I would like to talk to you if you have the time. I am the Ambassador for the upcoming film/documentary "50 Years of Fantasy" the 50th anniversary of D&D and looking for Creators and Influencers in our community.
About Great Weapon Master : you need a weapon with the heavy property, not a MELEE weapon with the heavy property, meaning longbow is still alive baby !!!
Yeah, GWM on a longbow is an interesting option for late game, but it's sad that the other two parts of the feat (strength increase and Hew) won't be useful in that case.
It only adds equal to your Proficiency modifier so it's not doing much of anything at all for the majority of any game even with extra attack unless your games make it past level 12
@@JayBurrd That's not true, +prof damage with no -5 downside is great. Assuming level 5, 70% chance to hit, greatsword, 18 str (it is now a half feat), the dpr is the same as old gwm as variant human and you can be whatever race here. Also, the lower the hit chance the better it is than the old one, like with 60% chance to hit the dpr is more with the new version. The only way to make the older one better is if the enemy had really low ac or if advantage put you over the new one's dpr.
Musician lets you spam out heroic inspiration, something that normally only is given to humans or by the DM for accomplishing things. Also if you are a human with heroic inspiration doing the song you can give your HI to another player for an additional HI from the performance. Its no way in hell a low tier lv 1 feat.
Remember it's a reroll on ANYTHING too. Which means it has enormous versatility and can be utilised at the optimal time in almost any situation. That alone makes it really good. There are even class features that are massively buffed if you have HI when using them.
RAW, you can use it to reroll hit points at level up, and since you can pass it out at every short rest, you can likely get your entire party to hold on to theirs.
I will die on the hill that 2014 Keen Mind is massively underrated because of the month of perfect recall. People act like it's just a substitute for taking notes, but properly used it lets you make *retroactive* investigation and perception checks based on anything you've seen (just learned what the missing macguffin looks like? Make a check now to see if it was sitting on the mayor's desk three sessions ago), or look at a key or a document for two seconds and be able to make a perfect copy of it later. Taking that out actually makes the new Keen Mind way worse.
100% And notes are a poor substitute for a flawless memory in general. Besides, taking extensive notes is ponderous in game and distracts you from doing what you should be doing, roleplaying.
i used keen mind to look at maps at stores and make a perfect copy of it right away. had an enduring spellbook and basically kept a journal. end of every month. I did it like a playscript so re-reading it was exactly what everybody said word for word, almost perfect illustrations. and being a kenku, i could mimic exactly what the other character said in their own voice.
The new keen mind lets you check for illusions as a bonus action instead of an action. So if you play illusions RAW and your DM likes using them its pretty powerful imho.
@@rsbandbj1 , The Keen Mind with the total recall for one month is awesome. My Wizard would note a teleport circle and be able to record the circle and use it later as a point to travel too. I abused it often. I took a few levels in thief before switching to wizard. The number of times slight of hand was used to move something on a desk, so I could read it was awesome. And as others have noted, record what I saw days later into a journal. Couple the Keen Mind with Observant and you can ruin a DMs day.
Keen mind conjuration wizard. Reproduce any key you've even glanced at in the last month. Keen Mind Phantom Rogue, remember the teachings of your ghost buddies for a full month, eventually gaining proficiency in everything. Keen Mind Warlock; remember every single word of your contract while reviewing it and detect any slight inconsistency or loop hole. There are uses!
Why does no one talk about the fact that spell components that are used up in some spells, get the 20% discount when you are trying to buy them. Diamonds are expensive after all.
@@Klaital1 , not all games are rich games. I know a DM where the PCs are taking jobs just to try a live at a moderate lifestyle for a month. And you start needing that Diamond Dust (300pg) at 5th level for Revivify. Even if you don't kill characters they might need this to save someone they are protecting or need information from or to gain favor.
I know Mage Slayer and Grappler are the obvious picks, but low-key I'm big into Skulker and Weapon Master for some wild tech options now 🔥🔥🔥🔥 Edit: Okay y'all convinced me on Musician, it felt middling (but fun!) in our game - but we only played a few sessions with the new feats so far; I can see it being pretty tasty at higher levels and from your experiences, espeically if your GM doesn't hand out inspiration directly very often
Tavern brawler comes with one of the background/origin. Grappler is so good with monk. I’m running a 2024 monk in a campaign and at level 4 I will just be able to grapple people then dash and disengage with them. I just kidnap people
I think you forgot to account for spell components with Crafter. 240gp Revivify? 80GP Greater restoration? 80gp Stoneskin? 8gp Find Familiar? For a free, weaker than general feat origin feat thats a lot of savings throughout the life of your caster's career. And I didnt even touch on the 1600gp forcecage rubys or 1000gp Hallow. 25,000gp true ressurection: save 5000gp?
Additionally, Weapon Mastery is very good for any blade pact warlock. They are proficient in their pact weapon, but lack weapon mastery. Rather than multiclassing, you can now take this feat, and since you can change the mastery weapon type on a long rest, if you rebond to a new weapon type you've found, or start summoning a different type of weapon, it can still fuction.
I'm a little disappointed by the changes to Mage Slayer. The fact that you no longer trigger an attack of Opportunity whenever someone casts a spell while within 5 feet of you, means you can't punish someone for trying to escape you with magic, and I feel like thematically, it takes away part of the whole "Slayer" theme from the feat. In my humble opinion at any rate. The new Pseudo legendary resistance tho is still absolutely bonkers, I know a few players of mine who will definitely love that addition
Was that with 18 wisdom, Perception expertise, Observant, and a Sentinel shield? Because I'm currently DM'ing a rogue with 24 PP, and I'm having trouble keeping anything hidden without just making it otherwise imperceptible 😂😂
Regarding the crafter discount- Spell components are pretty much all not magical as of themselves. So getting things like diamonds for resurrection should be good. Granted, the DM could choose to rule it differently but RAW it should work.
I mean if you are a human cleric, access to 2 origin options your can pick this and probably works Hell Cast disort value on the item while the shop guy is distracted, halving value is another 50% discount
A level 1 Fighter who takes the starting gold from class and background will have 205gp to start. If you have the crafter discount you can buy Splint armor for 160gp instead of 200gp. Level 1 Fighter can have 20 AC with Splint, Shield, and Defense fighting style. Though starting the game with Splint is already really good.
Also not sure if it’s intentional but all adventuring gear, weapons, armor, spell components, mounts, animals, and drawn vehicles qualify under the 20% crafter discount. So go and buy that Elephant Mount you’ve always wanted for 160GP
I would say for Keen Mind, it allows you to spend a bonus action to for example... Study to know the weaknesses and abilities of any Aberrations, Constructs, Elementals, Fey, and Monstrosities (arcana) also Giants and Humanoids (History) and Beasts, Dragons, Oozes, and Plants (nature) and finally Celestials, Fiends, and Undead (religion). Handy for a wizard to know which element spell to pick or defensive buff to cast. They don't have many uses for bonus actions outside a few concentration spells, or occasional subclass features.
