It's quite a powerful feat for healing though, I took it on a Divine Soul Sorcerer for extra healing without having to rely on spell slots, allowing me to use my spell slots for damage or buffs rather than being a healbot.
Taking the Healer feat as a Taboxi Thief: congrats your party now has a viable combat medic, as you can heal downed party members as a free action/object interaction then bonus action disengage or dash pretty much anywhere on the battle field.
@@kylelonnes5833 I have it with my Kobold Thief/Shadow Monk. Overall: 50ft movement speed and bonus action to give some healing. Is it amazing for the level 12+ content he tackles? Probably not. Is it flavorful as all get out? You betcha!
@@kylelonnes5833 is the free action part a taboxi thing? cause I have played healer thief before (mine was variant human to have healer from level 1) and the dm ruled using the healer's kit as a bonus action. Still was super fun though I really liked the playstyle of combative healer.
@@spyro2002 RAW, I believe it falls under object interaction of main actions, just adjusted to a bonus action as part of the Thief archetype, but I usually treat Archetype abilities as free actions though, as it frees up combat from unnecessary choice paralysis on the player’s side.
I really like putting mounted combatant on small races and climbing on top of other characters. Share your armor class with squishy spellcasters and give them evasion, never a bad move
Spell casters with enough strength to be ridden by a small race? Where would you find one of those? Guess it would be good of someone did a muscle mage for the meme of casting fist.
@@patrickhannon2694 Keep in mind you have to carry all of their equipment too. A halfling on average weighs 40 lbs, with plate that'd be 105 lbs with no other weapons or equipment. At 8 str that leaves you with 15 lbs remaining, which the halfling probably would take up too.
@@nobodyimportant2470 I feel like being any of the "Powerful Build" races would solve that easily enough. Thanks to this trait, even a bugbear wizard with a Strength of 8 would be able to carry 240 pounds (carrying capacity = Strength [8] x 15 x 2 [they count as Large size, and you multiply carrying capacity by 2 for each size category above Medium]).
I once took the Healer feat on a Variant Human Celestial Warlock cause our party needed a healer but I wanted to play a Warlock. I've never seen regular mundane healing come in clutch so often in 5e before or since. The fact that the only limit on it is that you can only use it once per rest per target is super generous, especially since Healer's Kits have ten uses. It's almost like having ten potions of healing at level one, except you can buy another ten for 5 gp
My Phantom Rogue is basically our party's healer due to this exact feat. My previous character was a celestial warlock/bard because none of us thought to be clerics. It's a literal life-saver.
Fun fact the stabilize bring someone back at 1 hp isn't a once per rest thing so if you have a good order on initiative with the tank or barbarian they can go down you bring them up with 1 they go back down bring em up rinse repeat. I did it on my wizard combined with haste on myself I was able to bring people back up and still attack well healing.
@@hugofontes5708 Uhm akchually, According to D&D 5e Rule as Written, Warlock is a class that requires extensive research and study to achieve. Warlocks are spellcasters who said "Wizards? Those losers have too much of a life. They didn't have the dedication to study night and day for 7 years about the intricacies of the magical Written word, and planar beings. They flunked out of our super intensive program. Too bad, now I have an eldritch mommy, and she sits on my face at night when I sacrifice enough babies and virgins." No kidding though, actual lore says Warlock is a study based class, and only very, very few ever obtain the power without years of dedication. Go read the class information in the phb.
And now for what certain feat combinations say about you: Dual Wielder and Mounted Combatant: you want to play as Gaia the Fierce Knight and you're strongly considering making a Strength-based Drakewarden Ranger. Observant and Skill Expert: you see everything and are probably looking for Eyes of the Eagle or a Sentinel Shield. Polearm Master and Sentinel: your DM hates you and your fellow PCs love you.
Medium Armor Master: you want to be able to stealth while also having an armour class higher than 14. You might be a ranger, a dex-based cleric, or a rogue multiclass... among others
@@8-bitsarda747 I’ll be honest, I completely forgot that artificiers existed when I made the comment. Edited to reflect that there are other options lol
@@PQRDG Eh, it's fine. They don't really spring into my mind when thinking of armored classes either. I went with that feat because I like having a high AC, but I also didn't want to be failing every stealth check, which my previous character did. He was a Paladin, in plate armor, and had a dex of 11 12 (don't remember which)
But why would anyone DEX based rather not take +2 DEX with Studded leather? That +1 AC you get is nothing compared to +1 to attack rolls, damage rolls, initiative rolls, dex skill checks & DEX saves. (unless you can afford a Half Plate)
Well, there was that recent survey regarding feats, so hopefully they'll be releasing some more in one of the upcoming books. For anybody who wants to provide feedback, Nerd Immersion recently posted a video about it with a link. Here's hoping for more racial feats and feats for unique weapons.
