For me it was closing doors in Act 2. My first run I never thought to do it during the Marcus fight and it was rough. Infiltrating moonrise, however, I learnt my lesson and killed Z'rell and most of the cultists by locking them in rooms without scrying eyes and the final battle in the tower was a breeze (made me feel very under prepared for the Kethric fight though)
Remember to switch your martial characters back to melee at the end of their turn if they've used a ranged attack. Opportunity attacks (or the threat of) can be very useful.
Oh my god I didn’t know that is what was making their opportunity attacks so inconsistent I thought the ai just sucked
Yeah I switch to melee every time.
Range attack -> F -> SPACE
ALWAYS!
Where do I find this F button on my xbox controller?
Hold left on the D-Pad and it should work. That’s how ps5 does it
Thanks! I had been going to equipment screen and manually changing the weapon set through the options menu and it's been getting tedious.
Lol I've been yelling at my char like it's a sports game this whole time. "What are you blind?!? Cmon man he went right by you!"
I never understood the point of switching since I always choose what kind of attack they are making but had no idea it affected opportunity attacks!
It’s very unintuitive and shouldn’t.
On this same note, it affects things like light. Cast light on your sword, pull out your bow to sneak. Pull out your bow to shoot a shadow… poof it goes invis in the dark, lol.
How does one do this?
There's a toggle on the bottom left near your character portrait and the actions bar. Looks like a little sword, a bow, a torch, or crossed daggers. Each toggles on/off different modes of fighting.
I’m on PS and the toggle seems to disappear after the Action is spent. What am I missing?
Left on the D-Pad. Or just go into their inventory and hit (I assume triangle because it's Y on Xbox) and switch to Melee from there. It usually disappears after they've done their action, bust as long as it's their turn you can switch them back to melee
Same with me and xbox unfortunately
When you have the action wheel open look at the bottom right
On PC, toggle range/melee weapon is by default on the F key
Exactly this. There is a button somewhere on controller too, but sometimes it's easier just to select a melee attack and then back out of it.
Even casters. Everyone needs to be holding a melee weapon when you click "End Turn"
OH! So tháts why! Damn I have >1000 hours and I seldom see advice I didn't know about these days. But this is kinda huge, can't believe I missed it.
In tech mode, turn off the opportunity attacks whilst fighting adamantium golum. So frustrating to have him moving toward the prime target I so carefully arranged only to have Astarion take an attack of opportunity and turning him into the prime target.
Change all of your reactions to ask so you’re always in control.
WHAT!!???!!! THIS IS WHY THEY WOULDNT DO IT SOMETIMES???!! I’m so mad
This was a game changer for me for sure. Every so often it doesn't want to switch back and I get pissy with it
1) Throw attacks have a disproportionately high hit probability. If you rush one of your characters to tavern brawler and high strength you can do a lot of damage and crowd control for free
2)in act 2 almost everything is undead. Turn undead is amazing
Throw barbs are ridiculously powerful for that reason.
Thiefzerker is the way. 9 barb 3 thief. You get 2 bonus action enraged throws a turn. 4 attacks a turn when enraged.
Get those flinging gloves at the beginning
Change shadow heart to light domain and she’ll could probably solo act 2
Except the Guantlet of Shar if you're doing an orb/reverb build relying on radiant damage. She becomes a suicide bomber. Took me 2 fights of spontaneous death before I had my "oh yeah, radiant retort" moment.
That's only for two fights though, there's still Balthazar. And Shadowheart as a Light cleric can cast fire spells, which locks down Flesh.
I’m not aware of throwing attacks having a higher hit probability on their own. I thought it was just tavern brawler + pots being completely broken in how it applies twice.
Throw attacks don’t have any particular bonus, it’s just the fact that Tavern Brawler adds strength twice to the attack roll.
Also, I guess if you have a STR character attempting to shoot with a bow, you would get better results throwing, even without TB.
Not sure it's mechanic but learning that long strider doesn't use a spell slot and can be up cast was a game changer.
