Feat Overview - Fall 2014

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#1

palinmaz

Sep 21, 2014 22:30:21

Feat Overview

 

Feats sorted in alphabetical order, rated by who they are best for

 

Red: Don’t take this, there is always something better.  Either bad or outclassed

Green: Situational choice. Only going to be good in specific circumstances
Purple: Might be useful sometimes, but there are almost always better options
Black: Good enough
Blue: Good choice and might be the best depending on different factors.
Sky Blue: Almost always one of the best choices

 

{Author's Note: This is my first attempt at a guide. Feedback is welcome to help make this more useful and informative.}

 

Alert

Perks:

+5 to Initiative – Good to Great
Can't be surprised while conscious - Situational
Enemies cant gain advantage for being hidden – Situational

Summary:

     Almost all characters will appreciate the boost to Initiative, especially casters and front-liners. The defensive boost are situationaly dependent on how often your DM throws sneak attacks and surprise rounds at you.

Overall:
     Take this if you must go first in combat or if your DM is constantly popping up and yelling BOO!

 

Athlete

Perks:
Bonus to STR or Dex - good for (Barbarians / Bards / Fighters / Monks / Paladins / Rangers / Rogues)
Standing up cost only 5' of movement - Okay
Climbing doesn't halve your speed - Okay
Summary:
     Ability bonus is okay if you need it, but you could have just chosen an ability bump instead and gotten an extra +1. The mobility perks again are okay, but not earth shattering
Overall:
     There are better mobility feats down the road, so I would only suggest this if you find yourself on the ground often, (whether by choice or aided by the DM)

 

Actor

Perks:
Bonus to CHA is good for Classes that use it, (Bards / Sorcerers / Warlocks / Clerics / Paladins)
Advantage on checks to pass yourself as another person (Deception or Performance) - Great for the party leader
Mimic the speech of another person - Great for the party leader
Summary:
     Ability bonus is okay if you need it, but you could have just chosen an ability bump instead and gotten an extra +1. The other two are great for the leader of your party, and can be very useful out of combat.
Overall:
     If you are the party diplomat, this is a great feat for interacting with NPC's. It wont help you in combat, but if you use it right you'll be able to skip a few. Moon Druids should also check this out.

 

Charger – 

Perks:
Bonus action attack at the end of a Dash - Situational
+5 Damage or +10' Push if you use this action - Situational
Summary:
     What had been a universal action in previous editions is now a feat, and not a very good one either. The rules for movement in 5E mean that this feat is situational at best. It will help you get that guy way in the back, or who is running away, but that is going to be useful a small percentage of the time.
Overall:
     It does give Melee characters more mobility, but usage will likely be limited

 

Crossbow Expert

Perks:
Ignore loading on crossbows you are proficient with - Great
No longer Disadvantaged when attacking with a range attack within 5' - Great
Can use a bonus action to attack with a hand crossbow after using a one-handed weapon - Great
Summary:
     This feat gives Crossbow users some love with three great perks. Unleash your inner John Woo and wade into battle guns akimbo...if your DM allows it.
Overall:
     If you plan on playing a gunslinger, this will get you as close as possible.

 

Defensive Duelist

Prerequisite: 13 DEX or higher
Perks:
When wielding a Finesse weapon you can use your reaction to add your proficiency bonus to AC when attacked, potentially causing the attack to miss – Don't Bother unless you are specifically building an unhittable character, in which case it's Solid
Summary:
     A small bump to AC once per round isn't going to put a huge dent in the hail of of damage coming from multi-attack enemies, but can aid in specialty builds.
Overall:
     Not worth it except in fringe cases. You know if you need it, otherwise...Move along, move along.

 

Dual Wielder

Perks:
+1 to AC while wielding two weapons - Good For STR characters And DEX wielders with a stat over 20,  Okay for DEX characters under 20 who should take the stat increase instead
Use two-weapon fighting even when weapons aren't light - Good
Draw or Stow two weapons instead of one - Good
Summary:
     Your mileage will vary with this feat. Dual-Weilding is considered sub-optimal at higher levels. The first 2 perks add a bump to Offense and Defense, But DEX users should make sure their main stat is at 20 before considering this. The third perk is solid, utilitarian, and both sides can use it, but it's not what sells this feat.
Overall:
     Rogues should consider dual wielding for an extra bit of sneak attack. All others should take a long hard look at Polearm Master before choosing this.