I would love to see a rule or something to build around Feats more. Right now, the best way to do it is to be a Fighter so you can get them every 2 levels and be able to do something unique with a bunch.
Maybe some day they will add this one: You can use your mathematical prowess to add metamagic effects to your spells without using a higher-level spell slot. Prerequisite(s): Int 13, Knowledge (engineering) 2 ranks Benefit(s): When you take this feat, select two metamagic feats you do not yet have. When casting a spell, you can perform the steps below to spontaneously apply the effects of either or both of these metamagic feats, as well as any other metamagic feats you have, to the spell without expending a higher-level spell slot. Using a feat in this way increases the spell’s casting time to the casting time it would take if the character were a sorcerer or bard (sorcerers and bards using this ability increase the spell’s casting time by two categories); applying the Quicken Spell metamagic effect negates the increased casting time but still contributes to the modified spell’s effective spell level. You can take this feat more than once; each time, select two additional metamagic feats, adding their effects to the list of possible effects you can apply to spells with this ability. When casting a spell using Sacred Geometry, first determine the effective spell level of the modified spell you are attempting to cast (calculated as normal for a spell modified by metamagic feats). You can apply any number of metamagic effects to a single spell, provided you are able to cast spells of the modified spell’s effective spell level. Refer to the Prime Constants table to determine the prime constants that can be used to cast a spell of the desired effective spell level. Then roll a number of d6s equal to the number of ranks you possess in Knowledge (engineering). Perform some combination of addition, subtraction, multiplication, and division upon the numbers rolled that gives rise to one of the relevant prime constants. If you can produce one of the relevant prime constants, the spell takes effect with the declared metamagic effects, and you expend a spell slot of the unaltered spell’s level. If you are unsuccessful, you fail to cast the spell, the action used to cast the spell is lost, and the spell slot is used up. The DC of any concentration check to cast a spell affected by this feat uses the effective spell level used to determine the prime constants, even though a successful casting of the spell does not expend a higher-level spell slot. Until then, I can't care about dnd
Fun facts: - 3.5 has over 1150 Feats (I only counted the feats of 23 Books, there are more) - there are two feats with the same name and two different effects (Sacred Healing, one definition is in Players Handbook 2 and the other is in Complete Divine) - maximum AC is above 50
I played a character in 3.5 that had an ac above 30 at around level 5. It was great, nothing could hit me... Except when I walked into an army of guys with spears. When 16 people are rolling d20, a surprising number of them come up with nat 20.
Having High AC in 3.5 with every source book is easy. I have a gnome character hitting over 100 AC at the cost of being a fuckin' rock in terms of fighting (Unless fighting giants of course). But it needs hitting epic levels tho
@@AvangionQ Ok so I have to progression, it's really complicated but here you go: Commoner 1/Ranger 2/Warblade 2/GGS 10/Ranger 2/Fighter 2/Warblade 3/Ranger 7/Warblade 1 Track Endurance (16) Dodge Underfoot Combat (21) Confound The Big Folk (24) Mobility Spring Attack Weapon Finesse (29) (Ranger) Two-Weapon Fighting Improved Two-Weapon Fighting (23) (Ranger) Greater Two-Weapon Fighting (29) (Ranger) Improved Buckler Defense Two Weapon Defense (17) (Ranger) Improved Two-Weapon Defense (18) Greater Two-Weapon Defense (26) (Ranger) Shield Specialization (Buckler) (12) Shield Ward (15) Combat Expertise: Improved Combat Expertise (19) (Fighter) Epic Skill Focus [Concentration] (27) Improved Initiative (22) (Warblade) Superior Initiative (30) Ok so the core of the build is playing with a gnome dual wielder. Our weapon of choice is the Gnome Tortoise Blade from Complete Warrior/Races of Stone. This weapon is a shortsword but also gives the bonuses of a buckler, so that means that you can dual wield this things and still get two bucklers, one for each hand. With the list of feats not only you can mantain your buckler AC when attacking but also you can wear **4** different magic shields, plus you can add the bucklers AC to your Touch AC. Since the build revolves around having high Dexterity our armor of choice is a Mithral Chainshirt, best option for Dexterity builds. Now about the equipment you just need to enchant it, you can use