Wait, long strider can be up cast?
Edit: yes yes thank you I understand now you can target multiple characters with a higher level.
If you do Longstrider above 1st level, you can do an additional target (2nd level: 2 characters, 3rd level: 3 characters, etc.), and it's a ritual, if that's what you mean by upcast.
You do have to keep it active, though IME. Like Gale can't take and cast Longstrider and then swap it for another spell. You'll all lose the Longstrider bonus when he does.
Upcast refers to casting at a level higher than it's base spell level. ritual is why it doesn't take a spell slots outside of combat
And yes you need to keep it prepared which is annoying for an active party member...but you can make a camp caster and taking that person out of your party won't disable the buff
Well you cant «upcast» it in same way that you can with other spells. When you «upcast» longstrider you can target more friendlies at the same time so you dont have to do them one by one
By the gods, that’s amazing. Have hundreds of hours on the game and I never knew.
Upcasting it just means you can target more than one person per cast
Rituals in general are so useful I had to respec my wizard to get all of them.
Ritual spells go brrrrrrrr
Using jump on a strength based melee to get around in combat.
You can get a lot further using a jump. Its funny how that works, but it's very useful.
Wizard nerds out here reading books and wasting spell slots to do stuff strength characters do at will.
You can significantly improve jump with a ritual spell. It’s especially effective if you prep your low level characters before fights. Even low strength characters hop around the map like Kermit on meth.
I'm pretty sure a high strength TB monk can jump from the emerald grove all the way to baldur's gate using enhanced leap.
Can't run or dash there? Jump first. You might just get close enough to make it.
Yes - at the murder tribunal, closing the door stops the death knights entering the fight, which makes it a lot less taxing. You don't even need to arcane lock it.
Why not just kill the guards. After you close the doors.
They'll be dead and lootable after you kill Saervok anyway, and there's zero need for more xp.
Zero need for more xp? Spoken like someone who isn’t using one of the like, five(?) Level 13+ mods. There is always use for more XP.
Yes - at the murder tribunal, closing the door stops the death knights entering the fight,
You are assuming I didn't already destroy them on the way in?
Interesting.
Well, seeing as they die the second Sarevok does, it's easier to leave them alone.
Destroying my enemies is what I play for.
I have never left them alive. I never even considered that they would join that very easy fight.
To make it even easier. Get him to take you to the backroom. The three ladies will teleport immediately and then strike him down as he's walking to unlock the door
If you have several characters taking their turn at the same time, you can undo their "end turn" as long as someone is still taking theirs, and can move/perform accordingly to your remaining resources.
Just realizing I can switch between characters within their group turn unlocked a lot more options. You can have one person move out of the way, set up another player for success, be ready to follow up if an attack misses and more.
F5 F8
Just don't mix them up 🤓
I bound load quicksave to Shift+F8 in order to not mix them up. One too many times xD
Totally 🤣🤣 happens one out of ten 🤣😵💫
Console player here…what does F5 and F8 do?
quicksave and quickload. but there's also F9 for photomode and when you're not careful you hit F8 instead :) what fun
This just happened to me 😭 thankfully I quicksave obsessively so it didn’t send me too far back, but still…
It’s quicksave and reload iirc
Is this possible in real DND5e?
Kind of? I know there have been times in my games where we (the players) forgot about something that our characters would have remembered, or something like that, and because our DM is nice and not constantly looking for ways to screw us over we can sometimes convince her to give us a mulligan.
Alright thanks. Though I was mostly messing with u/Frobbit2201 because of another comment he made, saying that shoving is stupid because real D&D players couldn't do that.
At the circus, I failed the check to notice / break the lock on the displacer beast cage. Once the fight started and the cage got open, I had Karlach go over and just...close the cage door. Just to see what would happen.
Imagine my absolute delight when it stayed stuck in the cage only able to do the whip attacks from the same position.
I literally just did that bit today and made the same amazing discovery.