 

Dungeon Delver

Perks:
Advantage on checks to discover hidden doors (Perception or Investigation) – Situational to Great
Advantage on saving throws to avoid or resist traps - Situational to Great
Resistance to trap damage - Situational to Great
Can Search for traps while moving normaly, instead of slowly - Situational to Great
Summary:
     This one depends on your DM and campaign. Do they have a lot of traps and hidden areas? If yes, this feat is great for at least one party members. Almost all campaigns will have at least a handful of these making this situational at worst.
Overall:
     If you want to be the party scout, this feat will give you great utility; or if you want to make sure no nook or cranny is left unexplored, this will help you get that 100% exploration achievement.

 

Durable

Perks:
Bonus to CON is good for Classes that use it (Barbarians / Fighters / Sorcerers)
Hit Die roll minimum is twice you CON modifier - Okay
Summary:
     For the most part this one is a dud. Unless you have a high CON modifier and low hit die, there are going to be better feats down the list.
Overall:
     A very narrow group will get use out of this.

 

Elemental Adept

Prerequisite: Ability to cast 1 spell

Perks:
Elemental spells ignore resistance and gain brutal on spells of their type - Great
Summary:
     Dragon bloodline Sorcerers will find this practically mandatory. Any other spellcaster with a heavy selection of elemental spells will get great mileage out of this as well.
Overall:
     If you cast elemental spells, (Acid, Cold, Fire, lightening or Thunder) you want this.

 

Grappler

Prerequisite: 13 STR or higher
Perks:
Advantage against enemies you have grappled – Okay to Great
You can pin an enemy you have grappled - Don't Bother
Larger creatures than you don't automatically succeed against grapples from you – Okay to Great
Summary:
     This feat is for the wrasslers out there, so get greased up and put on your unitard. If that's your thing...not that there's anything wrong with it. Mixed bag here that should be carefully considered before taking it. A lot of good info at this thread: http://community.wizards.com/forum/player-help/threads/4142801
Overall:
     Grapplers can get use out of this, but Tavern Brawler is considered the superior choice.

 

Great Weapon Master

Perks:
When you Crit or reduce an enemy to 0 HP, make a bonus melee attack - Great
-5 to attack for +10 damage - Great
Summary:
     Both perks work to up your DPS. Extra attacks are always welcome, and although there is a big risk with the 2nd perk, it comes with a major reward.
Overall:
     If you wield a weapon in two hands, there is no reason not to take this.

 

Healer

Perks:
Stabilizing a dying creature with a health kit also grants +1 HP – Okay to Great
Spend one use of a healer's kit to restore 1d6+4+HP = creature's maximum hit dice – Okay to Great
Summary:
     Really depends on whether you have a healer in your party or not. If you do, then this feat is serviceable as a team band aid, though the healer will be able to do it all better. If not, this can be a life saver.
Overall:
     If your party doesn't have a primary healer, this will work wonders. Certain flavors of Rogue will also be able to put this to great use regardless of your healing situation.

 

Heavily Armored

Prerequisite: Proficiency with medium armor
Perks:
Bonus to STR is good for Classes that use it (Barbarians / Fighters / Monks / Paladins / Rangers)

Proficiency with heavy armor - Good
Summary:
     Fighters and Paladins already have the proficiency and only a handful of other classes would consider it. Would probably be easier to take a multiclass dip in Fighter/Paladin at first level, and gain some other goodies as well.
Overall:
     If you don't want to multiclass, have plenty of gold, and don't care about stealth, go ahead and take this. Otherwise consider your options.

 

Heavy Armor Master

Prerequisite: Proficiency with heavy armor
Perks:
Bonus to STR is good for Classes that use it (Barbarians / Fighters / Monks / Paladins / Rangers)

Damage reduction 3 from non-magic weapons – Solid to Great
Summary:
     Big draw here is the damage reduction on non-magical attacks. -3 on multi-attack damage is great, as long as the DM keeps them mundane.
Overall:
     Not a bad feat for heavy armor characters to pick up, if they have feat room to spare.

 

Inspiring Leader

Prerequisite: 13 CHA or higher
Perks:
Can hand out Temp HP once per rest equal to level + CHA modifier – Okay to
Great
Summary:
     Nothing wrong with temp HP, but the rest stipulation can swing this from awesome to crappy. If your table short rests often, this becomes a lot more valuable. If not, I wouldn't bother.
Overall:
     If you're assured plenty of rests between battles, this is a good preemptive heal for Charisma characters. If not, stay away.

 

Keen Mind

Perks:
Bonus to INT is good for Classes that use it (Druids / Rogues / Wizards)
Always know which way is north – Situational
Always know how long before next sunrise or sunset – Situational
Recall anything you've seen or heard within last month – Situational
Summary:
     Not sure why you wouldn't just take an ability bump instead of this. The last three perks are situational to the point of being useless.
Overall:
     Don't bother. There are so many better feats.