Crafter's discount is actually better than you're giving it credit for. I am not saying its S-tier (obviously, 20% is never going to be S-tier) but the fact it applies to non-magical items, which means spell components like diamonds does mean you theoretically might be able to fit more into your budget for revivify. You are still largely picking it up for the tool profs and fast crafting. I think B-tier is still fair btw. Nothing here is insane, but it would be a really good combination perk with Guild Artisan and have a little spice and wolf adventure. Edit: The Inks/paper for Wizards also are non-magical.
Right. And even if you did take the tool Proficiency to craft your own gear, who wants to take enough down time to make their own Plate armor? In a lot of campaigns you can't take that much down time because of the built in urgency of the story. I'll make the other stuff and save up my money to buy Plate with that nifty 20% discount.
Unless you plan on selling 100g worth of diamons back to the person you bought them from for 80g thus giving you infinite money, which should not be allowed ever, the feat isnt worth it. Compare it to alert, which just makes you better all around, or musician which gives a toned down legenary save to 2-6 members of your party every short rest and you can see why he was VERY generous with B. You would never consider spending a feat on crafter where I'd take the other two if they gave a stat boost if taken as a lvl 4+ feat.
Also, if you plan on crafting magical itens, all cost is reduced by 20%. Again, not something you use to break your game, but if you want to build a fort, wagon or something, it is really nice.
If someone in my group decides to get this feat, I would 100% allow them to use its benefits, because it is weak enough as is, but how would you justify, in-game, the NPCs giving discounts to a guy??
See at our table we have the opposite approach. I don't care if *you* know the creature is resistant to some damage type, if you don't succeed on a knowledge check (essentially the study action) or a class feature that says otherwise, your character doesn't know it unless this isn't the first time we have fought the monster during a session. That said, I expect I'll be either horse ruling Study Action as a bonus action or Reaction and make the Keen Mind feat either grant a bonus on checks or let you do the Study action without any expense.
I let my players make a history check to see if they can recall things they haven’t written down or remember. Makes for a nice hint when I need to move things along.
At my table you keep OOC and RP, ie. Player and Character, knowledge separate. "Oh, you've read the DM Manual and know this monster is weak to fire. Cool. Does your character have a copy? No? Cool. STFU and roll knowledge."
I agree. The main problem though is around the time you can take weapon master on a caster, their cantrips scale up. I'd probably take spell sniper over either though
@@jamesgotchall7205 I mean at level 4 I’m taking War Caster waaaaaaaaaayyyyy before Spell Sniper. And if I’m trying to be weapon based I’m not going to worry about improving my spells as much as martial abilities.
My reasoning was that Heroic Inspiration is very available in 5r from lots of sources and doesn't stack - maybe in games where you have just 1 encounter per day this could be pretty good, although it isn't quite the same as luck points (no disadvantage cheese rip). Maybe C-tier might be too harsh though you're right, i'd upgrade it to B I think!
@@DnDShorts heroic inspiration doesnt stack, but if you already have it and gain another one, you can give it to another player. this way everyone could have it.
How I would make sharpshooter better is instead of giving no disadvantage whenever you are in 5 feet of a creature you gain a plus to your Roll to hit Equal to your proficiency bonus
I really like the Crafter Origin Feat put onto a Forge Cleric updated to the new rules. Making a party omnicrafter that can buy the Raw Materials for cheap, and then gets Fabricate at level 7 to instant make the more costly items seems really solid, imo.
Sharpshooter is the s**t if you are a short bow using rogue. Before, an enemy getting into melee range meant you lost sneak attack, and if you used your cunning action to disengage and back away, then you could no longer use steady aim. Now you can stand your ground, use steady aim to get initial advantage, then renew it via the vex property of your weapon. As an added bonus, your attacker is now giving you a +2 to AC and Dex saves against any attack that goes through their space. If your attacker is a large creature, that's quite a bit of cover for you.
How to pile driver people like Zangeif. Be a 4th level monk with magic initiate to get Jump spell and Grappler feat. Cast jump before combat. Grapple opponent high jump 30ft into the air. Enemy takes 3d6 bludgeoning damage from the fall and becomes prone. Use reaction to reduce incoming fall damage by 20 so never take fall damage and stay standing.
I personally like that, since most feats now give you a point to an ability score, you dont HAVE to take ASI to make your characters stronger. You can take feats that help and fit with your character while also improving their best skills and abilities 😁
On what plane is giving everyone in your party the lucky feat a bad origin feet? Musician is the best origin feat. Assuming two short rests per day You're getting the same effect as the lucky feat but for all of your party members. Not only that but this lucky feature lets you roll on things like Wild Magic surge tables, counter spell, damage rolls and other non-d20 test rolls. It's genuinely very good.
Free caltrops? That's awesome for any wizard (or really any caster with access to a particular spell). Consider, a bag of caltrops weighs 2lb. Catapult lets you yeet an item weighing up to 5lb per spell level. Put your free caltrops in a relatively fragile bag and Catapult them at an enemy as your action. The enemy takes damage, the bag will break, spilling caltrops everwhere, and now you not only did a whack of Bludgeoning damage, you've locked down at least one enemy in a zone of pointy feet-stabbers...
So, my favorite thing with the new version of Durable is the healing thing. Because often times you find yourself not having the time to even take a short rest before you have to rush off. So, each bonus action you have between where you are and your next location, you can burn a hit die.
Find it fun that the new iteration of Magic Initiate lets you pick which ability mod the spells it grants are scaled off of AND lets you use whatever spell slots you have to cast the level spell it grants. You could theoretically build a half-decent mixed melee/magic character just by snagging it at level 1 and picking up Shillelagh (for melee damage) and Starry Wisp (for radiant damage). You'd also be able to snag cure wounds if you're an arcane caster and be able to cast it using your normal class spell slots. Not the most powerful under the sun but it opens up a lot of fun character ideas.
Keen mind: take the study action (expertise in Investigation) as a BA to find traps and take the dodge action. Observant: take the search action (with expertise in perception) and ready an action or take the dodge action. The study action can also reveal info about certain types of creatues, so you can now use it to figure out better strategies for handling creatures in combat. The real value of these feats is in the way you can now stack your action economy for advantages. These may seem niche, but i think we will see more creative uses for these feats as people start taking them.
