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* Before the Enhanced Edition nerfed it, Algernon's Cloak - which you can get in chapter 1 by pickpocketing or killing a very weak NPC - could be used to charm NPCs. Without breaking stealth or invisibility. An infinite number of times per day. And charm spells used to last for an absurdly long time. The player could easily charm the entire map, then have the charmed creatures kill each other until only one was left. Or at least charm themselves a dangerous front line that could be instantly replaced.
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* The Blood of Lathander. Legendary weapons are intentionally overpowered, but most aren't found until late Act 2 or Act 3, but the Blood of Lathander [[DiscOneNuke is found in Act 1]], and while you have to do some leg work to get it, it is well worth it. Not only is it a +3 mace, but it also has the chance to [[BlindedByTheLight blind undead and fiends]] if they stand within the holy light that it sheds, restores the party's hit points when they are reduced to zero HP, and allows them to cast Sunbeam, a powerful 6th-level spell. All of that is already good, but because Act 2 is filled with undead enemies, the blind effect becomes a potentially always active effect during battle. Combine it with a cleric's Spiritual Guardians, and you can make a blender of death that the AI doesn't know how to handle besides ranged attacks. Even in Act 3 where you fight less undead, you can find just enough undead and fiends there (e.g. the boss battles against Cazador and Raphael) to make it useful still.

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* The Blood of Lathander. Legendary weapons are intentionally overpowered, but most aren't found until late Act 2 or Act 3, but the Blood of Lathander [[DiscOneNuke is found in Act 1]], and while you have to do some leg work to get it, it is well worth it. Not only is it a +3 mace, but it also has the chance to [[BlindedByTheLight blind undead and fiends]] if they stand within the holy light that it sheds, restores the party's hit points when they are reduced to zero HP, and allows them to cast Sunbeam, a powerful 6th-level spell. All of that is already good, but because Act 2 is filled with undead enemies, the blind effect becomes a potentially always active effect during battle. Combine it with a cleric's Spiritual Guardians, and you can make a blender of death that the AI doesn't know how to handle besides ranged attacks. Even in Act 3 where you fight less undead, you can find just enough undead and fiends there (e.g. the boss battles against Cazador and Raphael) to make it useful still. The ability to cast a 6th-level [=AOE=] spell for free every long rest can also turn the tide of most fights.
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* [[StuffBlowingUp Explosives]]. Things like Smokepowder Bomb and Alchemist Fire can be purchased at just about any merchant and can be lobbed at an enemy to do some decent damage. Crucially, they can also be detonated if exposed to fire. So you can set them down on the ground like a trap and shoot them with a fire arrow or something and boom. Now imagine what would happen if you put a whole bunch of them together in a breakable container, like a Backpack, plopped it down next to a powerful enemy, and lobbed a Fireball at it...for extra oomph, throw in the Firewine, Oil and Smokepower Barrels that are lying around all over the place.
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* Stealth in particular is incredibly busted, due to one simple factor: if you start a battle by attacking an enemy while hidden, all enemies in the area get hit with Surprise, a stun that prevents them from taking a turn. Combined with haste, stun and classes with an obscene amount of actions per turn like Fighter, Barbarian and Monk, you can finish off many encounters in the game ''without the enemy even being able to act once'', even on higher difficulties. And even if they do manage to survive your initial onslaught, they will be so low on health that they don't pose much of a threat for long. As a result, the only fights that are a challenge if you use stealth (even on characters that aren't built with it in mind, since it doesn't have any sort of skill requirement so long as you stay out of cones of vision, which is very easy in turn-based mode) are fights that you ''can't'' initiate with stealth, such as boss fights and other encounters with enemies that spawn the instant battle starts.

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* Stealth in particular is incredibly busted, due to one simple factor: if you start a battle by attacking an enemy while hidden, all enemies in the area get hit with Surprise, a stun that the Surprised condition, which prevents them from taking a turn. Combined with haste, stun and classes with an obscene amount of actions per turn like Fighter, Barbarian and Monk, you can finish off many encounters in the game ''without the enemy even being able to act once'', even on higher difficulties. And even if they do manage to survive your initial onslaught, they will be so low on health that they don't pose much of a threat for long. As a result, the only fights that are a challenge if you use stealth (even on characters that aren't built with it in mind, since it doesn't have any sort of skill requirement so long as you stay out of cones of vision, which is very easy in turn-based mode) are fights that you ''can't'' initiate with stealth, such as boss fights and other encounters with enemies that spawn the instant battle starts.



** But wait, there's more! Perilous Stakes is an illithid power you can get after just 2 tadpoles that makes the target roll an intelligence save. If it fails, it gains 2d8 healing on all attacks but it also becomes vulnerable to all damage for 3 turns. If you can get it off, even on higher difficulties, any of the Chosen can be made into an absolute joke as a single monk absolutely '''ruins''' their health bar.

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** But wait, there's more! And it gets even better! Perilous Stakes is an illithid power you can get after just 2 tadpoles that makes the target roll an intelligence save. If it fails, it gains 2d8 healing on all attacks but it also becomes vulnerable to all damage for 3 turns. If you can get it off, even on higher difficulties, any of the Chosen can be made into an absolute joke as a single monk absolutely '''ruins''' their health bar.



* The Potent Robe, which you can obtain as a reward from Alfira after rescuing the imprisoned tiefling refugees within Moonrise Towers, is pretty much the perfect attire for a Sorcerer or a Warlock. It's a robe, so its base AC is only 10 and doesn't count as armour and it can be combined with benefit from being unarmoured (such as casting Mage Armor or using magic items such as Bracers of Defense), but it still adds a +1 to your AC separately. At the start of your turn, you gain a sudden boost of temporary hit points equal to your Charisma modifier, allowing you to last quite longer in most fights. But the real kicker comes from its Gregarious Caster feature, which adds your Charisma modifier to your cantrips’ damage rolls.

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* The Potent Robe, which you can obtain as a reward from Alfira after rescuing the imprisoned tiefling refugees within Moonrise Towers, is pretty much the perfect attire for a Sorcerer or a Warlock. It's a robe, so its base AC is only 10 and doesn't count as armour armor and it can be combined with benefit from being unarmoured unarmored (such as casting Mage Armor or using magic items such as Bracers of Defense), but it still adds a +1 to your AC separately. At the start of your turn, you gain a sudden boost of temporary hit points equal to your Charisma modifier, allowing you to last quite longer in most fights. But the real kicker comes from its Gregarious Caster feature, which adds your Charisma modifier to your cantrips’ damage rolls.