 

Lightly Armored – 

Perks:
Bonus to STR or Dex is good for Classes that use it (Barbarians / Bards / Fighters / Monks / Paladins / Rangers / Rogues)
Proficiency with light armor - Good
Summary:
     Another feat where it would probably be easier to take a multiclass dip in Fighter / Paladin / Cleric / Druid, and gain some other goodies as well.
Overall:
     If you don't want to multiclass...consider your options before looking at this. Odds are good this feat won't be worth it.

 

Linguist

Perks:
Bonus to INT is good for Classes that use it (Druids / Rogues / Wizards)
3 extra languages - Solid
You can create written ciphers - Situational
Summary:
     A little bit better than Keen Mind above, still not sure why you wouldn't just take an ability bump instead of this. At least the extra languages can be useful.
Overall:
     Don't bother unless you need a single INT bump and want some extra languages.

 

Lucky

Perks:
3 times per long rest gain insta-advantage. Okay to Great
Summary:
     Your mileage is going to vary here. If you like always on feats, then stay away. On the other hand, this feat does provide a powerful emergency parachute 3 times a day.
Overall:
     You want a get out of jail free card,this feat is potent.

 

Mage Slayer

Perks:
Use your reaction to make a melee attack against an enemy within 5' that casts a spell - Great
Creature that is concentrating has disadvantage on saving throws after you damage them - Great
Advantage on saving throws against spells cast within 5' - Great
Summary:
     Spellcasters are going to hate having you around. Great way to lock a caster down, or just pump more damage into them.
Overall:
     Rogues will love getting more sneack attacks off, Defenders will love punishing casters, and all other front-liners will love making enemy casters miserable.

 

Magic Initiate

Perks:
2 Free cantrips and a free 1st level spell from a spellcaster class - Great
Summary:
     Extra spells are useful for casters, and opens up some interesting options for non-casters. While the taken spells do key off the originating class's ability mod, there are plenty of spells that don't require a high mod.
Overall:
     Want a spell you normally couldn't get, or didn't have room for? You want Shield? Find Familiar? Bless? Minor Illusion? There are a lot of great spells this Feat can open up to you.

 

Martial Adept

Perks:
Learn 2 Battlemaster maneuvers - Okay to Great
Gain 1 Superiority Die - Okay to Great
Summary:
     If you are playing a Battlemaster fighter, this is a great boost. A big variable though is the Short rest stipulation. If your table short rests often, this becomes a lot more valuable. If not, I wouldn't bother.
Overall:
     Battlemaster fighters and those with Rogues in their parties will want to give this a look. Anyone else, make sure you'll get to use it often enough before choosing this.

 

Medium Armor Master

Prerequisite: Proficiency with medium armor
Perks:
Medium armor doesn't impose disadvantage on stealth checks - Great
Medium armor adds 3 instead of to to AC if DEX is over 16 - Great
Summary:
     Better AC and better stealth? DEX based characters will happily give up Plate for that.
Overall:
     If you have the proficiency and good DEX, this is a great choice.

 

Mobile

Perks:
Speed +10 - Good
Dashing through difficult terrain doesn't cost axtra movement – Solid
Don't provoke OA's after you make a melee attack - Great
Summary:
     More speed will help you get farther around the battlefield. The 2nd perk won't likely see a great deal of use. The 3rd one on the other-hand will  allow you to waltz around the combat without worrying about every enemy taking a swipe at you.
Overall:
     Swashbucklers and Dervishes out there should give this feat consideration. Really anyone who doesn't want to get pinned in place should give it a look.

 

Moderately Armored

Prerequisite: Proficiency with light armor
Perks:
Bonus to STR or Dex is good for Classes that use it (Barbarians / Bards / Fighters / Monks / Paladins / Rangers / Rogues)
Proficiency with medium armor - Good
Summary:
     Again, it would probably be easier to take a multiclass dip in Fighter/Paladin, and gain some other goodies as well. That being said, this is a decent upgrade over light armor, so it's not a terrible investment.
Overall:
     If you don't want to multiclass, this is a decent upgrade over light armor.

 

Mounted Combatant

Perks:
Advantage on melee attacks vs. unmounted enemies - Don't Bother to Great
Force attacks on mount to target you instead - Don't Bother to Great
Effects that force DEX saving throws vs. your mount do no damage on a success, and half on a failure -Don't Bother to Great 
Summary:
     The key to this feat is having a dependable source of scaling mounts, and insuring your DM & campaign will give you ample opportunity to use them. With those, this feat is awesome. Without them - useless
Overall:
     If you're able to find dependable mounts and plenty of battlefields to charge onto, you'll be golden. Otherwise, stay away.