whatever you want but you need to buy the "Defending" enchant wich lets you put all the weapon bonus on you AC. All of this gets you a base of only +8 but with the enchantments provided that they are all +5 you get a **+30** to you AC. Now the real shit is when you get Combat Expertise and Improved Combat Expertise which let's you put **all** your BaB into AC, so you can get a maxium of **+29** at the cost of not doing shit (Unless against your favoured enemy: Giants, which is still not that much). So all of this gets you to a total of 10+38+29 plus a +8 or something from the shield feats and the two weapon defense feats, we top it off with a +5 to Dexterity and we get 85 AC, to end this build we get two +5 rings of protection and one +5 clock of protection. **Since** AC isn't everything we have to take care of our Saving Throws, there's not too much that you can take besides a +5 Vestment of protection which gives you +5 to your saving throws. With all of our classes we got a high Fortitude Base Save, but our Reflex and Will saves are really poor so we need the Warblade manouvers, specifically the Diamond Mind ones, which lets us make a Concentration check for Reflex and Will Saving Throws. If you put all of your points into Concentration you get a maxium of **+43** to Concentration. Now the final question is? Why would you ever try to hit a cocaine magic fueled gnome? Simple: One level in the Commoner class level, there's a Dragon Magazine wich lets you pick a Flaw **and** a Feat for compensation. We need this thingy: Delicious: All monster attack you if able, regardless of their attitude toward the rest of your party. In addition, you go down smooth. When subjected to a swallow whole special attack, you are treated as two size categories smaller than you actually are. So at the cost of """+1 LEP from being a Commoner"""" (Since Commoner doesn't gives you anything besides the feat and the flaw) we can be auto-targeted, no matter what happens
personally, i like telepathy, being able to communicate without words can be very tactically advantageous, plus the once a day mind reading is nice too. it's good until you can get a helm of telepathy which is just better in every way.
@@HistorysRaven Same. Why waste a sniper feat, or skilled (so we can stack up on Crafts ... that the DM never prepared for ... ever ... sadly. Like why have alchemy, poison, and booze kits buyable if you're never allowed to use the mechanic? It's like. I just want to spam poison and healz while blasted, is that too much to ask for?)
Linguist: "The ancient tome is written in Infernal-" "I speak Infernal" "Uh, my mistake, I meant Abyssal" "I speak Abyssal too" "Uh, I meant Deep Speech-" "OwO"
Actually, if you want to do this: the eldritch invocation Eyes of the Rune Keeper. Doesn't matter what the hell it's written in, you're reading it. It could be written in a garbled mix of every language in the rules book for all the DM cares, you're knowing what's on that tome.
there's also the fact that deep speech is the only language that has no written script, meaning it's impossible for an ancient tome to be written in deep speech
My DM nerfed the entire concept of Passive Perception just because I had Observant. On a Rogue with Perception Expertise. At level 2 (Variant Human) I had 21 Passive Perception. Made him very mad. Character was a living radar, which fit her role as a secret bodyguard quite well.
I punished my player for their 28+ passive perception in a whole different manner: we played an evil adventure where the NPCs were all monsters, so that player character noticed EVERYTHING - from the untrimmed nose hairs of the Orc gate guard to the fact the pitch black eyes of that Drider were actually many many pupils on each eye ball.
The part where he thinks people with "warcaster" even know they can use a spell for opportunity attacks. It is a must have for any full caster, the advantage on concentration is too important.
the fact WotC had to change how Booming Blade and Green-flame blade work specifically because of Warcaster + Polearmmaster + a reach weapon is proof people absolutely know how potent an opportunity attack spell can be. Hell Warcaster + Booming blade might actually be better then sentinel in my opinion.
I got in my very first campaign a few months ago and picked "high Drow magic" when we hit level 4. My DM didn't realize I would get Detect Magic... for free... whenever I felt like it... I ended up ruining a magical trap he had set up for the group in an unlikely spot because I looked at it. Lol
@Kill Skill he hid a trap inside a teleportation circle that would shock anyone who walked into it over abs over until they died, and the story had encouraged us to use it. So I had a feeling and inspected the circle and found the trap hidden inside.