** ButWaitTheresMore Have the Warlock be a Great Old One which makes enemies frightened at you on critical hits, equip as many weapons and armor that increase the crit range, and the ring that gives out advantages on attack rolls (and disadvantage on saving throws but that's irrelevant at this point) and utterly annihilate everything in your path.
* Gloves of Dexterity, at least for characters who aren't already built for dex. It sets your Dexterity score to 18, so long as you're not already at 18 or higher, which in itself is generally useful for finesse weapon attacks or general dex checks, but the main benefit is that dexterity is what affects your AC, meaning that no matter your build, you're getting a guaranteed +4 to your AC from these gloves, while not actually counting as armour. Combined with casting Mage Armor (a level 1 spell available to almost every caster class, while Warlocks are able to cast it without using a spell slot once a day), or any additional non-armour gear items that give AC bonuses such as certain boots or capes, you can make your AC score rival the heaviest plate armour even while remaining unarmoured.

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** ButWaitTheresMore Have the Warlock be with a Great Old One patron which makes your enemies frightened at you on upon rolling a critical hits, hit, equip as many weapons and armor items that increase the crit range, range and/or spell save DC as you can, and get the ring Risky Ring that gives out advantages advantage on attack rolls (and (at the cost of disadvantage on saving throws throws, but that's irrelevant at this point) and utterly annihilate everything in your path.
path while your enemies are too scared to fight back.
* Gloves of Dexterity, at least for characters who aren't already built for dex. Dexterity. It sets your Dexterity score to 18, so long as you're not already at 18 or higher, which in itself is generally useful for finesse weapon attacks or general dex DEX checks, but the main benefit is that dexterity is what affects your AC, meaning that no matter your build, you're getting a guaranteed +4 to your AC from these gloves, while not actually counting as armour. armor. Combined with casting Mage Armor (a level 1 spell available to almost every caster class, while Warlocks are able to cast it without using a spell slot once a day), with the Armor of Shadows invocation), or any additional non-armour non-armor gear items that give AC bonuses such as certain boots or capes, you can make your AC score rival the heaviest plate armour armor even while remaining unarmoured.unarmored.



* The Blood of Lathander. Legendary weapons are intentionally overpowered, but most aren't found till late Act 2 or Act 3, but the Blood of Lathander is found in Act 1, and while you have to do some leg work to get it, it is well worth it. Not only is it a +3 mace, but it has the chance to blind undead and fiends, restores the users HP when they are knocked to zero, and allows them to cast Sunbeam, a sixth level spell that is really strong for when you get. All of that already is good, but because Act 2 is filled with undead enemies, the blind effect becomes a potentially always active effect during battle. Combine it with a cleric's Spiritual Guardians, and you make a blender of death that the AI doesn't know how to handle besides ranged attacks. Even in Act 3 where you fight less undead, you fight just enough undead and fiends to still make it really powerful.

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* The Blood of Lathander. Legendary weapons are intentionally overpowered, but most aren't found till until late Act 2 or Act 3, but the Blood of Lathander [[DiscOneNuke is found in Act 1, 1]], and while you have to do some leg work to get it, it is well worth it. Not only is it a +3 mace, but it also has the chance to [[BlindedByTheLight blind undead and fiends, fiends]] if they stand within the holy light that it sheds, restores the users HP party's hit points when they are knocked reduced to zero, zero HP, and allows them to cast Sunbeam, a sixth level spell that is really strong for when you get. powerful 6th-level spell. All of that is already is good, but because Act 2 is filled with undead enemies, the blind effect becomes a potentially always active effect during battle. Combine it with a cleric's Spiritual Guardians, and you can make a blender of death that the AI doesn't know how to handle besides ranged attacks. Even in Act 3 where you fight less undead, you fight can find just enough undead and fiends there (e.g. the boss battles against Cazador and Raphael) to still make it really powerful.useful still.
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* The Blood of Lathander. Legendary weapons are intentionally overpowered, but most aren't found till late Act 2 or Act 3, but the Blood of Lathander is found in Act 1, and while you have to do some leg work to get it, it is well worth it. Not only is it a +3 mace, but it has the chance to blind undead and fiends, restores the users HP when they are knocked to zero, and allows them to cast Sunbeam, a sixth level spell that is really strong for when you get. All of that already is good, but because Act 2 is filled with undead enemies, the blind effect becomes a potentially always active effect during battle. Combine it with a cleric's Spiritual Guardians, and you make a blender of death that the AI doesn't know how to handle besides ranged attacks. Even in Act 3 where you fight less undead, you fight just enough undead and fiends to still make it really powerful.
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* Stack enough Sleight of Hand and Dexterity bonuses and it becomes trivially easy to use the Pickpocket skill to rob any merchant in the game blind (literally if you cast something like Fog Cloud or Darkness to hide your illicit activities), giving you access to expensive equipment that you might not otherwise be able to afford.
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** Any active Illithid ability can be made even better with the Awakened buff, which you get by entering the Githyanki Zaith'isk in Act One and passing all of the saves. This allows every Illithid ability that would require an Action to be used as a Bonus Action. This allows you to use abilities like Shatter Psyche to lower AC, Perilous Stakes (which, by the way, can be cast on enemies) to inflict vulnerability to all damage, or even the aforementioned Black Hole, in the same round as an attack.
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* Alert is another feat that is pretty great for breaking the game's combat. It's a pretty straight forward feat, it adds a +5 to your initiative roll and prevents you from being surprised, which in practice tends to guarantee that you end up going first in combat unless an enemy rolls extremely high. Combined with a character that is built to do a lot of damage quickly, you can set it so combat is very much in your favour right from the start.