 

Observant

Perks:
Bonus to INT or WIS is good for Classes that use it (Clerics / Druids / Monks / Paladins / Rangers / Rogues / Warlocks / Wizards)
You can read lips - Situational
+5 passive Perception & Investigation - Solid
Summary:
     Not sure why you wouldn't just take an ability bump instead of this. Only real highlight is the boost to the two passives.
Overall:
     If you need a small bump to WIS this is the only feat so far that gives it. Nothing really mind blowing here to recommened over a straight Ability bump though.

 

Polearm Master

Perks:
You can make a bonus action attack with the other end of your polearm - Great
Creatures that enter your reach provoke OA's - Great
Summary:
     This is a great feat that plays well with other. Want more damage? Grab Great Weapon Master. Want More control? Grab Sentinel. This feat helps Polearms stay competitive with both additional attacks, and utilization of reach.
Overall:
     If you wield a polearm, there is no reason not to take this.

 

Resilient

Perks:
Bonus to ability of your choice - Solid
Gain proficiency in saving throws with that stat - Great
Summary:
     Gaining a new saving throw is huge. This can really help shoring up your defenses. Best used with CON or WIS as those carry the worst effects.
Overall:
     If you a week save that tends to get targeted often, this will help save your bacon

 

Ritual Caster

Prerequisite: 13 or higher INT or WIS

Perks:
Gain 2 1st level spells as rituals in a ritual book, and the ability to add more if you find them - Solid
Summary:
     There are a lot of utility spells that can can be of great use throughout a campaign. Find Familiar is an excellent use here.
Overall:
     Not a mind-blowing option, but a solid one.

 

Savage Attacker

Perks:
Reroll damage once per turn - Don't Bother
Summary:
     This is bad.
Overall:
     No.

 

Sentinel

Perks:
When you hit with an OA, the enemies speed is reduced to 0 for the rest of the turn - Great
Enemies provoke OA's when the leave your reach even if they disengage - Great
Enemies within 5' who target someone else can be attacked with a reaction - Great
Summary:
     Now this is more like it! You are the rock, the hard place. None shall pass. Also helps those wanting to get extra attacks in.
Overall:
     If you don't want a bad guy to look at anyone but you, you'll want this. Just make sure you have the defenses and HP to take the heat.

 

Sharpshooter

Perks:
No Disadvantage when you attack at long range with ranged weapons - Great
Ranged Weapons ignore half and ¾ cover - Great
-5 to attack for +10 damage - Great
Summary:
     A great feat for ranged characters, and Everything here serves to make them fearsome.
Overall:
     If you wield a ranged weapon, there is no reason not to take this.

 

Shield Master -
Perks:
If you attack, you can use a bonus action to shove a creature within 5' - Great
Add you shield's AC bonus to DEX saving throws vs. spells or other harmful effects - Great
Use your reaction to take no damage from affect that requires a DEX saving throw - Great
Summary:
     It doesn't get much better for sword & board characters.
Overall:
     If you wield a shield, there is no reason not to take this – unless you're a caster, and then you really need to get War Caster first.

 

Skilled

Perks:
Gain proficiency in 3 more skills. - Solid
Summary:
     Not earth-shattering, but useful.
Overall:
     If your party is lacking in the skill department, this can help cover all the bases.

 

Skulker

Perks:
You can try to hide while lightly obscured – Solid
When you attack while hidden and miss, your attack doesn't reveal your position - Solid
Dim light doesn't impose Disadvantage on Perception Sight checks - Solid
Summary:
     Useful for stealthy characters, who will be most able to stick to the shadows
Overall:
     Sneaky Characters will enjoy this

 

Spell Sniper

Perks:
Range of attack spells doubled - Great
Ranged attack spells ignore half and ¾ cover - Great
Learn 1 cantrip that requires an attack roll - Good
Summary:
     Sharphooter for spells, plus you get an extra offensive cantrip.
Overall:
     This is a great pick up for casters, or those who have the right stats to grab a some ranged versatility.

 

Tavern Brawler

Perks:
Bonus to STR or CON is good for Classes that use it (Barbarians / Fighters / Monks / Paladins / Rangers / Sorcerers)
Proficiency with improvised weapons & unarmed strikes - Good
Unarmed strikes do d4 damage - Good
Can take a bonus action to grapple when you hit with an improvised weapon or unarmed strike - Good
Summary:
     The feat of choice for Grapplers, this helps them bring on the pain as they lock them down.
Overall:
     Grapplers want this over the Grappler feat strangely

 

Tough

Perks:
HP increases an amount equal to half your level, +2 every level after that - Solid
Summary:
     Extra HP is never a bad thing, especially considering how squishy 5E characters are.
Overall:
     It won't hurt to take this, if you have room.