The great weapon master feat is cool! I sometimes suck at rolls. The negative 5 would have never worked worked out for me (I never even tried it). Thanks for the awesome video!!👍👍🗡
I would say that Skill Expert and Keen Mind are side grades. A couple of examples of bonus action study are checking for vulnerabilities and resistances or (DM dependent) tactics, analyzing a miguffin during a fight, analyzing aspects of a trap that is on a timer. All of these are fairly niche, but may be more useful than proficiency in a skill you rarely use.
The Crafter feat has great synergy with the warlock's Pact of the Chain invocation. Now your Find Familiar herbs are 8 gold instead of 10, which is a small difference but one you'll really appreciate at low levels, and if you take smith's tools as one of your proficiencies you can make ball-bearings and caltrops for the familiar to scatter on the battlefield.
Definitely making some flavorful use of the crafter feat for my gunsmithing gunslinger, coming from a long line of artisinal firearm producers. It's especially integral for the character due to the setting being similar to treasure planet, an old man stubbornly still producing and using such 'primitive' weapons as opposed to more advanced laser and plasma armaments that are more prevelant.
Giving the whole party a reroll after every short rest is insanely strong... especially with how plentiful advantage is now... there is really no reason for to miss attack rolls anymore. Musician isn't C tier, it's broken tier and needs to be errata'd or nerfed.
New crossbow expert is a pretty good upgrade I would say. Dual wielding hand crossbows for 2 attacks a turn is pretty sweet, or you can use a mix of melee/ranged to take advantage of the nick ability
I'm surprised you didn't mention Spell Sniper, which was greatly improved... it's equivalent to the new Crossbow Expert and Sharpshooter feats. It keeps the bypass cover and double range for attack spells, loses the extra attack cantrip, but picks up a +1 ability increase and no disadvantage in melee. It will likely Crossbow Expert for ranged spell builds like warlocks.
I could see the study action as a bonus action being good for a thriller/espionage campaign where you are infiltrating somewhere and have to find info in a short timeframe, double the study per round while evading detection. VERY niche, but the circumstance just might exist.
Grappler for monk's will be so fun, not only because of spike growth combo, but you can pretty much grab an enemy, use dash for double movement and run UP a wall for all your crazy movement speed, and drop you both,making them take 1,5 x fall damage ( considering you fall over them, by rules you split your fall damage between you and the enemy you fell over), you take 0 damage due monk reaction AND they fall prone AND still grappled. You're damaging an enemy with your movement. Doesnt happen ALL the time, but it is useful.
What the highest cost associated with crafting? TIME. Plate mail and Half Plate are a collection of armor parts combined together with a lighter material (leather or chain). While you build your breastplate and helmet, you can commission your vambraces, greaves, etc. And get it in what? a quarter of the time, maybe.
Could you like read a scroll in a shop with the old keen mind and then transcribe it into your spell book? I feel like an evil wizard would totally do that
Observant is amazing in a social interaction, you can now do insight as a bonus action and then select the social skill to use based on the insight check. I think its way higher then D ranking.
Durable with the Samurai's ability to continue taking turns as normal even while rolling death saving throws might be an interesting build. Adv on death saving throws while dying and they can just stabilize with a hitdie as a bonus action
I love Durable. I used it with CR Remarkable Recovery. HP regain on crack (the good kind)! Using both feats on a Hill Dwarf with the feat Dwarf Fortitude worked even much better!
A CURE FOR THE ATLAS DM is to play more. this reminds the person of how players have fun. share the dm ing. Move away from the idea of campaigns and towards the idea of scenarios/ adventures. Set adventures in a shared game world. have a mechanic for the party to switch pcs in and out depending on the dm. or have rules for the dms character to stick as an NPC while they run the adventure. e.g. the pc/npc may only gain generic items or treasure.
Musician ranked lower than crafter? Are you for real? Crafter at best provides some gold savings in the early game and it comes into play maybe once every 3 sessions when the party arrives at a town. Utility falls off pretty quickly, and it's pretty much useless past Tier1 play, if not earlier. Musician provides old lucky, on demand, starting at 2 uses and escalating with your PB. It's useful at literally every single stage of the game, and it can make or break pivotal moments.
Musician is basically giving most of your party the whole Lucky feat, every SR. It's outrageously good, only Alert is close imo and thats only for some builds where initiative is just that important.
Weapon Master definitely has its uses. I've already house-ruled a homebrew origin feat that grants weapon proficiency and weapon mastery with 2 weapons, which I give out for free to certain subclasses: College of Valor bards, Bladesinger wizards, clerics of the War Domain, etc. But if you haven't house-ruled it, the Weapon Master feat would give them some more effectiveness. I gave Weapon Master to a monk of mine that uses quarterstaff, because Topple is pretty dang good and extra Dex is never a bad thing. (But for the cost of an entire feat, it should just give you weapon mastery like the classes have, with two masteries instead of just one).
These are decent changes. I was never a fan of the Sharpshooter/Great Weapon Master feats. It felt like you're forced into them or else your damage is going to suffer. Do think they're still good but being shifted away from damage helps it out.
@@jettblade gwm is quite similar if not better than the 5e one actually. Like at level 5, it's on the same level as a variant human using it because it's a half feat. Without having that nasty -5 to hit, the dpr is better the lower the hit chance and is the same with 70% (which would be 45% with the old one).
There is a niche use of keen mind in allowing for identifying a cast spell in initiative, which is a study action, still very situational and dependent on DM. Page 238 in the new PHB
In a naval campaign, crafter would be outstanding. If you're buying months of provisions and supplies for a sailing vessel or galley, that's potentially THOUSANDS of gp.
I'm glad that Lightly Armored got cut from the origin feats (it gave light and medium armor proficiency), but I still think it would have been fine as a regular level 4 feat.
Quick study sounds to me like its niche and that niche is the style of your DM. This would do well in my campaigns because i like to run a lot of puzzle combats, where there is another non-combat objective that has puzzle components running concurrently in order to make the battle winable or survivable.
sharpshooter is still pretty good if your DM imposes cover a lot; routinely in our games its a factor on any firing through or into melee at least half cover, very common for 3/4th cover.
My partner loves playing bards for the flavor and class features, but hates the spell list because it doesn't have that many direct damage spells. (Imagine a fireball all the way mindset) The Musician feat (along with the Entertainer background) lets them play a sorcerer and still lean in to the bard flavor, and it solves a lot of issues we used to run into. Multiclassing or playing Lore Bard were options of course, but it made them get their spells late by comparison.
Crafter feat - buy at 20% off, travel to the next town, undercut the local merchants by 10%... profit. Then buy all the local merchants' stuff and repeat. For a travelling group, you could be accruing a lot of gold quickly. Plus, a 20% discount on horses (I assume they're considered non-magical items...) is great, and then you buy the cart to carry all the stuff you're selling.