Talk to the raptor and give him some food and he'll be a good boy.
Oh yeah, I always do. Sadly, you can't help the Displacer Beast chill out.
It took me more than one full playthrough to understand switching between characters with the same initiative during a turn. Like moving a character out of abjuration Gale's fireball range before he casts it. What a difference. (I know the game explains this early, but there is a LOT to take in at the beginning of a first playthrough.)
I knew you could do this but it was a game changer on my second playthrough as a cleric when I realized I could attack, make someone else attack, then come back to me to use sanctuary on them after that.
I’ve only ever played multiplayer so this is funny to me.
My first game was co-op with my brother. Very careful and methodical with our turns.
Now I’m playing with three friends, and it’s absolute chaos. We don’t even discuss who’s attacking whom, so I end up holding off my turns just to make sure I don’t attack someone who will be dead before my animation finishes.
I switch around a ton to make sure my rogue (who often drinks elixir of bloodlust and has killer sweetheaet) can get the killing blow on someone with and off hand, then have two actions for someone else
Crafting potions with a dedicated wizard hireling. you can farm cloud giant potions at level 6 in act 1, 27 str is good clean fun
How do you farm the fingers?
Derreth and the hobgoblin in the under dark. Their inventory resets every long rest, just keep going back and buying them.
it actually resets on level up, so you reset someone level at withers, then go back to them, check inventory, level that person up, check again, rinse and repeat.
I forgot about that, whoops. I never run out of camp supplies after I loot Waukeen’s Rest unless I’m on honor mode so I just camp.
once you hit level 6, Derryth starts selling them, you can force a restock with a unleveled character, so reset someone at withers, then go check their stock, level up once, check stock, level up once, check stock, just keep doing this until you have a lot of fingers
underdark vendors
How does this work?
How do you farm potions?
vendors restock on level up, so you respec someone to 1, or get a hireling, then go to your vendor of choice, check their inventory, buy what you need then level up once, then check their inventory again, you can quickly build up the ingredients you need. then using a transmutation subclass wizard, they craft double potions on a wisdom check, so you can save scum and rack up a ton of potions pretty fast
Or if you’re playing honor mode or have an objection to save scumming, what I do is respec a hireling as a transmutation wizard with maxed out Wisdom and focus on medicine as a skill (adding a single level of another class with Medicine proficiency helps too). I succeed the Experimental Alchemy rolls almost every time, and since it’s just a hireling I leave at camp it’s a one time setup and then I can ignore it. Plus I use the same character as a camp caster when needed and you get the Transmuter’s Stone that you can pass around as needed.
Ah, which benefits does this have? More potions, higher quality? Also, couldn't Gale the do it or what is the difference?
a transmutation subclass can craft two potions instead of one when passing a dc 15 wisdom throw
Having someone dedicated means you just have to swap party members rather than respec a character twice, and maximizing potion making potential seriously hinders that person for combat
More options for the same amount of resources. Quality is unchanged
Transmutation wizards get double potions if they pass a wisdom check. So up to twice as many potions
So the best character to build to maximize chances is a multiclass of transmutation wizard and knowledge cleric with high wisdom. Which is pretty useless in a fight.
You can also just take a level of thief for the expertise in medicine and take resilient wis as your feat with your 4th level of wizard. Does knowledge cleric get you something different?
Gale could do it. He'd have to be a Transmutation Wizard with high Wisdom and medicine proficiency in order to produce double alchemy reliably, so not great if you're using him in the field.
So I, and I think most people who use camp casters, use Sir Fuzzlelump and spec him for Camp Alchemy, and then have him also cast Mage Armor (just to save spell slots /charges on my party member characters) and Longstrider. I also give him some noncombat spells that I need from time to time like Knock, Remove curse, etc. He also can create a Transmuter Stone, but I think he has to remain in the party for that to work.