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* Alert is another feat that is pretty great for breaking the game's combat. It's a pretty straight forward feat, it adds a +5 to your initiative roll and prevents you from being surprised, which in practice tends to guarantee that you end up going first in combat unless an enemy rolls extremely high.high (as the game uses a roll of 1d4 for determining base initiative instead of the 1d20 in D&D proper). Combined with a character that is built to do a lot of damage quickly, you can set it so combat is very much in your favour right from the start.
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** Second, the game has an usually high amount of items and feats dedicated to throwing. The Returning Pike is a weapon found for cheap in Act 1 at the Goblin Camp, which is a spear that allows the user to throw it and automatically return it to their hand if it strikes an enemy. This single weapon, if used on a Strength character, is so viable that it can be used throughout the rest of Act 1 and 2. It is then replaced in Act 3 by Nylruna, a legendary spear that does the same thing but comes with a ton of unique upgrades. The spear does 1d8+1d6 damage on every hit, detonates in a 3-12 thunder damage AOE if it hits a target while being thrown, passively increases jump and sprinting distance, and comes with two unique spells- Zephyr Flash and Zephry Break. The former is a charge attack that does 6d8 thunder damage in an AOE around the target and inflicts bleed, while the later is a 6d6 cone of thunder damage that pushes enemies back. Combined, this weapon is ''the'' go-to weapon for anyone interested in throwing as a combat stat, and the best part is that it can be picked up in Rivington at the Circus of the Last Days, aka ''the very start of Act 3.''

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** Second, the game has an usually high amount of items and feats dedicated to throwing. The Returning Pike is a weapon found for cheap in Act 1 at the Goblin Camp, which is a spear that allows the user to throw it and automatically return it to their hand if it strikes an enemy. This single weapon, if used on a Strength character, is so viable that it can be used throughout the rest of Act 1 and 2. It is then replaced in Act 3 by Nylruna, Nyrulna, a legendary spear trident that does the same thing but comes with a ton of unique upgrades. The spear trident does 1d8+1d6 damage on every hit, detonates in a 3-12 thunder damage AOE if it hits a target while being thrown, passively increases jump and sprinting distance, and comes with two unique spells- Zephyr Flash and Zephry Break. The former is a charge attack that does 6d8 thunder damage in an AOE around the target and inflicts bleed, while the later is a 6d6 cone of thunder damage that pushes enemies back. Combined, this weapon is ''the'' go-to weapon for anyone interested in throwing as a combat stat, and the best part is that it can be picked up in Rivington at the Circus of the Last Days, aka ''the very start of Act 3.''
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** ButWaitTheresMore Have the Warlock be a Great Old One which makes enemies frightened at you on critical hits, equip as many weapons and armor that increase the crit range, and the ring that gives out advantages on attack rolls (and disadvantage on saving throws but that's irrelevant at this point) and utterly annihilate everything in your path.
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** This is taken up to eleven with the Monk, which has the 'Step of the Wind' class actions, which uses a bonus action and a Ki point to give you dash/disengage and removes the bonus action requirement of jump. This makes the only cost of jump 3m of movement. A high strength monk with Enhance Jump, Haste, and a high base movement speed can jump over large swathes of the battlefield for the low cost of 1 bonus action and 1 Ki point, with the dash option increasing the amount of jumps and the disengage option allowing you to ignore potential attacks of opportunity.
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* Better editions of the game offers the Shield of Balduran. It reflects beholder rays, turning these DemonicSpiders into XP-dispensers. It breaks even the quest of the Unseeing Eye, making both an EasyLevelTrick and a SequenceBreaker.

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* Better Newer editions of the game offers offer the Shield of Balduran. It reflects beholder rays, turning these DemonicSpiders into XP-dispensers. It breaks even the quest of the Unseeing Eye, making it both an EasyLevelTrick and a SequenceBreaker.SequenceBreaking.
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** But wait, there's more! Perilous Stakes is an illithid power you can get after just 2 tadpoles that makes the target roll an intelligence save. If it fails, it gains 2d8 healing on all attacks but it also becomes vulnerable to all damage for 3 turns. If you can get it off, even on higher difficulties, any of the Chosen can be made into an absolute joke as a single monk absolutely '''ruins''' their health bar.
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** For a warlock, the Gregarious Caster feature can stack with the Agonizing Blast eldritch invocation to double the bonus damage for the ''eldritch blast'' cantrip. Combine this with the Birthright headwear (increases your Charisma score by 2), the Bard’s Memory bonus feature (also increases your charisma by 2), the Spellmight Gloves (adds a 1d8 bonus damage to cantrips at the cost of a -5 penalty to spell attack rolls), and a maxed out Charisma score of 20, your ''eldritch blast'' would be able to deal up to a maximum of '''96 force damage per turn''' by a Level 11+ warlock.

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** For a warlock, the Gregarious Caster feature can stack with the Agonizing Blast eldritch invocation to double the bonus damage for the ''eldritch blast'' cantrip. Combine this with the Birthright headwear (increases your Charisma score by 2), the Bard’s Memory bonus feature (also increases your charisma by 2), Duke Ravengard’s Longsword ('''[[RuleOfThree also]]''' increases your Charisma by 2), the Spellmight Gloves (adds a 1d8 bonus damage to cantrips at the cost of a -5 penalty to spell attack rolls), and a maxed out Charisma score of 20, your a Level 11+ warlock’s ''eldritch blast'' would be able to deal up to a maximum of '''96 '''102 force damage (or 156 on a CriticalHit) per turn''' by turn!''' For a Level 11+ warlock. mere cantrip (which in itself is already powerful), this deadly combo can even kill most late game bosses (including Raphael and the Netherbrain-controlled adult red dragon) in less than ten turns, if not five turns.

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* The Potent Robe is pretty much the perfect attire for a Bard or Warlock. It's a robe, so its base AC is only 10 and doesn't count as armour, so it can be combined with benefit from being unarmoured (such as casting Mage Armor), but it still adds a +1 to your AC separately. At the start of your turn, you gain a sudden boost of temporary hit points equal to your charisma modifier. But the real bonus comes from its main bonus, which adds your charisma modifier to your cantrip's damage output. As such, Eldritch Blast (already quite a game breaker) can gain even more bonus damage to each beam, setting the player up for a ''60'' points of damage output per turn with a ''cantrip''.