Musician actually seems pretty cool for certain events. If you have a binary-output situation, say stay hidden\be revealed or persuade someone to spare an important NPC \ fail and have that NPC executed, banish a powerful enemy\fail and tpk - and so on, then inspiration is amazing. Having an advantage on such events can turn the most unturnable tides. In terms of consistency, it's definately very poor. But I'm sure it will be a source of many meme stories.
Durable drops in ranking if you're using the Healing Surge optional rule (2014) as a bonus action. Even if you're using it as an action being able to spend one turn to use up to half of your hit die to heal isn't too bad.
Posted it on XP to level 3 but... Stunning strike is an unarmed strike and stunned creatures automatically fail strength checks. So stunning strike, stun them, also grapple them since they instantly fail the contested strength check Move 30 feet, bonus action flurry of blows and tavern brawler toss the enemy. Stun big bad, yeet off cliff 35 feet away. (and that grows with monk levels!)
I just made my first 2024 build yesterday (wanted to see the potential of a dancer bard) and instead of going full bard and wasting two feats on rapier proficiency and mastery, i just dipped 1 level in fighter. Martial Weapon Training and Weapon Master could easily be compiled into one origin feat for sure.
They may have improved the grappler feat, but they broke grappling in 5.5. In 5.5, the DC for an enemy escaping your grapple is "8 plus your strength modifier plus your proficiency bonus". That means the max the DC can be is 19 (8 +5 str + 6 prof) at high levels. Most characters/enemies would have a decent chance of beating that at low levels, let alone high levels. In 5.0, they are opposed ability checks. My grappling rogue has +7 at first level, where most others would have a +4/+5, so it is a solid check. But when he got reliable talent, his minimum was 23 (maximum 33) making him able to reliably grapple most enemies. If the enemies can easily break out, then there is no point in doing it. Wizards took a mechanic that is often ignored, and made it worse. I had to make a character specifically to make grappling good, and he is a one-trick-pony because of it. I don't like it one bit.
I actually have a few encounters made where players have to essentially solve a puzzle while being assaulted by some pretty vicious enemies. Using their bonus action is actually going to be ideal since they’ll normally have to use their action.
1:34 Looks like they struggled for tinker. I can't imaging how one would tinker shovel and personally make bells all the time (as a free action) using percussion proficiency not tinker's tools. Not seeing the stuff I'd imagine make me expect to see artificers soon.
Study can be used to get information on monsters, so you can use your bonus action to make a check - if your DM isn't a dick - to ask about elements of the stat block.
Good run-down. I think you missed the change to Spell Sniper though, especially when observing the language changes in SS and XBE. Spell Sniper now allows ranged Spell attacks in melee range without disadvantage. Certainly, this isn't A tier in general. It's a nice boost to many low level casters though, and a significant boost to Warlocks. The range boost to cantrips will feel especially good for Druids below 4th tier.
The old Mobile feat made it so you don't provoke from any creatures you "make a melee attack against" -- meaning you don't have to hit them. So this is actually better/best if you're using two-weapon fighting or get Extra Attacks.
Aw man... they took out Keen Mind's photographic memory ability (perfectly recalling something you saw within 1 month's game time) and always knowing which way is north? Those were some really fun features to use (and with some imagination could be really effective). I made an Arcane Trickster who wanted to "steal" ritual spells to add to his book. With the little "scam" he was going to pull off, all he needed to do is glimpse a ritual spell scroll and he'd be able to scribe it into his own book as well, so long as he did it within 1 month. I even got a little use out of it grabbing a wizard's spell book once (Rogues are fun), opened the book, flipped through it to "memorize" for later and snuck the book back without them ever noticing. Then I bought the supplies to add them to my ritual book and that night, new spells. Also, I feel like being a walking compass would be amazing in survival games.
Durable personally is my favorite change. Mainly because I'm a regen fanatic. But also, we can finally play wolverine-esque builds. Barbarians almost never use their bonus action (Except to rage and extend the rage now)
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I would like to talk to you if you have the time. I am the Ambassador for the upcoming film/documentary "50 Years of Fantasy" the 50th anniversary of D&D and looking for Creators and Influencers in our community.
About Great Weapon Master : you need a weapon with the heavy property, not a MELEE weapon with the heavy property, meaning longbow is still alive baby !!!
I was looking for this in the comments!
Heavy Crossbow and Longbow get the damage bonus!
Pew Pew 🎉
Yeah, GWM on a longbow is an interesting option for late game, but it's sad that the other two parts of the feat (strength increase and Hew) won't be useful in that case.
It only adds equal to your Proficiency modifier so it's not doing much of anything at all for the majority of any game even with extra attack unless your games make it past level 12
@@JayBurrd That's not true, +prof damage with no -5 downside is great. Assuming level 5, 70% chance to hit, greatsword, 18 str (it is now a half feat), the dpr is the same as old gwm as variant human and you can be whatever race here. Also, the lower the hit chance the better it is than the old one, like with 60% chance to hit the dpr is more with the new version. The only way to make the older one better is if the enemy had really low ac or if advantage put you over the new one's dpr.
@@Blackwoodcwc Heavy weapons need 13 strength to use so you could start out with 12 and have it brought up to 13.
Musician lets you spam out heroic inspiration, something that normally only is given to humans or by the DM for accomplishing things. Also if you are a human with heroic inspiration doing the song you can give your HI to another player for an additional HI from the performance. Its no way in hell a low tier lv 1 feat.
Remember it's a reroll on ANYTHING too. Which means it has enormous versatility and can be utilised at the optimal time in almost any situation. That alone makes it really good. There are even class features that are massively buffed if you have HI when using them.
Indeed, it is like giving your party the lucky feat for free.
Yeah, i went wtf at that rating
I was also very surprised at that rating, particularly when Treantmonk rates it as the *strongest* Origin Feat in the game!
RAW, you can use it to reroll hit points at level up, and since you can pass it out at every short rest, you can likely get your entire party to hold on to theirs.
I will die on the hill that 2014 Keen Mind is massively underrated because of the month of perfect recall. People act like it's just a substitute for taking notes, but properly used it lets you make *retroactive* investigation and perception checks based on anything you've seen (just learned what the missing macguffin looks like? Make a check now to see if it was sitting on the mayor's desk three sessions ago), or look at a key or a document for two seconds and be able to make a perfect copy of it later. Taking that out actually makes the new Keen Mind way worse.
100% And notes are a poor substitute for a flawless memory in general. Besides, taking extensive notes is ponderous in game and distracts you from doing what you should be doing, roleplaying.
i used keen mind to look at maps at stores and make a perfect copy of it right away. had an enduring spellbook and basically kept a journal. end of every month. I did it like a playscript so re-reading it was exactly what everybody said word for word, almost perfect illustrations. and being a kenku, i could mimic exactly what the other character said in their own voice.