 

War Caster

Prerequisite: Ability to cast 1 spell
Perks:
Advantage on concentration checks to maintain spells when you take damage - Great
Perform somatic components of spells when you have weapons or shields in your hands - Great
When enemies provoke OA's, you can cast a spell instead of making an attack - Great
Summary:
     Front line spellcasters will make great use of this to get the most out of their abilities.
Overall:
     If you play a Gish you will want this. If you're just looking for a better CON save, check out Resilient.

 

Weapon Master -

Perks:
Bonus to STR or Dex is good for Classes that use it (Barbarians / Bards / Fighters / Monks / Paladins / Rangers / Rogues)
Proficiency with extra weapons - Don't Bother
Summary:
     If there are any weapons you don't have a proficiency with, however unlikely, multiclass and pick up some other goodies to go with it.
Overall:
     Not worth the investment.

 

#2

palinmaz

Sep 22, 2014 18:02:20

Feats With Ability Bonuses

 

STRENGTH

Athlete

Heavy Armor Master

Lightly Armored

Moderately Armored

Resilient

Tavern Brawler

Weapon Master

 

DEXTERITY

Athlete

Lightly Armored

Moderately Armored

Resilient

Weapon Master

 

CONSTITUTION

Durable

Resilient

Tavern Brawler

 

INTELLIGENCE

Keen Mind

Linguist

Observant

Resilient

 

WISDOM

Observant

Resilient

 

CHARISMA

Actor

Resilient

 

 

 

#3

palinmaz

Sep 21, 2014 22:32:15

Reserved

#4

FluffyBunbunKittens

Sep 22, 2014 1:46:05

Feats are specific optimization tools by their very nature, so I think you should redefine your approach. Too many feats will otherwise read 'solid gold if you are this niche, red crap otherwise', which is kind of obvious.

#5

FluffyBunbunKittens

Sep 22, 2014 2:16:57

Actually, for a format to mimic, look at this feat analysis: http://www.giantitp.com/forums/showthread.php?370020-a-feat-analysis-first-impressions-of-a-wannabe-optimizer

 

palinmaz wrote:
#6

1eejit

Sep 22, 2014 7:17:57

Some real clangers there.

 

How are the Heavy Armor feats rated Black for Barbarians or Monks?

Mage Slayer is situationally useful for anyone in melee range, not defenders in particular.

#7

ReaperAlex

Sep 22, 2014 7:58:41

Dungeon delver is great if you expect to find a lot of traps with your face on any class. For that barbarian that can't resist the urge to kick a door in before a rogue has checked it over, or for the party that doesn't have a trapper (get a meat shield with shield mastery and resistance (DEX) paired with this for a walking, breathing 10ft pole).

#8

Sorxores

Sep 22, 2014 8:02:04

elemental adept is a feat tax on dragon bloodline sorcerer so should be golden since they specialize in a single elements, so being able to ignore resistance of monster is a most have. Since you don't have gold color, at least give it sky blue.

#9

Demosthenes2054

Sep 22, 2014 9:09:10

Sentinel and Mage Slayer are both nice on Rogues for getting more attacks of opprotunity and thus sneak attacking outside your turn.

#10

kitman

Sep 22, 2014 8:21:15

I don't think Grappler is great for grapplers... I think it's a terrible feat as written.

#11

Strill

Sep 22, 2014 8:55:24

I think you're undervaluing Magic Initiate. Ability mods don't matter for a lot of really important spells.  For example, the Shield spell is absolutely amazing for all melee combatants, and doesn't require any attribute investment.  It's even better for hybrid melee casters like Eldritch Knights, Arcane Tricksters, or Paladins, because taking the feat allows them to learn the spell and cast it with their normal spell slots. Magic Initiate is also great for Warlocks since it effectively gives them a bonus 1st-level spell slot.

 

Martial Adept might seem weak, but it becomes awesome if you have a rogue in the party, since you can use Commanding Shout to let them get their sneak attack damage in one more time.

#12

mellored

Sep 22, 2014 8:53:16

Strill wrote:
#13

Strill

Sep 22, 2014 8:57:49

mellored wrote:
#14

Yunru

Sep 22, 2014 9:00:13

It does allow for the poaching of Shillelagh if you're really not keen on dipping.

 

I guess Hex 1/day could be good, especially on say a Fighter... Excuse me while I go make a Hex-using Eldritch Knight (hell, the name even fits).