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* The Potent Robe Robe, which you can obtain as a reward from Alfira after rescuing the imprisoned tiefling refugees within Moonrise Towers, is pretty much the perfect attire for a Bard Sorcerer or a Warlock. It's a robe, so its base AC is only 10 and doesn't count as armour, so armour and it can be combined with benefit from being unarmoured (such as casting Mage Armor), Armor or using magic items such as Bracers of Defense), but it still adds a +1 to your AC separately. At the start of your turn, you gain a sudden boost of temporary hit points equal to your charisma modifier. Charisma modifier, allowing you to last quite longer in most fights. But the real bonus kicker comes from its main bonus, Gregarious Caster feature, which adds your charisma Charisma modifier to your cantrip's cantrips’ damage output. As such, Eldritch rolls.
** For a warlock, the Gregarious Caster feature can stack with the Agonizing
Blast (already quite eldritch invocation to double the bonus damage for the ''eldritch blast'' cantrip. Combine this with the Birthright headwear (increases your Charisma score by 2), the Bard’s Memory bonus feature (also increases your charisma by 2), the Spellmight Gloves (adds a game breaker) can gain even more 1d8 bonus damage to each beam, setting cantrips at the player cost of a -5 penalty to spell attack rolls), and a maxed out Charisma score of 20, your ''eldritch blast'' would be able to deal up for to a ''60'' points maximum of '''96 force damage output per turn with turn''' by a ''cantrip''.Level 11+ warlock.
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* Three words: '''Twin-Spell Haste.''' Normally, Haste is a very powerful spell that gives an ally the effects of a potion of speed for nine turns. This is strong on it's own, but the spell can be Metamagiced into a Twin-Spell ''without'' breaking concentration, allowing you to give the Haste ability to two party members at once. This is, to put it bluntly, ''exceptionally'' overpowered, allowing two melee units to work in tandem and absolutely devastate any boss or powerful enemy. In particular, Rogues working together with a Monk, Fighter, Druid or Barbarian can absolutely eviscerate any boss encounter because of the sheer damage output they become capable of dishing out. A Monk that knocks an enemy prone and sets up their Rogue for two Sneak Attacks in a row can kill basically anything that moves. The only downside of this strategy is that if the caster is knocked out of concentration or the spell ends, the Hasted targets are stunned for one turn- however, War Caster is a feat that gives Advantage on maintaining concentration, making it difficult for your Haste-caster to be interrupted. Combine this with things like Counterspell, Psionic Dominance and Lucky, and it can be incredibly hard for your Haste-caster to be stopped.

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* Three words: '''Twin-Spell Haste.''' Normally, Haste is a very powerful spell that gives an ally the effects of a potion of speed for nine turns. This is strong on it's own, but the spell a Sorcerer can be Metamagiced into a use Metamagic's Twin-Spell to cast it on two targets ''without'' breaking concentration, allowing you to give the Haste ability to two party members at once. This is, to put it bluntly, ''exceptionally'' overpowered, allowing two melee units to work in tandem and absolutely devastate any boss or powerful enemy. In particular, Rogues working together with a Monk, Fighter, Druid or Barbarian can absolutely eviscerate any boss encounter because of the sheer damage output they become capable of dishing out. A Monk that knocks an enemy prone and sets up their Rogue for two Sneak Attacks in a row can kill basically anything that moves. The only downside of this strategy is that if the caster is knocked out of concentration or the spell ends, the Hasted targets are stunned for one turn- however, War Caster is a feat that gives Advantage on maintaining concentration, making it difficult for your Haste-caster to be interrupted. Combine this with things like Counterspell, Psionic Dominance and Lucky, and it can be incredibly hard for your Haste-caster to be stopped.

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** The strongest illithid ability of all is easily '''Mind Sanctuary'''. A passive AOE spell, Mind Sanctuary creates a small bubble where actions and bonus actions can be taken interchangeably. While the ability for actions to be used as bonus actions is decent, the ability for bonus actions to be used as actions is straight up broken. Have you ever wanted to cast two fireballs in one turn? What about your Level 10 fighter getting four attacks in a single turn? What about your Cleric casting huge AOE heals, and then following up with Spirit Guardians and other passive buffs to increase parties' defensive abilities? The possibilities are endless with this power, making it easily the most desirable ability in the game.

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** '''Cull the Weak''' is the definition of MagikarpPower allowing a character to immediately execute any enemy they damage if that damage would put their health below their number of currently evolved Illithid powers and cause a small psionic explosion into the bargain. Considering there are a total of '''26''' Illithid powers a character who is going all-out on consuming tadpoles can effectively add up to 26 damage to an attack if that would make the attack fatal. This also applies to area-of-effect damage, including the psionic explosion and can cause chain reactions that annihilate entire crowds of weak enemies.
** The strongest illithid Illithid ability of all is easily '''Mind Sanctuary'''. A passive AOE spell, Mind Sanctuary creates a small bubble where actions and bonus actions can be taken interchangeably. While the ability for actions to be used as bonus actions is decent, the ability for bonus actions to be used as actions is straight up broken. Have you ever wanted to cast two fireballs in one turn? What about your Level 10 fighter getting four attacks in a single turn? What about your Cleric casting huge AOE heals, and then following up with Spirit Guardians and other passive buffs to increase parties' defensive abilities? The possibilities are endless with this power, making it easily the most desirable ability in the game.
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* While the Illithid Powers are PurposelyOverpowered, some of the selections you can get can make the game an [[JustForPun "Absolute"]] breeze.

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* While the Illithid Powers are PurposelyOverpowered, some of the selections you can get can make the game an [[JustForPun [[{{Pun}} "Absolute"]] breeze.
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** First off, throwing is a simple "roll to hit" like in the tabletop. However, Improvised Weapon Attack is ''also'' a roll to hit, but pointedly lacks the ability for enemies to contest this. In the tabletop this would count as a grapple and thus allow enemies to contest with their own strength, but this feature is lacking here. This means that you often have a pretty good chance of picking up enemies and throwing them if your Strength is high enough. This effectively allows you to skip the Shove saving throw that normally happens when moving an enemy and instead throw enemies wherever you like. This is exactly as broken as it sounds, since you can chuck enemies into pits, move enemies into clusters for another party member to follow up on, or simply deal damage to two enemies at once by using one enemy as an Improvised Weapon.