I thought it was hill giant potions
once I hit level 6 Derryth in the underdark started stocking cloud giant fingers, I never saw them until then, but after it was common to see 1 or 2 each reset, I still never saw her stock the actual potions. but with a transmutation wizard you pass a dc15 wis check and can craft a double potion
the switch to attack with main hand only while dual wielding, grouping/ungrouping, rotating items with mouse wheel
How do you switch to attack with main hand only? If I’m dual wielding it automatically does both hits even if the first hit kills the enemy ://
oh boy..me and explaining things :D idk if there's a hotkey for that maybe it's R? underneath your weapon portraits in the hotbar is a toggle/switch with 2 swords. click on that and you'll make attack only with main hand
Oh interesting I’ll have to have a look! Thanks
On a PS5 it's left arrow button held down during the radial wheel.
If you can work around it by attacking with your off-hand first or by using something like booming blade for your main attack, you do get a bonus for leaving dual-wielding turned on between turns. If it’s on when an enemy proc’s an opp attack, you’ll attack twice. Of course, once you’ve used your actions, the game won’t let you turn dual-wielding back on.
It's very simple, but Alt to highlight items you can collect or interact with. I played about half of my first playthrough on controller before I was fed up and switched to keyboard and mouse, and it took me almost as long to realise that there was a button you could push to highlight items (I must've missed the tutorial pop-up on the beach). So imagine me painstakingly moving my character (since "mousing over" things is pretty tedious on controller) to every single spot on the map, looking for objects that I might be able to pick up, moving back and forth in front of objects to find the angle from which they might highlight and become interactable... All while moving at a snail's pace, because my old laptop could only run the game with horrendous lag. Man.
Finding out about Alt (or the controller equivalent, in that case) saved me from that unbearable looting hell. It of course doesn't highlight every item, which is unfortunate, but it was still so much better than what I was dealing with at the time.
R3 will highlight stuff and press and hold x will do the search radius
Robbing Volo every morning. I started robbing him once starting tactician and it has been a lifesaver.
That is like asking him for protection money...
Well I didn’t want him in my camp but he stays anyway. He has no where else to go. I hate to victim blame but he brought it on himself.
This is so hilarious. Can’t believe I’ve never done this.
It’s hilarious! He catches on and runs away but he comes moping back 30 seconds later bc he literally has no one and no where to go.
Does he get more money after every rest?
Yes!
Companions being able to access each others inventories, lost count of how many times astarion fired an arrow that tac was carrying in my first play through.
This is very handy. I used to carefully split and distribute consumables among the party until I noticed, in a non-first run-through, that I could drink a potion from someone else’s inventory. Also, shoot an arrow, use a scroll, or even pass barrels around.
Using Withers to rebuild so I don’t have to start a new game just to try something.
Using withers to rebuild your other characters so they don't have shitty subclasses. Shart is a magnificent light cleric, Astarion as a thief, etc...
Is that how you do it. I changed shadow heart in my first playthrough years ago and I couldn’t figure it out since.
Yeah, by the time you’re mid game gold $100 to retry a character build is pretty cheap fun.
You can also pickpocket Withers with zero repercussions. So take all your gold back.
Just to let others know in case it happens to you too: WITHERS doesn’t care but if you fail a pickpocketing check on Withers in view of NPCs you have at camp, it will trigger a fight! I’ve had to fight Halsin, Barcus and Volo because they spotted me failing to pickpocket withers
Also If you respec a caster you get all your spell Slots Back for free basically. Its Just tedious to do every time.
Can also just steal the gold back from withers. He don't care
Ritual spells. The in game tool tips don't do a good job of telling you what spells are ritual imo. I was always thinking I didn't want to waste 4 lvl 1 spell slots or fewer higher lvl slots to cast longstrider on everyone. then I found out it was ritual after like 5 playthoughs so you can cast it on everyone for free (including temporary party members and summons) and it lasts until long rest.
When I realized you can heal your downed companions instead of having to walk up and interact with them (costing an action for the turn).
Edit: using healing word or mass healing as a bonus action
Or by throwing potions at them.
