An initiative bonus is valuable in both the size of the bonus and the frequency with which it can be applied.
In this case, anything helps if it can prevent combats from escalating into lengthier encounters or, better, if it can cut combats into separate and shorter discrete events. Forest gnomes with minor illusion might lure individuals out while, say, tortles with natural armour have one potential buff for sneaking.
In any such case, if characters had any level of initiative advantage, abilities like those mentioned could enable the advantage in initiative to be used with increased frequency.
With the release of The Wild Beyond the Witchlight, the Harengon race allows you to add your proficiency bonus to your initiative rolls. This has an interesting interaction with Level 11 rogues where you get to Take10 on initiative rolls because you add your proficiency bonus.
You can combine this with multi-classing Gloomstalker for +WIS Mod to initiative, Swashbuckler for +CHA Mod to initiative, Bladesinger for +INT Mod to initiative (little more of a stretch for the character). Rogue 11 / Ranger (Gloomstalker) 3 with the Alert feat can get crazy high guaranteed initiative rolls. If you just want to boost initiative you can go Swashbuckler, but if you want to make use of your high initiative, you can go Assassin to get advantage against enemies who haven't acted yet.
Yep, Just Harengons and Humans or Custom Lineage who take Fey Touched as their feat and snag Gift of Alacrity.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I believe the wording for the auto gnome allows its feature that adds to ability checks to add to initiative. Similarly worded features mention failed checks, but the auto gnomes doesn’t. Initiative isn’t actually a check you can “fail”.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
An initiative bonus is valuable in both the size of the bonus and the frequency with which it can be applied.
In this case, anything helps if it can prevent combats from escalating into lengthier encounters or, better, if it can cut combats into separate and shorter discrete events. Forest gnomes with minor illusion might lure individuals out while, say, tortles with natural armour have one potential buff for sneaking.
In any such case, if characters had any level of initiative advantage, abilities like those mentioned could enable the advantage in initiative to be used with increased frequency.
With the release of The Wild Beyond the Witchlight, the Harengon race allows you to add your proficiency bonus to your initiative rolls. This has an interesting interaction with Level 11 rogues where you get to Take10 on initiative rolls because you add your proficiency bonus.
You can combine this with multi-classing Gloomstalker for +WIS Mod to initiative, Swashbuckler for +CHA Mod to initiative, Bladesinger for +INT Mod to initiative (little more of a stretch for the character). Rogue 11 / Ranger (Gloomstalker) 3 with the Alert feat can get crazy high guaranteed initiative rolls. If you just want to boost initiative you can go Swashbuckler, but if you want to make use of your high initiative, you can go Assassin to get advantage against enemies who haven't acted yet.
Herengons
Yep, Just Harengons and Humans or Custom Lineage who take Fey Touched as their feat and snag Gift of Alacrity.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I believe the wording for the auto gnome allows its feature that adds to ability checks to add to initiative. Similarly worded features mention failed checks, but the auto gnomes doesn’t. Initiative isn’t actually a check you can “fail”.