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** First off, throwing is a simple "roll to hit" like in the tabletop. However, Improvised Weapon Attack throwing an enemy is ''also'' a roll to hit, but pointedly lacks the ability for enemies to contest this. In the tabletop this would count as a grapple and thus allow enemies to contest with their own strength, Strength, but this feature is lacking here. This means that you often have a pretty good chance of picking up enemies and throwing them if your Strength is high enough. This effectively allows you to skip the Shove saving throw that normally happens when moving an enemy and instead throw enemies wherever you like. This is exactly as broken as it sounds, since you can chuck enemies into pits, move enemies into clusters for another party member to follow up on, or simply deal damage to two enemies at once by using one enemy as an Improvised Weapon.



** If you decide to take the [[spoiler: Astral-Touched Tadpole and become half-illithid]], you passively gain six Illithid Powers for free, which includes Fly, Favorable Beginnings, and Concentrated Blast. As well, any tadpoles you put into these abilities are ''refunded'', effectively giving you up to six free tadpoles on use. This is a huge power boost for any character.

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** If you decide to take the [[spoiler: Astral-Touched Tadpole and become half-illithid]], you passively gain six Illithid Powers for free, which includes Fly, Favorable Beginnings, and Concentrated Blast. As well, any tadpoles you put into these abilities are ''refunded'', effectively giving you up to six free tadpoles on use. This is a huge power boost for any character.character, with Fly alone breaking the vast majority of combat in Act 3.
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* Storm Sorcerers are extremely strong, and easily the strongest of the different Sorcerer subclasses. All of their abilities are based around maximizing thunder damage, as well as flying after every thunder or lightning spell action. While their focus on thunder and lightning damage can make them somewhat limited, it turns out that few things are resistant to thunder or lightning damage at the same time, allowing them to focus on one damage type if the other is resisted. Even still, they can always take Elemental Adept to immediately remove all Resitances to Thunder or Lightning, allowing them to deal absurd damage without worrying about optimization. This allows them to be a versatile, evasive, and highly daming sorcerer type that easily trumps both Wild Magic and Draconic Bloodline in effectiveness, making them the go-to for Sorcerers.

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* Storm Sorcerers are extremely strong, and easily the strongest of the different Sorcerer subclasses. All of their abilities are based around maximizing thunder or lightning damage, as well as flying after every thunder or lightning spell action. While their focus on thunder and lightning damage can make them somewhat limited, it turns out that few things are resistant to thunder or lightning damage at the same time, allowing them to focus on one damage type if the other is resisted. Even still, they can always take Elemental Adept to immediately remove all Resitances to Thunder or Lightning, allowing them to deal absurd damage without worrying about optimization. This allows them to be a versatile, evasive, and highly daming sorcerer type that easily trumps both Wild Magic and Draconic Bloodline in effectiveness, making them the go-to for Sorcerers. They can make great use of all of the Lightning Charge equipment the player finds throughout Act 1.

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** If you decide to take the [[spoiler: Astral-Touched Tadpole and become half-illithid]], you passively gain six IllithidPowers for free, which includes Fly, Favorable Beginnings, and Concentrated Blast. As well, any tadpoles you put into these abilities are ''refunded'', effectively giving you up to six free tadpoles on use. This is a huge power boost for any character.

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** If you decide to take the [[spoiler: Astral-Touched Tadpole and become half-illithid]], you passively gain six IllithidPowers Illithid Powers for free, which includes Fly, Favorable Beginnings, and Concentrated Blast. As well, any tadpoles you put into these abilities are ''refunded'', effectively giving you up to six free tadpoles on use. This is a huge power boost for any character.



** The strongest illithid ability of all is easily '''Mind Sanctuary'''. A passive AOE spell, Mind Sanctuary creates a small bubble where actions and bonus actions can be taken interchangeably. While the ability for actions to be used as bonus actions is decent, the ability for bonus actions to be used as actions is straight up broken. Have you ever wanted to cast two fireballs in one turn? What about your Level 10 fighter getting four attacks in a single turn? What about your Cleric casting huge AOE heals, and then following up with Spirit Guardians and other passive buffs to increase parties' defensive abilities? The possibilities are endless with this power, making it easily the most desirable ability in the game.

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** The strongest illithid ability of all is easily '''Mind Sanctuary'''. A passive AOE spell, Mind Sanctuary creates a small bubble where actions and bonus actions can be taken interchangeably. While the ability for actions to be used as bonus actions is decent, the ability for bonus actions to be used as actions is straight up broken. Have you ever wanted to cast two fireballs in one turn? What about your Level 10 fighter getting four attacks in a single turn? What about your Cleric casting huge AOE heals, and then following up with Spirit Guardians and other passive buffs to increase parties' defensive abilities? The possibilities are endless with this power, making it easily the most desirable ability in the game.game.
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* Three words: '''Twin-Spell Haste.''' Normally, Haste is a very powerful spell that gives an ally the effects of a potion of speed for nine turns. This is strong on it's own, but the spell can be Metamagiced into a Twin-Spell ''without'' breaking concentration, allowing you to give the Haste ability to two party members at once. This is, to put it bluntly, ''exceptionally'' overpowered, allowing two melee units to work in tandem and absolutely devastate any boss or powerful enemy. In particular, Rogues working together with a Monk, Fighter, Druid or Barbarian can absolutely eviscerate any boss encounter because of the sheer damage output they become capable of dishing out. A Monk that knocks an enemy prone and sets up their Rogue for two Sneak Attacks in a row can kill basically anything that moves. The only downside of this strategy is that if the caster is knocked out of concentration or the spell ends, the Hasted targets are stunned for one turn- however, War Caster is a feat that gives Advantage on maintaining concentration, making it difficult for your Haste-caster to be interrupted. Combine this with things like Counterspell, Psionic Dominance and Lucky, and it can be incredibly hard for your Haste-caster to be stopped.



* The seemingly mundane "Jump" action allows characters to vastly exceed their movement restrictions or reach area they very likely shouldn't such as jumping several feet up to high vantage points. This allows characters to gain Advantage or initiate melee attacks that wouldn't otherwise be possible. [[GoodBadBug Many players feel these advantages may be unintentional.]]

