During your achievements in Dhanganz and Dragon, you will probably be focused on most of your character’s abilities, in fighting and beyond. Although cautious selection and use of weapons, skills and spells means a lot, but how you interact with your fellow colleagues can speak louder.

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The abilities of any class have been arranged to mix well with the abilities of others, even in the ways you have not thought about. Whether through fighting or searching, there are unseen ways to combine the hotights tactics and abilities to make your time in D&D. In addition, it helps you and your team also bond, both character and outdoors.
8
Wards and Shields
A little bit and protection
Having a martial character means that you will be more frequent in fat. Baris, fighters and Palidins are usually at the forefront of the fight party, but with some smart thinking, even magicians can help the field.
Using the Wizard’s expected ward feature, you can greatly limit the damage to a close ally. Living close to them also means that they can protect Wisard in return. This simple can destroy the opponents fighting two people in a short order, especially if it is a pladin or a barbarian with AC and damage resistance.
7
Warning knife
The perfect scene of a bully
Not every combat experience should be fighter on a complete scale. It may be enough to end the competition just before the competition ends before using a key target or a group leader. The idea of this idea, you will need a bully in which a similar way will be a way to cause a huge harm to the murderer.
From there, you will have a Maulvi or Paladian character cast warning bond. From there, the bully only has to attack and secretly have to attack the attack and then withdraw before being trapped in the field. By warding the bond, they will avoid the worst damage by retreating.
This is also a good way to return to the party after the initial attack.
6
Construction zone
Map fights back
The combination of mantra and martial capabilities is often the best way to go. Such a way to use this deadly scroll is to enter the affected area through magical nets and to the affected area. This can be done in many ways, but it is an easy idea with two parts.
You need a spelling castor with its ability to damage the damaged spell, or damage the damage to the wall -like wall. The next step is that another member of the party hopes that a person will find similar methods of telecommunications, or graplar, and high strength, or transmitting creatures. The idea is to throw our enemies into a permanent area, without harming many mantras or other limited use capabilities.
5
Death from above
Gravity is a hard mistress
Some ways to harm your enemies are focused on the laws around you rather than the martial ability or natural abilities of your characters. Lieving the mantra to impress the world around you can be a great way to use the world against your enemies.

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It select a character for climbing, or thus cast a flying character. When they reach a reasonable height above their enemies, the real polymorph can be used to turn it into a heavy item. A bolder, a pineapple, or similar item works perfectly. From there, it is as easy as letting gravity take over.
4
Too hot to handle
Warm potato
Sometimes, working with your compatriots in fighting can be helpful and funny. All you need is a magician, a fighter, and a little patience. This idea works best on robbers like Humanoid creatures. First of all, you have used your fighter unarmed strike, and knocked on the enemy’s hands.
Follow this with the heat metal, and you will either have an enemy with no weapons in his hands, or anyone is hurting when they try and pick it up and hold it. It is a huge task for not being able to use heat metal on air or lace items.
3
Attack from the shadow
One step in the right direction
When it comes to attacking enemies from the darkness, the bullying is the most attention. Certainly, they are normal killers in D&D, but they can only manage these deadly attacks. Lining the abuses of the bully with other party members who can do so, is a great way to end the fighting or do some severe damage before the fight begins.
The shadow of the monk’s shadow is a good example, which is why they can teleport to the dark areas to hide the enemies. Complete them with a bully and maybe even a long time Ranger or Warlok, and you can find several stealth attacks before you get any wise.
2
Fineshish flexibility
A hot shot
It takes a little extra setup to make his role with a player, but the payment can be a lot of fun. You will need a tiffling with high strength scores, and another player with a third -tier spell slot. The long -term D&D player will see where it is going.
The idea is simple: add the tuffing character to the fight and target the group’s “leader” (or really important target), hold them in your place, grab them, then shoot your spellcaster on fire. Their polite constitution will negate half of the loss, but its victim will effectively protect skills and do complete losses instead. Repeat as needed. In addition, take the GRA Griplar feat for the additional occupation capacity.
It also helps to wait for some roles in the wings with a healing mantra for the affected tuffing.
1
Prevent the flow
You cannot pass
There is a great way to get some additional access to the battlefield. Complete them with a censorsal feat, and you have a character that can prevent enemies from going to the map relatively ease. The key to this idea is that your polyium -driven character is to put a map, hallway, or a difficult region near a tight point through which you can give birth to enemies.
From there, you use their attacks and reactions to cause huge damage to the enemies. Extra benefits can stand at the distance of one or more characters, with one or more characters skills, and can pick the enemies caught. Make sure they have the goal of a polyium expert.
You can also ask your DM if you can connect the Big Beer’s reach with extra attacks on the polyium weapons.

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