The new keen mind lets you check for illusions as a bonus action instead of an action. So if you play illusions RAW and your DM likes using them its pretty powerful imho.
@@rsbandbj1 , The Keen Mind with the total recall for one month is awesome. My Wizard would note a teleport circle and be able to record the circle and use it later as a point to travel too. I abused it often. I took a few levels in thief before switching to wizard. The number of times slight of hand was used to move something on a desk, so I could read it was awesome. And as others have noted, record what I saw days later into a journal. Couple the Keen Mind with Observant and you can ruin a DMs day.
Keen mind conjuration wizard. Reproduce any key you've even glanced at in the last month. Keen Mind Phantom Rogue, remember the teachings of your ghost buddies for a full month, eventually gaining proficiency in everything. Keen Mind Warlock; remember every single word of your contract while reviewing it and detect any slight inconsistency or loop hole. There are uses!
Why does no one talk about the fact that spell components that are used up in some spells, get the 20% discount when you are trying to buy them. Diamonds are expensive after all.
By the time you get to the level where you need those diamonds, you will have so much gold that the discount from the feat is like pocket change.
@@Klaital1 , not all games are rich games. I know a DM where the PCs are taking jobs just to try a live at a moderate lifestyle for a month. And you start needing that Diamond Dust (300pg) at 5th level for Revivify. Even if you don't kill characters they might need this to save someone they are protecting or need information from or to gain favor.
@@Hyruler I'm a lvl 10 cleric with 30 gold & 2 magic items, my highest being a Rare 🫠
I know Mage Slayer and Grappler are the obvious picks, but low-key I'm big into Skulker and Weapon Master for some wild tech options now 🔥🔥🔥🔥
Edit: Okay y'all convinced me on Musician, it felt middling (but fun!) in our game - but we only played a few sessions with the new feats so far; I can see it being pretty tasty at higher levels and from your experiences, espeically if your GM doesn't hand out inspiration directly very often
I really do not like what they did with tavern brawler. no more gapple :P
Tavern brawler comes with one of the background/origin. Grappler is so good with monk. I’m running a 2024 monk in a campaign and at level 4 I will just be able to grapple people then dash and disengage with them. I just kidnap people
I think you forgot to account for spell components with Crafter. 240gp Revivify? 80GP Greater restoration? 80gp Stoneskin? 8gp Find Familiar? For a free, weaker than general feat origin feat thats a lot of savings throughout the life of your caster's career. And I didnt even touch on the 1600gp forcecage rubys or 1000gp Hallow. 25,000gp true ressurection: save 5000gp?
Additionally, Weapon Mastery is very good for any blade pact warlock. They are proficient in their pact weapon, but lack weapon mastery. Rather than multiclassing, you can now take this feat, and since you can change the mastery weapon type on a long rest, if you rebond to a new weapon type you've found, or start summoning a different type of weapon, it can still fuction.
I'm a little disappointed by the changes to Mage Slayer. The fact that you no longer trigger an attack of Opportunity whenever someone casts a spell while within 5 feet of you, means you can't punish someone for trying to escape you with magic, and I feel like thematically, it takes away part of the whole "Slayer" theme from the feat. In my humble opinion at any rate.
The new Pseudo legendary resistance tho is still absolutely bonkers, I know a few players of mine who will definitely love that addition
I got my passive perception up to 30 by level 5 once, I could see reality vibrating and smell god
Your character just looks up and sees you, the other players and the DM.
Does God smell of apricots? That's my personal theory at the moment.
@@DaBigBenTheory Just pressing my face up against the 4th wall cause I can literally see the gods using us in a game
doing something similar in a campaign I'm in currently, level 3 rn, but when I get to level 4 I'll have 24, 26 by level 5, unsure how to get higher.
Was that with 18 wisdom, Perception expertise, Observant, and a Sentinel shield?
Because I'm currently DM'ing a rogue with 24 PP, and I'm having trouble keeping anything hidden without just making it otherwise imperceptible 😂😂
Regarding the crafter discount- Spell components are pretty much all not magical as of themselves. So getting things like diamonds for resurrection should be good. Granted, the DM could choose to rule it differently but RAW it should work.
I mean if you are a human cleric, access to 2 origin options your can pick this and probably works
Hell
Cast disort value on the item while the shop guy is distracted, halving value is another 50% discount
A level 1 Fighter who takes the starting gold from class and background will have 205gp to start. If you have the crafter discount you can buy Splint armor for 160gp instead of 200gp.
Level 1 Fighter can have 20 AC with Splint, Shield, and Defense fighting style. Though starting the game with Splint is already really good.
Also not sure if it’s intentional but all adventuring gear, weapons, armor, spell components, mounts, animals, and drawn vehicles qualify under the 20% crafter discount. So go and buy that Elephant Mount you’ve always wanted for 160GP
@@Hexenbane247 I'm pretty sure an owl is not a "item"
2000 gold off of a diamond worth 10,000 is pretty good
I would say for Keen Mind, it allows you to spend a bonus action to for example... Study to know the weaknesses and abilities of any Aberrations, Constructs, Elementals, Fey, and Monstrosities (arcana) also Giants and Humanoids (History) and Beasts, Dragons, Oozes, and Plants (nature) and finally Celestials, Fiends, and Undead (religion). Handy for a wizard to know which element spell to pick or defensive buff to cast. They don't have many uses for bonus actions outside a few concentration spells, or occasional subclass features.
Crafter's discount is actually better than you're giving it credit for. I am not saying its S-tier (obviously, 20% is never going to be S-tier) but the fact it applies to non-magical items, which means spell components like diamonds does mean you theoretically might be able to fit more into your budget for revivify. You are still largely picking it up for the tool profs and fast crafting. I think B-tier is still fair btw. Nothing here is insane, but it would be a really good combination perk with Guild Artisan and have a little spice and wolf adventure.
Edit: The Inks/paper for Wizards also are non-magical.
Right. And even if you did take the tool Proficiency to craft your own gear, who wants to take enough down time to make their own Plate armor? In a lot of campaigns you can't take that much down time because of the built in urgency of the story. I'll make the other stuff and save up my money to buy Plate with that nifty 20% discount.
Unless you plan on selling 100g worth of diamons back to the person you bought them from for 80g thus giving you infinite money, which should not be allowed ever, the feat isnt worth it. Compare it to alert, which just makes you better all around, or musician which gives a toned down legenary save to 2-6 members of your party every short rest and you can see why he was VERY generous with B. You would never consider spending a feat on crafter where I'd take the other two if they gave a stat boost if taken as a lvl 4+ feat.
Also aren't raw materials non magical
Also, if you plan on crafting magical itens, all cost is reduced by 20%.