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* Storm Sorcerers are extremely strong, and easily the strongest of the different Sorcerer subclasses. All of their abilities are based around maximizing thunder damage, as well as flying after every thunder or lightning spell action. While their focus on thunder and lightning damage can make them somewhat limited, it turns out that few things are resistant to thunder or lightning damage at the same time, allowing them to focus on one damage type if the other is resisted. Even still, they can always take Elemental Adept to immediately remove all Resitances to Thunder or Lightning, allowing them to deal absurd damage without worrying about optimization. This allows them to be a versatile, evasive, and highly daming sorcerer type that easily trumps both Wild Magic and Draconic Bloodline in effectiveness, making them the go-to for Sorcerers.
* The seemingly mundane "Jump" action allows characters to vastly exceed their movement restrictions or reach area they very likely shouldn't such as jumping several feet up to high vantage points. There are tons of ways to increase your jump abilities, from gear that increases your jump range, to spells like Enhance Leap. Several tough encounters can be solved by taking your melee character and literally jumping them next to the squishiest enemies, effectively ignoring every enemy in their way. This allows characters to gain Advantage or initiate melee attacks that wouldn't otherwise be possible. [[GoodBadBug Many players feel these advantages may be unintentional.]]



* The "Tavern Brawler" Feat is considered by fans as the go-to feat for characters who want to punch or throw things. While it was a so-so feat in the tabletop version, this game buffed it to insane levels. For its homebrewed version, what it does is that when the character makes an unarmed attack, use an improvised weapon, or throw something, the strength modifier is added twice to the damage and attack rolls. This meant classes like monks can easily annihilate almost every enemy just by either punching them or Frenzied Barbarians who can just chuck weapons using the Frenzied Throw ability like the Returning Pike, the combination itself being a DiscOneNuke as the Returning Pike is sold at the Goblin Camp. Even better, dump strength and put it somewhere else like Dexterity (for faster initiatives and Armor Class), pop an Elixir of Hill Giant Strength (raise the user's strength stat to 21 until long rest) or the better version, Elixir of Cloud Giant Strength (raise the user's strength stat to 27 until long rest) that lasts all day as long as the user doesn't chug a different elixir (or, in Act 3, equip the Gauntlets of Ogre Strength, giving you a set 23 in Strength) by accident and everything will die. The feat also benefits [[{{Animorphism}} Circle of the Moon Druids]]. While Wildshaped Druids with Tavern Brawler still only apply their strength modifier to their damage roll once, they apply it to their attack roll ''twice''. An owlbear with a ninety-five percent chance to hit is as intimidating as it sounds. And as of Patch 5, the damage bonus applies correctly to all applicable wildshapes.

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* The humble action of Throwing is often considered one of your strongest offensive options as a Strength-focused character. The reasons for this are multiplicative and there are many ways to abuse it.
** First off, throwing is a simple "roll to hit" like in the tabletop. However, Improvised Weapon Attack is ''also'' a roll to hit, but pointedly lacks the ability for enemies to contest this. In the tabletop this would count as a grapple and thus allow enemies to contest with their own strength, but this feature is lacking here. This means that you often have a pretty good chance of picking up enemies and throwing them if your Strength is high enough. This effectively allows you to skip the Shove saving throw that normally happens when moving an enemy and instead throw enemies wherever you like. This is exactly as broken as it sounds, since you can chuck enemies into pits, move enemies into clusters for another party member to follow up on, or simply deal damage to two enemies at once by using one enemy as an Improvised Weapon.
** Second, the game has an usually high amount of items and feats dedicated to throwing. The Returning Pike is a weapon found for cheap in Act 1 at the Goblin Camp, which is a spear that allows the user to throw it and automatically return it to their hand if it strikes an enemy. This single weapon, if used on a Strength character, is so viable that it can be used throughout the rest of Act 1 and 2. It is then replaced in Act 3 by Nylruna, a legendary spear that does the same thing but comes with a ton of unique upgrades. The spear does 1d8+1d6 damage on every hit, detonates in a 3-12 thunder damage AOE if it hits a target while being thrown, passively increases jump and sprinting distance, and comes with two unique spells- Zephyr Flash and Zephry Break. The former is a charge attack that does 6d8 thunder damage in an AOE around the target and inflicts bleed, while the later is a 6d6 cone of thunder damage that pushes enemies back. Combined, this weapon is ''the'' go-to weapon for anyone interested in throwing as a combat stat, and the best part is that it can be picked up in Rivington at the Circus of the Last Days, aka ''the very start of Act 3.''
** While all of the above is rather strong, what really kicks it over the edge is the
"Tavern Brawler" Feat is considered by fans as the go-to feat for characters who want to punch or throw things.Feat. While it was a so-so feat in the tabletop version, this game buffed it to insane levels. For its homebrewed version, what it does is that when the When a character with Tavern Brawler makes an unarmed attack, use uses an improvised weapon, or throw throws something, the strength modifier is added twice to the damage and attack rolls. This meant classes like monks can easily annihilate almost every enemy just by either punching them or to death, while Frenzied Barbarians who can just chuck (who specialize in improvised weapons using the Frenzied Throw ability like the Returning Pike, the combination itself being a DiscOneNuke as the Returning Pike is sold at the Goblin Camp. and throwing weapons) can stack their absurd bonuses to chuck things wherever they want. Even better, dump strength Strength and put it somewhere else like Dexterity (for faster initiatives and Armor Class), pop an Elixir of Hill Giant Strength (raise the user's strength stat to 21 until long rest) or the better version, Elixir of Cloud Giant Strength (raise the user's to fix your strength stat to 27 at 20 and above until you long rest) that lasts all day as long as the user doesn't chug a different elixir (or, in Act 3, equip the Gauntlets of Ogre Strength, giving you a set 23 in Strength) by accident rest, and everything will die.behold as your extremely tanky melee fighter cleans house. The feat also benefits [[{{Animorphism}} Circle of the Moon Druids]]. While Wildshaped Druids with Tavern Brawler still only apply their strength modifier to their damage roll once, they apply it to their attack roll ''twice''. An owlbear with a ninety-five percent chance to hit is as intimidating as it sounds. And as of Patch 5, the damage bonus applies correctly to all applicable wildshapes.