How do you heal without taking an action for the turn?
If I’ve got downed companions I’ll have my cleric cast a healing spell as a bonus action - either individual or group heal works. That’s enough to get the downed character off the ground so it burns a bonus action not a full action to help them up.
Throw a potion or one of them bonus action heals, I guess
Healing word is a bonus action
One I recently discovered was shift+click to select multiple items. Makes inventory management a lot easier.
True. Its still Kind of a chore
Control click too, if they aren't all adjacent to each other
Usuing Poision .....allot.
Throwing poisons, too
I always forget lol
*A lot
Throwing potions on the ground so my group can walk through the potion cloud. I laugh every time thinking about what a real DM would say to this mechanic.
Wait, the potion effect lingers???
In turn-based mode, yes. You can toss a Speed or Healing potion on the ground and have your team walk through it on their turns. Not unlimited, but better than one potion per person.
This does not work for Elixirs to my knowledge.
Everyone gets a makeover from Withers ASAP. Even if I'm keeping them in the same class, it's better to tailor their stats and skill proficiencies based on your party comp. Really I find it baffling that more people don't do this.
Those starting numbers are sooooo bad.
I... Only thought you could respec Tav 😬
This is going to change everything!
In moonrise you can actually kill everyone except the people in the main room where the traders are without agroing the whole tower. Pretty sure I even got the 2 guards and the troll in the room to the right that doesn't even have a door you can close without agroing the rest. I'd save that room for last just in case though.
I would say the turn-based mode.
Especially when committing crimes
Learning when to use my short and long rests and how best to use my abilities that recharge with a short rest.
I’ve never played DnD before this and was still unfamiliar with many rules, so I would either use abilities haphazardly or try to conserve them even when I didn’t need to. I learned during my first extermination of the goblin camp how to pace myself thanks to my Moon Circle Druid needing wildshapes constantly and figuring out Warlock mechanics for Wyll.
A more tricky detail was figuring out how to pickpocket enemies in combat.
During the confrontation with “so called Paladins of Tyr” on my second run, I had Astarion hide outside to get a sneak attack on them. Turns out that by staying separate from the fight he was able to pickpocket the merchant and not draw agro while she stayed in combat regardless of how many times my pickpocket attempts failed. Astarion would only join combat if he got close to the main fight with Anders or did damage to someone.
I always start with scrying eyes. Assassinating them is pretty easy. They only have 8 hp, and calling for help takes 2 turns for them. If you can't deal 8 damage within 2 turns you shouldn't be in Moonrise :D
Also it helps to instantly evacuate to the camp the moment you see an investigation "beam" appear where you killed the eye. Then even if the enemies come to look for the one who killed the eye - they'll find no one
They can be shoved on chasms, which is pretty hilarious. Throwing them around is also effective and fun.
These seem too obvious but my boyfriend has played more than I yet was shocked when I did them. - throwing potions is objectively better AoE healing from any character besides a dedicated healing specialist - picking up trinkets to sell by Adding To Wares so you can single click sell all the junk at your next merchant enhance is such a time saver
Being able to pass a stack of potions or arrows around during a fight. I am so glad moving stuff between inventories is a free action.
Dammon.
But more so, bottles of water. Throw water on enemies for Wet, gave Karlach Path of the Giant so she can give her weapon lightning and a ring of lightning resistance, give any melee fighter Lightning Jabber, give Gale lightning charge items and shocked faces all around.
Also helps to get rid of acid on the ground, blood, fire, etc. The Hag and Mayrina, obvs. So many uses.
Edit to add: Before anyone says it, I know about the Wet Trident. But that isn't until Act 3 and is in a super obscure place that you probably won't find unless you know specifically the steps to get there.
Making opportunity attacks optional in the passives. When fighting Grym at the adamantium forge, I can place my party members on each platform, and Grym will be sent in circles. Automatic opportunity attacks make Grym stay in one corner and kill that party member
Very specific one: but during the mimic fight in act one--I always end my turn with playing an instrument. It's a free action and it seems to stop their bites from stealing your weapon since you don't have it in your hands. May also work with anything that makes you drop your weapon, but I keep forgetting to test that.
