10 Best Class Features For Combat In Dungeons & Dragons

If you want to win a fight in Dungeons & Dragons, you can always do these things.

It’s safe to say that combat is one of the most popular things to do in Dungeons & Dragons. Creating a great hero or villain that you can team up with your friends’ characters to fight powerful monsters or even other people, because sometimes people are worse than monsters. Despite all of this, there are a lot of classes to choose from in Dungeons & Dragons, and each one has a lot of features.

Which of them is best for fighting? And, since teamwork or “multiclassing” is a thing, how should they be used and even combined with other skills?

Sneak Attack

It’s the main thing that every Rogue does, and it’s one of the best ways to do a lot of damage in a single attack. Even though it needs specific weapons and conditions to work, it’s not hard to trigger with teamwork or good positioning. It gives you a lot of extra d6s, and the higher your level, the more extra dice you have.

Even better, the assassin subclass can roll twice as many dice, making it one of the best ways to kill someone quickly without making a lot of noise. This is also why Rogues are a good choice for multiclassing with other classes. So that at least one of your attacks has more dice.

Divine Smite

Smite works the same way, giving you more dice when you hit in Dungeons & Dragons. It’s also easier to use and gives you better dice (d8) and radiant damage. All of this costs spell slots, so be more careful with how you use your resources here.

Smite, on the other hand, lets Paladins kill enemies with a single hit when the time is right. If your friend also has Hold Person, you can use this ability together to get a free critical hit and double your dice.

Dedicated Weapon

In case you didn’t know, Tasha’s Cauldron of Everything has extra features for every class in Dungeons & Dragons, giving everyone more things to play with. One of them is the Monk’s Dedicated Weapon, which lets you turn any weapon into a monk weapon. Which means you can use Dexterity to attack with it, as long as you are good at it.

Just get a Feat that lets you use more weapons or multiclass as a Fighter. And you can use almost any weapon with Dexterity instead of Strength, giving your monk better weapons. It is both possible and scary to be a monk with a longsword.

Action Surge

The Action Surge is one of the best parts of a Fighter in Dungeons & Dragons. Action Economy is always important, and one of the best ways to turn the tide in a tough fight is to simply be able to do more than you usually do.

Having two actions in one turn can make a big difference, like being able to attack twice as much or use an attack along with something else, like a spell. Easy to understand and work.

Eldritch Invocations

Compared to other spellcasters, warlocks are a little strange. They don’t do well with their spell slots. But cantrips and low-level spells that can be used often give them more control. Eldritch Invocations are one of the best things about them.

There are a lot of choices, so you can build a Warlock in a lot of different ways or even play more than one class. Not only that, but some of those can be used by other classes through feats. They can be anything from level one spells. That anyone can use to cantrips that make other spells stronger, like Eldritch Blast, and many more. Try giving a Rogue-Warlock the ability to see in magical darkness while making magical darkness, and you’ll see the damage that can be done.


Now, Metamagic is the strange thing that makes Sorcerers stand out. They are a set of things that change how a spell is cast, like being able to target more than one enemy at once or being able to cast a spell without making a sound to sneak up on an enemy.

You can use them with Sorcery Points, which can also be turned into spell slots if you don’t have enough for a spell. This last part makes it fun to combine Sorcerer with other spellcasters, like the famous Sorcerer-Warlock combination.

Paladin Auras

Paladins are thought to be one of the best classes in Slope Game for a few reasons, and we’ve already talked about one of them: Smite. But they also have many auras, which have different effects depending on which subclass you get.

All of them get Aura of Protection, which adds your Charisma bonus to all saving throws. And Aura of Courage, which makes you immune to being scared. But depending on your subclass, you can get things like resistance to magical damage and not being able to be charmed. And they won’t just hurt you; they’ll also hurt allies within a certain distance, which grows as your level goes up. Just by being near your allies, you can help yourself and them.

Fighter Maneuvers

Because it is so well-known, many people say that every Fighter, not just Battle Masters, should be able to use it. Basically, you have points that you can use when you attack to make your swings do more, like disarm the enemy, knock them down, or just make it more likely that you hit. When they try to hit you, you can even reduce the damage you take or hit back with a counterattack.

You can only do these a certain number of times. And the bonus you get is based on a roll of the dice that gets better as you level up. You can also get maneuvers by doing feats, but this is a very limited way to get them. Maybe a Fighter multiclass would be a better fit for your build.

Disciple Of Life

Not every time you fight, you hurt someone. It’s important to look out for your fellow adventurers, which brings us to healing. There are a lot of classes that can heal. But Clerics are the most well-known ones, even though they can cause damage. The Disciple of Life from the Life Domain is probably the reason. This ability is available at level one in Dungeons & Dragons. Which makes it easy for other classes to get this ability by multiclassing.

When you use a spell to heal, the amount healed goes up by 2 + the level of the spell. Cure Wounds will get a +3 at first level, but it doesn’t say anything about your score modifier for spells or, of course, the number you roll on the d8. No matter what, that is a nice bonus that only gets better as your spell level goes up.


A powerful lifesaver for both Monks and Rogues. But it takes them a while to get it, which makes it harder to multiclass with this one. When you need to make a Dexterity saving throw to avoid damage from a spell. You take no damage if you succeed, and only half if you fail. We’re always glad to see less damage.

The Shield Master feat is a partial answer to the armored tanks out there. It does the same thing as the armored tanks, but it costs you a reaction. Since Dexterity is the most important ability score for spell saving throws. It is very helpful to be ready for them.

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