Again, not something you use to break your game, but if you want to build a fort, wagon or something, it is really nice.
If someone in my group decides to get this feat, I would 100% allow them to use its benefits, because it is weak enough as is, but how would you justify, in-game, the NPCs giving discounts to a guy??
My dad has always used the rule "if you don't remember X detail, your character doesn't either," so I actually prefer the old Keen Mind.
I love that your dad DM’d for you. I’m currently DM’ing for my 11 and 9 year olds and we’re loving it and making awesome memories.
See at our table we have the opposite approach. I don't care if *you* know the creature is resistant to some damage type, if you don't succeed on a knowledge check (essentially the study action) or a class feature that says otherwise, your character doesn't know it unless this isn't the first time we have fought the monster during a session.
That said, I expect I'll be either horse ruling Study Action as a bonus action or Reaction and make the Keen Mind feat either grant a bonus on checks or let you do the Study action without any expense.
@@s.p.1434 horse rulings are best rulings 😜
I let my players make a history check to see if they can recall things they haven’t written down or remember. Makes for a nice hint when I need to move things along.
At my table you keep OOC and RP, ie. Player and Character, knowledge separate. "Oh, you've read the DM Manual and know this monster is weak to fire. Cool. Does your character have a copy? No? Cool. STFU and roll knowledge."
Monks, Druids, Clerics, Bards and Warlocks could all benefit from the Weapon Master feat, depending on how the player is trying to build. Pretty cool.
I agree. The main problem though is around the time you can take weapon master on a caster, their cantrips scale up. I'd probably take spell sniper over either though
@@jamesgotchall7205 I mean at level 4 I’m taking War Caster waaaaaaaaaayyyyy before Spell Sniper. And if I’m trying to be weapon based I’m not going to worry about improving my spells as much as martial abilities.
@@jamesgotchall7205consider: blade locks can get weapon master
0:36 Dude?! You think giving out the equivalent of 3 luck points from 5e after every rest is'C tier'?
This is the best origin feat in 5.5e.
My reasoning was that Heroic Inspiration is very available in 5r from lots of sources and doesn't stack - maybe in games where you have just 1 encounter per day this could be pretty good, although it isn't quite the same as luck points (no disadvantage cheese rip). Maybe C-tier might be too harsh though you're right, i'd upgrade it to B I think!
Not only that but its each SHORT rest
yeah that was a bad take
@@DnDShorts heroic inspiration doesnt stack, but if you already have it and gain another one, you can give it to another player. this way everyone could have it.
More like Quadruple S tier! The best one by FAR! Unless you're a selfish player I suppose. And he gave crafter a B tier? It's a barely a D tier!
How I would make sharpshooter better is instead of giving no disadvantage whenever you are in 5 feet of a creature you gain a plus to your Roll to hit Equal to your proficiency bonus
I really like the Crafter Origin Feat put onto a Forge Cleric updated to the new rules. Making a party omnicrafter that can buy the Raw Materials for cheap, and then gets Fabricate at level 7 to instant make the more costly items seems really solid, imo.
Time to make a monk with Speedy AND Mobile
Makee it tabaxi for extra boost. Gotta go fast
Good luck finding a DM that buys your story they are not the same feat with different names.
Cool fact; it looks like you can stabilize a dying creature with a bonus action using observant.
Sharpshooter is the s**t if you are a short bow using rogue.
Before, an enemy getting into melee range meant you lost sneak attack, and if you used your cunning action to disengage and back away, then you could no longer use steady aim.
Now you can stand your ground, use steady aim to get initial advantage, then renew it via the vex property of your weapon. As an added bonus, your attacker is now giving you a +2 to AC and Dex saves against any attack that goes through their space.
If your attacker is a large creature, that's quite a bit of cover for you.
Mate you dropped the ball hard on Musician lol it's the best feat in the game now reread it
Yeah I was shocked literally everyone else I’ve watched has said it’s A tier or S. Definitely disagree with that take
I cannot fathom how he reached the conclusion he did there....
Best feat in the game? Yeah….. no it’s not.
@Golmov_the_Wretched Right it got a but crafter which he had to explain an extreme niche reason to use got a B. always good to add salt to everything
Never underestimate the power of mundane items. Especially a good ol' bag of flour.
How to pile driver people like Zangeif.
Be a 4th level monk with magic initiate to get Jump spell and Grappler feat. Cast jump before combat. Grapple opponent high jump 30ft into the air. Enemy takes 3d6 bludgeoning damage from the fall and becomes prone. Use reaction to reduce incoming fall damage by 20 so never take fall damage and stay standing.
Or just play Warrior of the Elements and just fly.
So did grappler absorb part of Tavern Brawler while it was at it?
No, Tavern Brawler is an Origin Feat now.
@DesDraculae true, but Grappler didn't have the bonus action grapple. Tavern Brawler did.
@@Zendrist-8128 Yeah, I double checked after I commented. It did.
8:54 bloodwell vial 'bouta go crazy
OK your world anvil ad spot was actually hilarious. Nice work making me enjoy the advert
I feel like getting a discount on raw materials is exactly how Crafter is meant to work
Humans are going to be very powerful with their extra origin feat and heroic inspiration.
I personally like that, since most feats now give you a point to an ability score, you dont HAVE to take ASI to make your characters stronger. You can take feats that help and fit with your character while also improving their best skills and abilities 😁
0:29 Yoo that Spiderman 2 Doc Oc laboratory background goes hard 🔥🔥🔥
On what plane is giving everyone in your party the lucky feat a bad origin feet? Musician is the best origin feat. Assuming two short rests per day You're getting the same effect as the lucky feat but for all of your party members. Not only that but this lucky feature lets you roll on things like Wild Magic surge tables, counter spell, damage rolls and other non-d20 test rolls. It's genuinely very good.
Magic Initiate for shield -> Laugh.
This is literally the only channel that I’ll sit and watch an ad for. Fucking hilarious.
3:23 elves and dwarves lost weapon training so I think no species will give that
Always enjoy the videos the ads are amazing each time. Funny and clever
Free caltrops? That's awesome for any wizard (or really any caster with access to a particular spell).
Consider, a bag of caltrops weighs 2lb. Catapult lets you yeet an item weighing up to 5lb per spell level. Put your free caltrops in a relatively fragile bag and Catapult them at an enemy as your action. The enemy takes damage, the bag will break, spilling caltrops everwhere, and now you not only did a whack of Bludgeoning damage, you've locked down at least one enemy in a zone of pointy feet-stabbers...
Dude i watch you videos just for your ads man. Keep up the great work.
So, my favorite thing with the new version of Durable is the healing thing. Because often times you find yourself not having the time to even take a short rest before you have to rush off. So, each bonus action you have between where you are and your next location, you can burn a hit die.