Gay kissing
Arcane lock is surprisingly useful.
Besides Auntie fight, I don't remember where closing the door wouldn't have done the same job.
One I've done a lot lately is asking Withers to change the class of companions (but keeping their class); I get in there to change their stats. I increase Wyll's strength to multiclass him as a paladin or fighter. I increase Shadowheart's strength so her early melee attacks hit more often (ETA: I had said WIS, but her WIS is okay). Wyll has come in clutch so often in these games (I drop Warlock after 2nd level usually).
Making Shart a light domain cleric instead of the terrible trickster domain is always my first Withers rebuild each game.
OMFG SHART?!?!?
Yes. Wow. Forever yes.
Oh yeah redoing their base stats is a must! Shadowheart starts with 13 str and 13 dex??? Like c'mon girl
Turning off the dual handed thingy so I don't accidentally use up my bonus action. It's annoying I can't turn it back on at the end of the turn for opportunity attacks though.
Oh and the custom setting to turn ask whenever a reaction thing pops up so I don't have Gale use an opportunity attack instead of saving it for Counterspell.
Just resting.The game gives you a ridiculous amount of food to work with, and so I've never struggled to rest.
Early on I just kept plugging along like an old school rpg.
Resting regularly changed everything and made the game so much easier.
Yeah. I had literally thousands of camp supplies by act 3.
Honestly, closing doors. It means that ranged attackers have to move closer and can’t pot shot you, and you can also set up defensive measures like spike growth and cloud of daggers on the other side of the door so melee attackers struggle to get through without taking significant damage.
Seems irrelevant, but using up on the d-pad to initiate jumps and holding down on the d-pad to initiate hiding. This encourages me to not just run aimlessly into everything and accidentally initiate combat, by making these movements easier to access and thus more utilized.
Applying buffs right before battle, and positioning before starting the battle.
Coming from the Pathfinder games, I actually had to unlearn pre-buffing.
Always re-roll the origin characters' stats!
I always close the doors. But I kill them all. Not sure if OP locks them in and not kill them. Give me the loot and xp from their dead bodies.
Astarion's sneaky attacks. The first time I used it, he one shotted an ennemy and I was like 😮
He's my ninja lol
Also yes, closing the doors ! Learned this one very late in the game.
Purposely getting Lae'zel kidnapped br Orin, you can unlock the altar during the duel and have her join you without breaking the duel
If you hold shift to move, it will stop you from just interacting with doors which is mildly inconvenient. (Looking at you, counting house vault door)
I. Didn’t. Know. Scrolls. Don’t. Use. Spell. Slots.
I honestly thought I couldn’t cast Scroll of GOI, or any of the scrolls, I’d if I didn’t have an available spell slot. I would think “okay these are for my toons that don’t know/have prepped Disintegrate” for example. But I wouldn’t use it because I needed my L6 spell slot to cast Sunbeam or whatever.
My toxic trait is to hoard all my scrolls and never use them. 😭
Throwing potions—or just healing downed party members in general.
When I first started, I thought the only way to pick up a downed party member was with the help action. Made things very frustrating and I felt like an idiot for the first half of the game.
I'll list a few.
Definitely agree on the door thing, it's super potent.
Carrying a candle, dip is a bonus action and dropping things is action free so any martial character can drop a candle, dip their weapon, and attack in one turn to get some extra damage.
Shoving your party has a 100% success rate. Definitely has some situations where it comes up if you keep it in mind. Telekinesis is also 100% on your party and you can obviously accomplish much more with that.
Having invisibility as an option in honour mode will save runs if you accidentally bite off more than you can chew. It lets one party member escape the combat and revive the rest so you can live to fight another day.