#15

Strill

Sep 22, 2014 9:11:35

Another note for Resilient, it's a great alternative to War Caster, since it can give you advantage on ALL CON saving throws instead of just concentration saving throws. If you don't need the spellcasting focus benefit or the opportunity attack, resilient will give you much more overall.

 

Also note that War Caster synergizes VERY well with Polearm Master.  A warlock built around these two feats can use Eldritch Blast on the opportunity attack, which knocks the enemy back and forces them to eat another opportunity attack when they charge back in.  The warlock can then follow up with their full melee attack. This is one of the best DPR combos I've seen.

#16

Demosthenes2054

Sep 22, 2014 9:10:42

Magic Initiate (and Ritual Caster) lets you grab Find Familiar.  An Owl Familiar makes an excellent scout as it flies, has 120ft darkvision, and advantage on vision checks.  Additionally fly-by attack allows it to Help you or an ally without provoking an attack of opprotunity.

#17

Demosthenes2054

Sep 22, 2014 9:18:13

Strill wrote:
#18

mellored

Sep 22, 2014 9:20:05

Resilient is better then warcaster for concentration saves.  Paticularly at higher levels.

 

Of course, you can take both.

#19

palinmaz

Sep 22, 2014 9:37:44

FluffyBunbunKittens wrote:
#20

mellored

Sep 22, 2014 9:40:41

Durable IS good... IF you have high (17 or 19) Con and small (d6, or d8) hit dice.

#21

Jamwes

Sep 22, 2014 9:52:44

Might be useful to have a sub-list of the feats organized by what stat they bump. Perhaps hiden in spoiler dropdowns so you don't clutter up the main post by reposting the feat names.

#22

palinmaz

Sep 22, 2014 10:03:44

Question - I have been viewing the stat bumping in feats as average since you could have gotten a +2 to one stat, or +1 to two stats without a feat. I have been looking at them as what perks you gain from losing the other +1 to an ability of your choice. Am I being to hard on the ability bumps?

#23

Rancid_Rogue

Sep 22, 2014 10:36:26

 

Healer should be light blue for a Rogue Thief or -- depending on DM interpretation -- a Rogue Arcane Trickster. Keep the entire party on its feet at the cost of my bonus actions and some trivial materials expenses? Yes, please. It's not sexy but it would vastly improve party survivability.

#24

GladiusLegis

Sep 22, 2014 10:46:50

Savage Attacker is straight up red. It ONLY affects the dice from your weapon, so the characters who might have actually cared about this (Rogues, Paladins) wind up not. Making for a piddly damage increase in all cases. I'm shocked this didn't come with a +1 STR or DEX attached, because it's just so useless otherwise.

#25

7he_professor

Sep 22, 2014 10:52:09

I believe you are highly under-valuing the Lucky feat.  It's the most versatile feat printed so far.  Literally every class can make use of it.  It can be used offensively to ensure an attack roll succeeds, defensively to decrease the liklihood of being hit and increase the liklihood of a saving throw suceeding, or out of combat to ensure skill checks succeed.  That's pretty incredible in my book.

 

Now, it is only 3/day, so I can see how people might prefer "always-on" feats, but the sheer versatility of this feat is unmatched.  

 

 

Similar abilities (rerolls vs. rolling an extra d20, but basically the same thing):

 

Halfling's Lucky: reroll 1's

Fighter Great Weapon Fighting: reroll 1's or 2's (once) on two-handed weapon damage

Fighter Indomitable: Reroll a saving throw. (1/day @ 9th, 2/day @ 13th, 3/day @ 17th)

Monk's Diamond Soul: 1 ki point to reroll a saving throw that you have failed

Sorcerer Empower Spell: 1 Sorcery point to reroll damage dice

Savage Attacker Feat: reroll weapon damage dice once/turn

Wish spell: force a reroll of anything made last round

 

 

 

Either way... just my 2 cp

#26

Squad

Sep 22, 2014 11:52:01

palinmaz wrote:
#27

Yunru

Sep 22, 2014 12:14:08

palinmaz wrote:
#28

mellored

Sep 22, 2014 12:21:46

Yunru wrote:
#29

GladiusLegis

Sep 22, 2014 12:42:53

The ONLY feats I'd consider gold at all, in any case, are:

 