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[[/folder]]* While the Illithid Powers are PurposelyOverpowered, some of the selections you can get can make the game an [[JustForPun "Absolute"]] breeze.
** If you decide to take the [[spoiler: Astral-Touched Tadpole and become half-illithid]], you passively gain six IllithidPowers for free, which includes Fly, Favorable Beginnings, and Concentrated Blast. As well, any tadpoles you put into these abilities are ''refunded'', effectively giving you up to six free tadpoles on use. This is a huge power boost for any character.
** Characters who specialize in AOE damage can easily abuse Black Hole. Upon casting this action, every enemy in a huge cone of effect is pulled towards a center point and potentially slowed. Note the wording here- ''enemies'' are pulled towards the center point, leaving allies and neutral parties alone. This allows you to yoink away enemies from attacking allied targets, making several Act 3 encounters much easier to deal with. While this effect does no damage on it's own, it is an absolutely ''devastating'' combo ability for setting up further damage. Casting Black Hole and then immediately following up with a Fireball, Call Storm or Sunbeam is a surefire way to devastate a huge group of enemies coming your way.
** The strongest illithid ability of all is easily '''Mind Sanctuary'''. A passive AOE spell, Mind Sanctuary creates a small bubble where actions and bonus actions can be taken interchangeably. While the ability for actions to be used as bonus actions is decent, the ability for bonus actions to be used as actions is straight up broken. Have you ever wanted to cast two fireballs in one turn? What about your Level 10 fighter getting four attacks in a single turn? What about your Cleric casting huge AOE heals, and then following up with Spirit Guardians and other passive buffs to increase parties' defensive abilities? The possibilities are endless with this power, making it easily the most desirable ability in the game.
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* The "Tavern Brawler" Feat is considered by fans as the go-to feat for characters who want to punch or throw things. While it was a so-so feat in the tabletop version, this game buffed it to insane levels. For its homebrewed version, what it does is that when the character makes an unarmed attack, use an improvised weapon, or throw something, the strength modifier is added twice to the damage and attack rolls. This meant classes like monks can easily annihilate almost every enemy just by either punching them or Frenzied Barbarians who can just chuck weapons using the Frenzied Throw ability like the Returning Pike, the combination itself being a DiscOneNuke as the Returning Pike is sold at the Goblin Camp. Even better, dump strength and put it somewhere else like Dexterity (for faster initiatives and Armor Class), pop an Elixir of Hill Giant Strength (raise the user's strength stat to 21 until long rest) or the better version, Elixir of Cloud Giant Strength (raise the user's strength stat to 27 until long rest) that lasts all day as long as the user doesn't chug a different elixir (or, in Act 3, equip the Gauntlets of Ogre Strength, giving you a set 23 in Strength) by accident and everything will die. The feat also benefits [[{{Animorphism}} Circle of the Moon Druids]]. While Wildshaped Druids with Tavern Brawler still only apply their strength modifier to their damage roll once, they apply it to their attack roll ''twice''. An owlbear with a ninety-five percent chance to hit is as intimidating as it sounds.

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* The "Tavern Brawler" Feat is considered by fans as the go-to feat for characters who want to punch or throw things. While it was a so-so feat in the tabletop version, this game buffed it to insane levels. For its homebrewed version, what it does is that when the character makes an unarmed attack, use an improvised weapon, or throw something, the strength modifier is added twice to the damage and attack rolls. This meant classes like monks can easily annihilate almost every enemy just by either punching them or Frenzied Barbarians who can just chuck weapons using the Frenzied Throw ability like the Returning Pike, the combination itself being a DiscOneNuke as the Returning Pike is sold at the Goblin Camp. Even better, dump strength and put it somewhere else like Dexterity (for faster initiatives and Armor Class), pop an Elixir of Hill Giant Strength (raise the user's strength stat to 21 until long rest) or the better version, Elixir of Cloud Giant Strength (raise the user's strength stat to 27 until long rest) that lasts all day as long as the user doesn't chug a different elixir (or, in Act 3, equip the Gauntlets of Ogre Strength, giving you a set 23 in Strength) by accident and everything will die. The feat also benefits [[{{Animorphism}} Circle of the Moon Druids]]. While Wildshaped Druids with Tavern Brawler still only apply their strength modifier to their damage roll once, they apply it to their attack roll ''twice''. An owlbear with a ninety-five percent chance to hit is as intimidating as it sounds. And as of Patch 5, the damage bonus applies correctly to all applicable wildshapes.
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None


* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' to hit on attack rolls? Check. Mini Bless and Blade Ward just by using a basic Healing Word or the [=AoE=] Mass Healing Word ''without needing to concentrate on said Bless''? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times for its first level? Check. And those are just the ''basic'' MinMaxing builds.

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* %%* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' to hit on attack rolls? Check. Mini Bless and Blade Ward just by using a basic Healing Word or the [=AoE=] Mass Healing Word ''without needing to concentrate on said Bless''? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times for its first level? Check. And those are just the ''basic'' MinMaxing builds. %%checklist word cruft%%
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Bonus Boss is a disambiguation


* The various "kill undead instantly unless they save" weapons, which allow you to instantly kill any undead boss in a single round, since there is no effective defense against it whatsoever and you could easily get up to 8-10 attacks per combat round even in medium levels. It even turns nasty BonusBoss Kangaxx, considered the strongest opponent in ''Shadows of Amn'', into an AnticlimaxBoss. Despite the fact that, normally, the Mace of Disruption wouldn't be able to harm him, as it maxes as a +2 weapon (though as per it's pen and paper incarnation, it can hit as if +5); demi-liches can't normally be hurt by anything less than a +4 weapon, of which there's only a very small number in Shadows of Amn (a dagger, two halberds, two staves, and two two-handed swords, one only Paladins can wield and the other only Evil characters can wield).

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* The various "kill undead instantly unless they save" weapons, which allow you to instantly kill any undead boss in a single round, since there is no effective defense against it whatsoever and you could easily get up to 8-10 attacks per combat round even in medium levels. It even turns nasty BonusBoss Kangaxx, considered the strongest opponent in ''Shadows of Amn'', into an AnticlimaxBoss. Despite the fact that, normally, the Mace of Disruption wouldn't be able to harm him, as it maxes as a +2 weapon (though as per it's pen and paper incarnation, it can hit as if +5); demi-liches can't normally be hurt by anything less than a +4 weapon, of which there's only a very small number in Shadows of Amn (a dagger, two halberds, two staves, and two two-handed swords, one only Paladins can wield and the other only Evil characters can wield).