Having a water source in the party (bottles, or create water spell) gives you access to the wet debuff which doubles all electric and cold damage. This is what makes chain lightning worth a level 6 spell slot to me but of course is also applicable to a variety of electric and ice spells.
Sanctuary is available on all clerics from level 1 and will save party members that are surely dead. If a party member fails a hold person save or gets pulled off of a tower you're fighting from or some other dumb situation where they're guaranteed dead, you can sanctuary them with a bonus action and they will survive whatever terrible fate they almost met. It's also another good option to bail in honour mode. Crazy because it's just a one up on some higher level spells like death ward and feign death that aim to do the same thing.
Fairly well known, but pickpocketing all of your money back from Withers. His services are basically free because you have infinite attempts to just pickpocket your money.
Niche case but pickpocketing Balthazar's potion of speed off of him simplifies the fight a ton. This applies to any enemy that uses a strong consumable too though.
Anyway I may be getting off topic by this point but essentially, I've listed a lot of small things that can have large impacts on the tide of a fight.
Edit: One more would be camp casting. I use this mostly for Hero's feast because level 6 spell slots are highly contended but you build a character who will remain at camp that can cast buffs that last all day. Hero's feast, aid, warding bond (though this one is especially cheap). There's a lot of possibilities.
Actually using elixirs and scrolls and not just hoarding them all like a rat
Having a martial character with extra attack throw potions means you can heal multiple characters in a turn, or heal on way more than even an upcasted healing word in a tough spot. This has saved my bacon more than once.
Turning all reactions on to ask and not automatically trigger. No point wasting a Devine Smite on an enemy with 2 health left or I’d rather use counterspell than use attack of opportunity which they’ll most likely miss.
Changing the End Turn button from 'tap' to 'hold'. God damn it was annoying.
Once I learned how frickin amazing shove is lmaoo
barrelmancy all the way 🤣🤣
Right clicking after giving a move command stops you short. Has saved my ass many times when I accidentally clicked somewhere.
Clumping 3 party members and throwing 1 speed potion in the middle to get haste for all of them >> Metamagic dual casting haste
The most boring thing. Shoving. I hate that so many NPCs do it. And it's so necessary for PCs too. Such a boring mechanic to have such a big impact
Shove! Great to avoid opportunity attacks if you want to move, and it works on companions as well if you want to move them out of a blast radius or out of melee!
Last night I used Karlach to yeet gales dead body at Shadow heart so she would have enough range to cast revivify.
I used laezel to throw dying tav away from apostle of myrkuls bone chill radius so I could healing word her. The fall damage fully killed her of course but it was a neat idea
Yeeting the goblins in their camp with Karlach is fun and useful. I took out three this way in the area with Minthara and didn't get aggro until I took out the one she's talking to by the desk
It's fun as a Giant Barbarian to kill two goblins at a time by picking one up and hitting another with it.
I did this just last night with Karlach. Since throw is an action and enraged throw is a bonus action, there's much tossing to be done.
The best use of an otherwise unspent bonus action.
Also good to use on companions if they've fallen asleep as it will wake them up
Ooh I didn’t know that woke them up
Also knocking them off a ledge to deal damage or outright kill them (just be careful not to yeet anyone with good loot into a pit). Or knocking them into another character's spirit guardians, cloud of daggers, etc.
I love pushing Dror into that spider pit at the goblin camp since that guy deals massive damage. Spiders attack him and it takes him a while to get out of it giving me time on the easier enemies. It’s just a matter of killing those spiders (if they’re still alive) to get his loot.
Shove was the unexpected GOAT of my Iron Throne run.
Fleeing prisoner got within opportunity attack range of a Sahuagin? Shove. Gondian parked himself in front of the ladder? Shove. One turn left and Ravengard ran out of movement speed just before the exit? Shove!
God shove is such a good thing
Shove is also useful to get away from crimes, if for example a guard catch you stealing something you can switch to another companion while the guard is talking to your character, you can then push yourself and if you push yourself far enough from the guard the conversation ends and they forget about the crime.