Sharpshooter: 300 feet away? Try double that. Those zombie rocs never stood a chance against my 27 passive perception and 600 foot range longbow. Saw them coming a mile away.
Distance is a tricky thing to imagine, 600ft being 2 american football fields long, and lets face the honest fact that if you play dnd you are too kewl for sportsball
7:59 Metamagic adept I used this to get the trasmute spell option because I was running a Queen Elsa build so now all her spells are ice themed including necromancy spells to make ice zombies
@@magenstaffarts >Pick metamagic adept >Get Subtle spell >Make an npc or the bbeg smell like sh*t using prestidigitation without anyone noticing. >Profit?
I use metamagic adept for quickened spell. Now my sword bard can attack twice while increasings its AC, then cast a mass cure wounds. I can only do that once per day, but on that turn, my team love me ;). Worth it.
I've been using the sorcery points on my warlock for 2 things: 1) Rerolling 1s and 2s on my Fireball spell (cast from a wand/staff) 2) Having my party members succeed the saving throw when they are in the area of said Fireball spell
Only if you play with rules as written. Playing rules as intended nerfs this feat pretty severely. So, when at disadvantage you don't pick any of the dice as your result. Of the 3 dice rolled, you pick 2 and disadvantage will apply to them. Lucky feat is still my favorite.
@@ShoutingDerek "Man that 25 would've dropped me. Thankfully because of this, I can tank for one more round of combat allowing the cleric to use their action on a spell rather than use healing word to get be up. In the next few turns we saved 1 spell slot, extra hp for me the player and we defeated the enemy." "Dude, why are you saying this out loud?"
I wanna experiment with an Armor of Agathys build as a Goliath Clockwork Soul Sorcerer. Heavy armor master stacked with other forms of damage reduction to extend the spells effectiveness and punish opponents with more damage from attacking me than they could normally deal.
Moderately armoured is honestly one of the best feats in the game for bards and warlocks, it works out to be at least a +4 to AC, +5 if you don't care about stealth. And it's a half feat, so you can also raise your dex.
Same here, love taking it with Bards and Locks, reducing the need for Dex really lets you be more effective in combat while spreading out your non-Charisma stats.
Small Feat notes/tips. Skulker: Your group realized Darkvision doesn't give you super eyes and rather than accept your disadvantage to perception in "low light" you refused. Keen mind: If you somehow decided this was a good feat for your wizard and are stuck with it, you can use this to "study" your spellbook without your spellbook on you. Convince a GM you can do this and gain +1 Rule Lawyering Resilient Wisdom: You probably had a character get brutalized by "Hold person". Resilient Intelligence: You around 8-12th level have a sneaking suspicion Mindflayers are going to be a problem. Dragon Hide: Personal experience, but I only took this feat because I wasn't a red dragonborn and am unfathomably afraid of Heat Metal. Crusher: You can actually use this with Slings, making you able to maneuver allies and enemies around at distance, good for champion fighters who think the Help action just doesn't do enough damage. Hope this is useful for you, thanks for reading my comment.
And the value only continues, Im currently in a campaign where my lvl 14 warlock has the most health because of the tough feat and a bit of luck with my rolls for hp, have about 12 or 14 more hp than the paladin
Honestly I think Tough is better at earlier levels than at later levels. While yes, you get 40 HP at level 20 which is a lot, things at that level also tend to do a lot of damage with hit bonuses so high that you're likely to get hit even with 25 AC. In contrast, things at lower level will have a much harder time hitting you and even when they do, they'll have a comparatively harder time getting through the extra 4-8 HP you have.
@@Zulk_RS honestly it really depends on whether or not you want to be tankier now or later. stat wise there is no difference regardless of what level you take it at since you add 2 times your current level and then 2 to every level you get after that. regardless of when you take it it's gonna give you 40 extra hp. personally it's usually the second feat i take, right after alert cause i'd rather not wait while the enemy does whatever the fuck they want to me.
Regarding grappler; Even though a lot of monsters have absurdly high strength or dex, what they don't often have is proficiency in athletics or acrobatics; meaning that chances are good they're making that contested check at +9 or +10 at most, compared to a PC's potential highest of +19 with maxed barbarian strength and expertise.