  • Great Weapon Master for Fighters, Barbarians and Vengeance Paladins (and only those classes/subclasses) using two-handed weapons.
  • Polearm Master for anyone actually using a glaive, halberd or quarterstaff as their main avenue of attack.
  • Sharpshooter for archer Fighters and Rangers.
  • Crossbow Expert if you use hand crossbows (typically Assassins, maybe some Fighters and Rangers as well).
  • And maaaaaybe Resilient (WIS) for Fighters, since they've got the extra feats to spare, don't need a second stat at 20, and it covers for the Fighter's main defensive weakness.
#30

Keendk

Sep 22, 2014 12:58:07

kitman wrote:
#31

kitman

Sep 22, 2014 13:04:10

palinmaz wrote:
#32

Demosthenes2054

Sep 22, 2014 13:58:21

mellored wrote:
#33

Xaielao2

Sep 22, 2014 14:17:14

Dual Wielder –

Perks:
+1 to AC while wielding two weapons - Great For STR characters,  Useless for DEX characters
Use two-weapon fighting even when weapons aren't light - Great For STR characters, Useless for DEX characters

 

Duel Wielder is a solid choice for Dex characters if Dex is already at 20 or you have Medium Armor Master and Dex 16. I wouldn't call it golden but it's should be at least black. 

#34

Keaerin

Sep 22, 2014 14:45:23

Actor belive it or not is  good on a moon druid as well, especially with thousand faces

#35

palinmaz

Sep 22, 2014 18:10:05

I think I’ve included everyone's input. Thank you all for your help, and please let me know if there is anything else which needs addressing.

#36

Zardnaar

Sep 22, 2014 19:15:14

Healer should be blue or light blue. Consider.

 

Cure wounds heals 1d8+3 hit points at level 1 with a cleric being able to cast it twice.

Healers kit is 1d6+5 at level 1 per person per short reast. You havemore or less doubled you parties healing with one short rest.

 

 For the thief it should be light blue, probably for some cleric domains as well.

 

 If you have more short reasts it is even better. I took it as a light cleric for example and more or less freed up all my spell slots as you need to short rest to use HD based healing anyway and the cleric is not going to be able to cast enough cure spells to matter at lower levels anyway.

 

More healing=more DPS due to durability and something like a light or tempest cleric can now start lobbing around spells almost as much as the wizard but has d8 hit dice and armor+ better weapons. 

 

 Its not sexy but gives more healing per gp than a wand of clw in 3.5. The only real downside is how many short rests you get. I think you are safe in assmuing you will get 1 short ret any more and it starts becoming absurd fast. If someone in the party sucks it up and takes the healer feat it is one of the biggest boosts to PC power in the game IMHO. 

 

 

 

 

#37

GladiusLegis

Sep 22, 2014 19:27:55

I'd knock Shield Master's benefits all to dark blue. They are all very solid effects, but they also all have their limitations.

 

  • Shove is limited to vs. Large or smaller. And you'd better have high STR and be trained in Athletics.
  • The shield bonus to DEX saves is only against single-target abilities.
  • The reaction for Evasion depends on how good your DEX save is; thing is, Fighters, even DEX-Fighters, aren't likely to have top DEX saves because they don't have proficiency. Resilient can only be taken once, and Fighters are much better off taking that for WIS, not DEX. DEX-Paladins can make fairly good use out of it with high DEX + Aura of Protection being almost as good as high DEX + proficiency, but STR-Paladins' DEX saves are going to be pretty much en par with a DEX-Fighter, i.e., not too hot. And Paladins are better off taking Resilient in CON, not DEX.
#38

Mistwell

Sep 22, 2014 19:36:31

Keendk wrote:
#39

GladiusLegis

Sep 22, 2014 19:48:05

While I'm at it, I should probably note that Resilient should ONLY be for CON or WIS (whatever of the two you're not proficient in to start). Any other attribute is a waste. DEX is mostly just damage and maybe prone, in either case, not nearly as devastating as the typical effects of a failed CON or WIS save.

#40

SpedGuy

Sep 22, 2014 20:28:40

I may be the only person who thinks so, but I like Defensive Duelist on an already defensive character.  It only triggers once you are hit, so if you already have a good AC, then attacks should be missing you on a regular basis and the AC boost will cover one of those attacks that do slip through. 

 

Lets say... 20 Dex, Studded Leather, Shield, and Defense Fighting Style... 21 AC.  Someone with +12 to hit you (the most you are ever likely to see) will hit you on a 9+ (about 50% of the time for my lazy math); +6 AC from Defensive Duelist will take that to a 15+ (only 1/4 of the time) once a turn and only if you know they would hit anyways (and not on a natural 20, because it wouldn't matter anyways).

 

You can probably milk some more AC from other sources if you want to; and disadvantage on attackers (say... using the Dodge action when targeted by too many attacks for you to handle) boosts this even further.