** The traps of epic level Thieves, which are so nasty strong they can, among other things, instakill the ''Throne of Bhaal'' BonusBoss Demogorgon ''after'' you've installed a mod to specifically make him much tougher. Specifically, an unintended effect is being able to lace traps beforehand at the location where Demogorgon — or Irenicus in Suldenessellar, for that matter — will spawn when attacking, instantly scoring as many automatic hits as you like. You can send any enemy careening into a series of traps by leading them there with a Ring of the Ram.

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** The traps of epic level Thieves, which are so nasty strong they can, among other things, instakill the ''Throne of Bhaal'' BonusBoss boss Demogorgon ''after'' you've installed a mod to specifically make him much tougher. Specifically, an unintended effect is being able to lace traps beforehand at the location where Demogorgon — or Irenicus in Suldenessellar, for that matter — will spawn when attacking, instantly scoring as many automatic hits as you like. You can send any enemy careening into a series of traps by leading them there with a Ring of the Ram.



* The combination of the 9th level spell Chain Contingency and three Abi Dhalzim's Horrid Wiltings, set to cast at the nearest enemy on sight. This is capable of doing 250 damage to the target, which will easily kill any non-boss enemy, and works horrifyingly well against some of the most powerful bosses in the game, including [[ThatOneBoss Draconis]] and [[BonusBoss Demogorgon]].

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* The combination of the 9th level spell Chain Contingency and three Abi Dhalzim's Horrid Wiltings, set to cast at the nearest enemy on sight. This is capable of doing 250 damage to the target, which will easily kill any non-boss enemy, and works horrifyingly well against some of the most powerful bosses in the game, including [[ThatOneBoss Draconis]] and [[BonusBoss Demogorgon]].Demogorgon.
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* Bard's College of Swords comes with three flourishes using Bardic Inspirations. Defensive Flourish and Slashing Flourish are both generally useful (letting you boost your defensive or attack multiple enemies with one attack, respectively) but Mobile Flourish is where things get game breaking; It allows you to push one enemy that you hit with your attack 20 feet backwards and then teleport to the target. Doesn't sound too powerful...except One, you can use it with either your sword or your ranged weapon, so it's good for teleporting to a target who is separated by far jumps, Two, pushing someone 20 feet is pretty powerful so it can be easily used to help with positioning or push enemies (of any size) off cliffs or into pits, Three, like Defensive Flourish the Bardic Inspiration is only spent if you hit so you don't have to worry about blowing precious resources on long shots or losing them on a bad roll, and Four, by level 5 Bardic Inspirations are reset on a Short Rest (and as a Bard you'll have an extra Short Rest). It's a very simple ability but it can easily turn into a game breaker if you know how to use it right.
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originally added by ban evader


* Haste is a very powerful buff that can easily more than double a character's damage output. It's offset by being a Concentration spell, which you can only use one of at a time, and giving a turn-skipping debuff if your Concentration breaks, making it not hyper viable on its own for everyone to use. However, this can be largely worked around with the Sorcerer's Twin spell ability, which allows them to use Haste on two characters at once. Not only does this greatly reduce the risk turn of skipping debuffs, but it frees up room for your other party to focus on their own unique Concentration spells without losing out on Haste.
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* Stealth in particular is incredibly busted, due to one simple factor: if you attack any enemy while hidden, all enemies in the area get hit with Surprise, a stun that prevents them from taking a turn. Combined with haste, stun and classes with an obscene amount of actions per turn like Fighter, Barbarian and Monk, you can finish off many encounters in the game ''without the enemy even being able to act once'', even on higher difficulties. And even if they do manage to survive your initial onslaught, they will be so low on health that they don't pose much of a threat for long. As a result, the only fights that are a challenge if you use stealth (even on characters that aren't built with it in mind, since it doesn't have any sort of skill requirement so long as you stay out of cones of vision, which is very easy in turn-based mode) are fights that you ''can't'' initiate with stealth, such as boss fights and other encounters with enemies that spawn the instant battle starts.

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* Stealth in particular is incredibly busted, due to one simple factor: if you attack any start a battle by attacking an enemy while hidden, all enemies in the area get hit with Surprise, a stun that prevents them from taking a turn. Combined with haste, stun and classes with an obscene amount of actions per turn like Fighter, Barbarian and Monk, you can finish off many encounters in the game ''without the enemy even being able to act once'', even on higher difficulties. And even if they do manage to survive your initial onslaught, they will be so low on health that they don't pose much of a threat for long. As a result, the only fights that are a challenge if you use stealth (even on characters that aren't built with it in mind, since it doesn't have any sort of skill requirement so long as you stay out of cones of vision, which is very easy in turn-based mode) are fights that you ''can't'' initiate with stealth, such as boss fights and other encounters with enemies that spawn the instant battle starts.
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Minor typo


* The Potent Robe is pretty much the perfect attire for a Bard or Warlock. It's a robe, so its base AC is only 10 and doesn't count as armour, so it can be combined with benefit from being unarmoured (such as casting Mage Armor), but it still adds a +1 to your AC separately. At the start of your turn, you gain a sudden boost of temporary hit points equal to your charisma modifier. But the real bonus comes from it's main bonus, which adds your charisma modifier to your cantrip's damage output. As such, Eldritch Blast (already quite a game breaker) can gain even more bonus damage to each beam, setting the player up for a ''60'' points of damage output per turn with a ''cantrip''.

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* The Potent Robe is pretty much the perfect attire for a Bard or Warlock. It's a robe, so its base AC is only 10 and doesn't count as armour, so it can be combined with benefit from being unarmoured (such as casting Mage Armor), but it still adds a +1 to your AC separately. At the start of your turn, you gain a sudden boost of temporary hit points equal to your charisma modifier. But the real bonus comes from it's its main bonus, which adds your charisma modifier to your cantrip's damage output. As such, Eldritch Blast (already quite a game breaker) can gain even more bonus damage to each beam, setting the player up for a ''60'' points of damage output per turn with a ''cantrip''.
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* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' hit on attack rolls? Check. Mini Bless and Blade Ward just by using a basic Healing Word or the [=AoE=] Mass Healing Word ''without needing to concentrate on said Bless''? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times for its first level? Check. And those are just the ''basic'' MinMaxing builds.

to:

* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' to hit on attack rolls? Check. Mini Bless and Blade Ward just by using a basic Healing Word or the [=AoE=] Mass Healing Word ''without needing to concentrate on said Bless''? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times for its first level? Check. And those are just the ''basic'' MinMaxing builds.

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