@@Zulk_RS Bears dont have advantage on athletics meaning no advantage on grappling. u wot, WOTC? Have you seen two bears fight? They are masters at wrestling. I've seen a bear leg sweep another before
@@Zulk_RS Artificer's a surprisingly good choice too. With armor of magical strength (+5), flash of genius (+5), belt of hill giant strength (strength=21), and enlarge/reduce, even before expertise you'd be rolling athletics with a +20 and advantage at level 14. Add expertise and that's a +25. Note that this build is also viable at level 10, it's just gauntlets of ogre power instead of belt, so it's 1 less
Yeah... The main problem with grapple builds is that they just... Auto fail past a point. You have disadvantage to grapple a creature one size category larger than you, and it's outright impossible to grapple something two sizes or more larger than you. Get past level 8 and see how many huge monsters you end up fighting. So unless you have a handy wizard to cast Enlarge on you as well as your own way to increase your size, say goodbye to grappling anything past that point even with this feat.
@@thomasb2265 Where... does it say you have disadvantage to grapple a creature that's one size cat larger than you? And regarding size, I've almost never been in a situation where the only monsters that we're fighting for the remainder of the campaign are larger than large. But even if I did expect that to be the case, finding a way to manipulate your own size isn't that hard (I can think of two easy ones right off the bat) and if all else fails you're *still* a max-strength build.
4:15 Fey Teleportation recharges every SHORT or long rest compared to just every long rest for Fey Touched. Yes Fey Touched is overall better and one of the best feats but Fey Teleportation does have that one big advantage and is still a very good feat that you might want over Fey Touched.
agreed on the pretense that you want misty step on a non caster class. If you have spell slots, I'd argue Fey Touched is much better. But if you're say a monk, or non Eldritch Knight fighter the Fey Teleportation is probably better because of the short rest recharge.
I used to not like Telepathic, until my character got into a dance off, and started beaming random steps directly to my opponent's brain and made them faceplant hard. 10/10 will take again
Fighting Initiate is actually pretty sweet now that Tasha's is out and one of your fighting style options isn't actually a fighting style and instead is just 10 feet of blind sense.
I'm considering tough on my rogue because occasionally, whether I like it or not, he sometimes get caught up in melee and not having the highest AC at low levels really makes me consider the extra HP per level. I'd say its a feat to consider at levels 8 or above (though 6 also works if you can get it then).
@@abjaaksm Totem Warrior Bear :p i looked at the options for the one that looked the most fun and picked the most overpowered one by chance xD also, it synergises way too well with Tough, since the benefit you gain is basically doubled
Moderately armoured is actually quite good, because it also gives you shield proficiency. Going from 14 AC in studded leather and +2 dex, to 18 AC in shield and scale mail? Yes please, I love slapping it all over my fiendlocks & lore bards
This feat and tough I've considered for my arcane trickster rogue. He occasionally finds himself in melee and being able to take a hit or two if needed can be a great way to keep the martials going just for a bit longer.
@@chadcharest9891College of Valour bard is another option, gain proficiency with medium armour, shields, and martial weapons, their bardic inspiration can boost Melee and Ranged damage or even AC, and they can even get multi-attack at level 6.
I got to use Urd Wings for a one-shot. 8th level Kobold Moon Druid. Mostly kept the wings hidden, and used them to negate damage from falling. And/or being sneaky. You make a *LOT* less noise dropping down if you slow your descent with a quick wingbeat or 2.
Personally I take Resilient DEX to help against fireball. Combined that with my Path of the Totem Barbarian as well as Mage Slayer feat, I become the scourge of all wizards. Killed an entire wizard village because they called him "uncivilized" Well who is uncivilized now
I took Resilient WIS with my barbarian so I wouldn't have to keep failing saves (and in one instance, ended up fighting against my own party because of it). More for story reasons than to optimize her character, but I did plan on increasing her wisdom anyway.
One potential benefit of Telepathic is for Druids: the Message cantrip doesn't really work with wildshape since you don't have the ability to speak, but Telepathic isn't dependent on the ability to speak.
5:52 and 6:42 “Training montage” for armor proficiencies is homebrew. Officially you can only get armor proficiencies at Level 1, certain multiclasses, and the three different feats. If you homebrew armor training in your games, please let your players know. I doubt anyone would actually waste an ASI on something that’s free with a time skip.
