to AoE, or just any enemy deciding to devote an attack or two to taking them off the board. Generally speaking if you want a class with bonus action/reaction class features for interacting with the field, look at Bards.
Not everyone wants to play a class that summons a familiar. Also "help" can be a feint or a distraction against the target. It happens during the turn and its effect lasts for a certain duration.
Whatever you have suggested in the first thread are usually what tactical meetings between players will include, planning ahead before a campaign, where everyone discusses in details what they will be playing and how to maximize synergy across different classes. Just remember: from then onwards, you will be designing characters based primarily on their functions, abilities and what they can offer most to the party. Dungeon crawlers do require precise plannings like that.
I think you can certainly give the question to ChatGPT and get exactly the answer you might like:
Bonus action can only be performed in a turn, but its effect might last for turns or rounds. Reaction can be used once a round, and it can be used off-turn (You can refer to Player's Handbook and DMG for detailed reference).
Personal Signature should be creative and original:
Game: DD 5e
Group preferred: On the line
Experience: 4 yrs or so.
Location/Timezone: Iseikai Time//EMT (Emilia-tan), but not MIT.
Availability: When I sign up, I know I should be free.
Preferred role: Player. But honestly, I am into serious relationship.
Game style: I don't fill the chat with ooc.
Some cool synergies:
Order Cleric + Rogue -> Order Cleric's Voice of Authority can guarantee the Rogue gets an additional attack as a reaction and they can sneak attack with that additional attack doubling their damage per round.
Twilight Cleric + Barbarian -> That aura cures the major weakness of most barbarians : charm & fear, plus gives them an endless supply of temporary HP. Honestly this is such a good combo I could seen a Barbarian MCing to get it.
Wild Magic Barbarian + Paladin -> Barb recharges those smite slots and Paladin heals up the Barbarian.
Shepherd Druid + Rogue -> Shepherd Druid can guarantee sneak attack every turn either using totems or summons.
Moon Druid + Cavalier Fighter -> Why buy a mount when your friendly neighbourhood druid can be your mount?
Warlock + Rune Knight -> make your grapple buddy unstoppable by using Hex to give the grapple-ee disadvantage on their check
Love the sound of that last synergy, Warlock + Rune Knight. 👍