Find it fun that the new iteration of Magic Initiate lets you pick which ability mod the spells it grants are scaled off of AND lets you use whatever spell slots you have to cast the level spell it grants. You could theoretically build a half-decent mixed melee/magic character just by snagging it at level 1 and picking up Shillelagh (for melee damage) and Starry Wisp (for radiant damage). You'd also be able to snag cure wounds if you're an arcane caster and be able to cast it using your normal class spell slots. Not the most powerful under the sun but it opens up a lot of fun character ideas.
Keen mind: take the study action (expertise in Investigation) as a BA to find traps and take the dodge action.
Observant: take the search action (with expertise in perception) and ready an action or take the dodge action.
The study action can also reveal info about certain types of creatues, so you can now use it to figure out better strategies for handling creatures in combat.
The real value of these feats is in the way you can now stack your action economy for advantages. These may seem niche, but i think we will see more creative uses for these feats as people start taking them.
The great weapon master feat is cool! I sometimes suck at rolls. The negative 5 would have never worked worked out for me (I never even tried it). Thanks for the awesome video!!👍👍🗡
I would say that Skill Expert and Keen Mind are side grades. A couple of examples of bonus action study are checking for vulnerabilities and resistances or (DM dependent) tactics, analyzing a miguffin during a fight, analyzing aspects of a trap that is on a timer. All of these are fairly niche, but may be more useful than proficiency in a skill you rarely use.
The Crafter feat has great synergy with the warlock's Pact of the Chain invocation. Now your Find Familiar herbs are 8 gold instead of 10, which is a small difference but one you'll really appreciate at low levels, and if you take smith's tools as one of your proficiencies you can make ball-bearings and caltrops for the familiar to scatter on the battlefield.
Definitely making some flavorful use of the crafter feat for my gunsmithing gunslinger, coming from a long line of artisinal firearm producers. It's especially integral for the character due to the setting being similar to treasure planet, an old man stubbornly still producing and using such 'primitive' weapons as opposed to more advanced laser and plasma armaments that are more prevelant.
One of the best Ad Reads I've ever seen
Giving the whole party a reroll after every short rest is insanely strong... especially with how plentiful advantage is now... there is really no reason for to miss attack rolls anymore.
Musician isn't C tier, it's broken tier and needs to be errata'd or nerfed.
New crossbow expert is a pretty good upgrade I would say.
Dual wielding hand crossbows for 2 attacks a turn is pretty sweet, or you can use a mix of melee/ranged to take advantage of the nick ability
Love your videos and DM style. Legend.
I'm surprised you didn't mention Spell Sniper, which was greatly improved... it's equivalent to the new Crossbow Expert and Sharpshooter feats. It keeps the bypass cover and double range for attack spells, loses the extra attack cantrip, but picks up a +1 ability increase and no disadvantage in melee. It will likely Crossbow Expert for ranged spell builds like warlocks.
That ad was beautiful. Thank you, God
I could see the study action as a bonus action being good for a thriller/espionage campaign where you are infiltrating somewhere and have to find info in a short timeframe, double the study per round while evading detection. VERY niche, but the circumstance just might exist.
Grappler for monk's will be so fun, not only because of spike growth combo, but you can pretty much grab an enemy, use dash for double movement and run UP a wall for all your crazy movement speed, and drop you both,making them take 1,5 x fall damage ( considering you fall over them, by rules you split your fall damage between you and the enemy you fell over), you take 0 damage due monk reaction AND they fall prone AND still grappled.
You're damaging an enemy with your movement. Doesnt happen ALL the time, but it is useful.
What the highest cost associated with crafting? TIME. Plate mail and Half Plate are a collection of armor parts combined together with a lighter material (leather or chain). While you build your breastplate and helmet, you can commission your vambraces, greaves, etc. And get it in what? a quarter of the time, maybe.
Could you like read a scroll in a shop with the old keen mind and then transcribe it into your spell book? I feel like an evil wizard would totally do that
Observant is amazing in a social interaction, you can now do insight as a bonus action and then select the social skill to use based on the insight check. I think its way higher then D ranking.
I love ALL DnD Shorts videos!
i don't usually comment for this kind of things, but that was quite probably one of the best ads i ever saw. hahaha!
Feats are juste more fun than increasing your stats. I want more !
Durable with the Samurai's ability to continue taking turns as normal even while rolling death saving throws might be an interesting build. Adv on death saving throws while dying and they can just stabilize with a hitdie as a bonus action
I love Durable. I used it with CR Remarkable Recovery. HP regain on crack (the good kind)! Using both feats on a Hill Dwarf with the feat Dwarf Fortitude worked even much better!
A CURE FOR THE ATLAS DM is to play more. this reminds the person of how players have fun. share the dm ing. Move away from the idea of campaigns and towards the idea of scenarios/ adventures. Set adventures in a shared game world. have a mechanic for the party to switch pcs in and out depending on the dm. or have rules for the dms character to stick as an NPC while they run the adventure. e.g. the pc/npc may only gain generic items or treasure.
Giving everyone a free reroll every rest is amazing, Musician is definitely right there with alert racing for best origin feat.
I'll keep that sharpshooter feat in mind while I homebrew Assassin rogue to be good.
As someone who loves the Artificer the new Crafter feat is just a flavorful thing that I might just take it good or not I’m here for the flavor lol
Musician ranked lower than crafter? Are you for real? Crafter at best provides some gold savings in the early game and it comes into play maybe once every 3 sessions when the party arrives at a town. Utility falls off pretty quickly, and it's pretty much useless past Tier1 play, if not earlier.
Musician provides old lucky, on demand, starting at 2 uses and escalating with your PB. It's useful at literally every single stage of the game, and it can make or break pivotal moments.
Musician is basically giving most of your party the whole Lucky feat, every SR. It's outrageously good, only Alert is close imo and thats only for some builds where initiative is just that important.
Weapon Master definitely has its uses. I've already house-ruled a homebrew origin feat that grants weapon proficiency and weapon mastery with 2 weapons, which I give out for free to certain subclasses: College of Valor bards, Bladesinger wizards, clerics of the War Domain, etc. But if you haven't house-ruled it, the Weapon Master feat would give them some more effectiveness. I gave Weapon Master to a monk of mine that uses quarterstaff, because Topple is pretty dang good and extra Dex is never a bad thing. (But for the cost of an entire feat, it should just give you weapon mastery like the classes have, with two masteries instead of just one).
Colby at D4 Deep Dive has made a compelling case for the new version.
Durable just became a must have for sorcerers. Combine that with a blood wel vial and you have five times your level of Sorcery Points per day.
These are decent changes. I was never a fan of the Sharpshooter/Great Weapon Master feats. It felt like you're forced into them or else your damage is going to suffer. Do think they're still good but being shifted away from damage helps it out.