 

Amazingly awsome?  No... but probably not 'red' for the right build.

#41

GladiusLegis

Sep 22, 2014 20:38:02

Feats are a limited resource. Why spend a limited resource on Defensive Duelist, when I can think of five feats better to take at any time?

 

It's also redundant with class abilities of the two classes you'd most expect to take it. Rogues get Uncanny Dodge for free. Battlemaster Fighters get access to the Parry maneuver to do something similar; although it's kinda funny, since Parry isn't exactly the highest-rated maneuver as it is, and unlike feats, Battlemasters get so many maneuvers that it becomes diminishing returns, and yet Parry is STILL low on the totem pole.

 

That should tell you all you need to know about just how worthless Defensive Duelist is.

#42

sadnewt

Sep 22, 2014 21:47:56

Hey, for the heavily armored feat, you don't actually get heavy armor mastery with a fighter dip, and I'm guessing that's true for a Palladian too. It's in the section on multicasting, and there's a table saying what efficiencies you do get.

#43

palinmaz

Sep 22, 2014 22:08:45

sadnewt wrote:
#44

Keendk

Sep 22, 2014 23:54:33

Mistwell wrote:
#45

Squad

Sep 23, 2014 13:00:54

palinmaz wrote:
#46

DanMathMan

Sep 23, 2014 17:31:07

 

Unless there was an errata I missed neither multi class fighter or paladin give heavy armor proficiency. So unless you start as one the feat is the only way to get proficiency.

#47

palinmaz

Sep 23, 2014 17:58:10

Squad wrote:
#48

Mistwell

Sep 23, 2014 18:14:57

DanMathMan wrote:
#49

Strill

Sep 24, 2014 0:32:54

Squad wrote:
#50

FluffyBunbunKittens

Sep 24, 2014 1:19:16

palinmaz wrote:
#51

palinmaz

Sep 24, 2014 12:00:36

FluffyBunbunKittens wrote:
#52

palinmaz

Sep 24, 2014 12:23:45

Dual Wielder revision made. This feat is giving me such a headache.

#53

mellored

Sep 24, 2014 12:59:33

I think your underestimating defensive dualist.  Using your reaction to make an attack miss is very good.

 

i.e. the enemy get's 3 attacks per round, 1 misses from your normal AC, 1 is blocked due to DD, and 1 hits.

You've reduced the damage you take by 50%.  That's better then rogues uncanny dodge (though, it doesn't stack, so not recommened for rogues).

 

Yea, it starts at +2 AC at level 1, but it grows to +6.

If you max your dex with 4 and 8 first, and then take it at 12, it's awesome.

Note that you don't need to use Dex either.

 

 

Heck, now i feel like building a gnome paladin, with a raiper + shield + HAM + defensive dualist + inspiring leader + 20 Cha.

#54

Polaris

Sep 24, 2014 13:53:58

Moderately Armored

Prerequisite: Proficiency with light armor
Perks:
Bonus to STR or Dex is good for Classes that use it (Barbarians / Bards / Fighters / Monks / Paladins / Rangers / Rogues)
Proficiency with medium armor - Good
Summary:
     Again, it would probably be easier to take a multiclass dip in Fighter/Paladin, and gain some other goodies as well. That being said, this is a decent upgrade over light armor, so it's not a terrible investment.
Overall:
     If you don't want to multiclass, this is a decent upgrade over light armor.

#55

Strill

Sep 24, 2014 23:42:30

mellored wrote:
(Reply to #55)

1eejit

Strill wrote:
#57

theTrueEdge

Sep 25, 2014 6:08:37

Grappler is pretty much regarded as a useles pick. But historically (sorry, I might end up on this trip more often in these forums) wrestling particularly armoured opponents is a staple skill.

So, as a house rule I'm going to add this extra feature to the Grappler feat:

As written, but add: If you hit with an attack against an (S, M) enemy within 5’ you may attempt to trip them instead of dealing damage. The foe makes a STR saving throw, and failure knocks him prone. (DC is 8+STR or DEX mod +prof bonus)
#58

FluffyBunbunKittens

Sep 25, 2014 6:42:07

theTrueEdge wrote:
#59

mellored

Sep 25, 2014 6:41:57

1eejit wrote:
#60

Squad

Sep 25, 2014 20:33:18

palinmaz wrote:
#61

Strill

Sep 30, 2014 14:02:40

When wielding a Finesse weapon you can use your reaction to add your proficiency bonus to AC when attacked, potentially causing the attack to miss
#62

intently

May 19, 2015 9:29:58

Thanks for this guide. Any chance it can get updated and added to the guide sticky?