@@jettblade gwm is quite similar if not better than the 5e one actually. Like at level 5, it's on the same level as a variant human using it because it's a half feat. Without having that nasty -5 to hit, the dpr is better the lower the hit chance and is the same with 70% (which would be 45% with the old one).
There is a niche use of keen mind in allowing for identifying a cast spell in initiative, which is a study action, still very situational and dependent on DM. Page 238 in the new PHB
Flying monk + Grappler = 11d6 or more fall damage every round
In a naval campaign, crafter would be outstanding. If you're buying months of provisions and supplies for a sailing vessel or galley, that's potentially THOUSANDS of gp.
I'm glad that Lightly Armored got cut from the origin feats (it gave light and medium armor proficiency), but I still think it would have been fine as a regular level 4 feat.
3:56 could also be used for bladesinger if wanted though it wouldn’t really need as as full caster as well
Those adds are getting better every video!
Quick study sounds to me like its niche and that niche is the style of your DM. This would do well in my campaigns because i like to run a lot of puzzle combats, where there is another non-combat objective that has puzzle components running concurrently in order to make the battle winable or survivable.
sharpshooter is still pretty good if your DM imposes cover a lot; routinely in our games its a factor on any firing through or into melee at least half cover, very common for 3/4th cover.
My partner loves playing bards for the flavor and class features, but hates the spell list because it doesn't have that many direct damage spells. (Imagine a fireball all the way mindset)
The Musician feat (along with the Entertainer background) lets them play a sorcerer and still lean in to the bard flavor, and it solves a lot of issues we used to run into.
Multiclassing or playing Lore Bard were options of course, but it made them get their spells late by comparison.
Crafter feat - buy at 20% off, travel to the next town, undercut the local merchants by 10%... profit. Then buy all the local merchants' stuff and repeat. For a travelling group, you could be accruing a lot of gold quickly. Plus, a 20% discount on horses (I assume they're considered non-magical items...) is great, and then you buy the cart to carry all the stuff you're selling.
Musician actually seems pretty cool for certain events. If you have a binary-output situation, say stay hidden\be revealed or persuade someone to spare an important NPC \ fail and have that NPC executed, banish a powerful enemy\fail and tpk - and so on, then inspiration is amazing. Having an advantage on such events can turn the most unturnable tides.
In terms of consistency, it's definately very poor. But I'm sure it will be a source of many meme stories.
Durable drops in ranking if you're using the Healing Surge optional rule (2014) as a bonus action. Even if you're using it as an action being able to spend one turn to use up to half of your hit die to heal isn't too bad.
Posted it on XP to level 3
but...
Stunning strike is an unarmed strike and stunned creatures automatically fail strength checks.
So stunning strike, stun them, also grapple them since they instantly fail the contested strength check
Move 30 feet, bonus action flurry of blows and tavern brawler toss the enemy.
Stun big bad, yeet off cliff 35 feet away. (and that grows with monk levels!)
I just made my first 2024 build yesterday (wanted to see the potential of a dancer bard) and instead of going full bard and wasting two feats on rapier proficiency and mastery, i just dipped 1 level in fighter. Martial Weapon Training and Weapon Master could easily be compiled into one origin feat for sure.
They may have improved the grappler feat, but they broke grappling in 5.5. In 5.5, the DC for an enemy escaping your grapple is "8 plus your strength modifier plus your proficiency bonus". That means the max the DC can be is 19 (8 +5 str + 6 prof) at high levels. Most characters/enemies would have a decent chance of beating that at low levels, let alone high levels.
In 5.0, they are opposed ability checks. My grappling rogue has +7 at first level, where most others would have a +4/+5, so it is a solid check. But when he got reliable talent, his minimum was 23 (maximum 33) making him able to reliably grapple most enemies.
If the enemies can easily break out, then there is no point in doing it. Wizards took a mechanic that is often ignored, and made it worse. I had to make a character specifically to make grappling good, and he is a one-trick-pony because of it. I don't like it one bit.
WHAT AN AD!!! i genuily didnt know where it was going
I actually have a few encounters made where players have to essentially solve a puzzle while being assaulted by some pretty vicious enemies.
Using their bonus action is actually going to be ideal since they’ll normally have to use their action.
1:34 Looks like they struggled for tinker. I can't imaging how one would tinker shovel and personally make bells all the time (as a free action) using percussion proficiency not tinker's tools. Not seeing the stuff I'd imagine make me expect to see artificers soon.
I think Musician is way better than you're giving credit for.
Study can be used to get information on monsters, so you can use your bonus action to make a check - if your DM isn't a dick - to ask about elements of the stat block.
Being able to reroll saving throws is EXTREMELY good and extremely rare. Musician is easily the best origin feat.
Good run-down. I think you missed the change to Spell Sniper though, especially when observing the language changes in SS and XBE.
Spell Sniper now allows ranged Spell attacks in melee range without disadvantage. Certainly, this isn't A tier in general. It's a nice boost to many low level casters though, and a significant boost to Warlocks. The range boost to cantrips will feel especially good for Druids below 4th tier.
The old Mobile feat made it so you don't provoke from any creatures you "make a melee attack against" -- meaning you don't have to hit them. So this is actually better/best if you're using two-weapon fighting or get Extra Attacks.
I ended up taking weapon mastery on my bladesinger wizard. Seems good with booming blade/green flame blade/shadow blade.
Aw man... they took out Keen Mind's photographic memory ability (perfectly recalling something you saw within 1 month's game time) and always knowing which way is north? Those were some really fun features to use (and with some imagination could be really effective).
I made an Arcane Trickster who wanted to "steal" ritual spells to add to his book. With the little "scam" he was going to pull off, all he needed to do is glimpse a ritual spell scroll and he'd be able to scribe it into his own book as well, so long as he did it within 1 month. I even got a little use out of it grabbing a wizard's spell book once (Rogues are fun), opened the book, flipped through it to "memorize" for later and snuck the book back without them ever noticing. Then I bought the supplies to add them to my ritual book and that night, new spells.
Also, I feel like being a walking compass would be amazing in survival games.
Damn 2024 is just straight improvement i love it
Ranking Crafter above Musician 🤣🤣🤣
I love your sponsored segments
Durable personally is my favorite change. Mainly because I'm a regen fanatic. But also, we can finally play wolverine-esque builds. Barbarians almost never use their bonus action (Except to rage and extend the rage now)
Personally, I kind of thing combining Weapon Master and the feat that grants Martial weapon proficiency would be a good call.
That segway was beautiful😂
I like the new versions of great weapon and sharpshooter. I hated missing much more often as a "feat".
Thanks for laying the feats bare.
~_~