For crusher: "combined with polearm master and sentinel.whenever your dm wants to move a mini you get to slap their hand away with a ruler" Strixhaven initiate: 2 free cantrips +1 spell, but we all know your gonna choose shield or silvery barbs" Strixhaven mascot: "now you can teleport (if you choose prismari), wait you have fey touched? So.... Double the teleports? Oh and your an echo knight with polearm, sentinel, and crusher..... Great. So basically "nope" to everyone right?"
It's a bit of a trap for a normal non-optimizer though. Taking -5 to hit means you miss a lot if you don't account for advantage and target AC. The game is arguably VERY poorly build to make GWM and SS viable, but the theorycrafters do a bang up job on using its strengths to balance certain builds' weaknesses, and vice versa.
@@mr.alpaca2663 I'd disagree on Sharpshooter. Because being able to accurately shoot at insane distances and outright ignore most cover makes it extremely useful even without the dmg feature.
@@draochvar9646 That's mildly DM dependent though. Most battle maps are not big enough to include enemies that far away even in the best of times, and plenty of areas are full of total cover (caves, dense forests, cities) that sharpshooter does not help with. When sharpshooter works it WORKS, but it doesn't always work
I have an amazing DM who told me that if I take Fey Touched AND Fey Teleport, my character gains proficiency in Misty Step. Meaning I can cast it as often as my proficiency bonus. Guess who's now essentially Nightcrawler? It even fits the character. He's a half elf (technically 3/4) born to a Fey touched mother and often babysat by the mother's friend, a Firbolg Druid. He grew up just surrounded by Fey influences.
Nothing has made me happier than merging Polearm Mastery with Sentinel to make a Glaive focused fighter based off Guan Yu and having the build pay off.
Yesterday I learned that in 3.5e, there was a feat that let rogues use a feat that they didn't meet the requirements for. There was also a feat that required a race to already have the Swallow Whole and would allow them to swallow things in the same size. I.E. a medium creature can use Swallow Whole on a medium creature. So technically since a rogue could get this feat and bypass the requirement for actually needing to have that ability, you can just make your Rogue into Kirby and vacuum up your enemies using this feat. xD
Me, a lvl 6 tortle with Defensive Duelist: FUCKIN’ HIT ME! DM: OKAY! Your rapier is gone! Does a 23 hit now? Me: let me double check my math. Me: HAH! I NEVER EVEN FACTORED THE AC OF DEFENSIVE DUELIST!
Had a character with alert, observant, and expertise with perception. Whenever we leave a room my boy would just kick a hole through the fake walls and book shelves hiding peoples passageways.
Rogues also benefit from mobile. Plenty of subclasses give nice bonus actions to having a free disengage is pretty sweet. Also, to quote XPToLvl3: "Sneak attack, run away I can dash, it's okay No reaction attacks In your face, that's a fact..."
it really depends on the campaign setting and the type of encounters your DM runs. Being able to kill 4 trash enemies in the first 2 turns can be really good.
Yeah, but you can probably already kill multiple trash enemies with an AoE spell. You could twin cast Chromatic Orb twice, or you could just cast Shatter. For my money, Careful, Subtle, Empowered, and Quickened are the best options, with Extended and Distant being viable if you have a plan for them (for example, using Extended on Mage Armor or Foresight and then taking a long rest)
@@tomc.5704 Twinned spell is most valuable for single-target support spells. Haste a great example. Mage armor and invisibility also work, but they're not worth using metamagic adept for.
@@coranbaker6401 Oh yeah, for sure. I was mostly responding to the other guy; he suggested using it offensively. I'm totally with you that Twinned Spell is great on sorcerers, but terrible with with your mere 2 metamagic points if you take the feat
Can confirm, Gift of the Chromatic Dragon is accurate. However, I like to add a little dragon to my dragonborn, so I like this feat on a Dragonborn depending on the class I play. I find it having insanely high value on a Path of the Beast Barbarian, whether dragonborn or not.
5:12 Any true grapple master knows that a) while many enemies have higher STR than the PCs can obtain, very few have athletics proficiency (shoutout giant ape who you can polymorph into), so this isn't as difficult to pull off as you might think. The true limiting factor for any dedicated grappler is the fact that any creature two or more sizes larger is immune to your grapple attempts, which is why Rune Knight is busted. b) expertise on athletics and advantage on strength checks are the most important things for a grappler, +13 (5 str, 4 prof, 4 expert) with advantage by level 9 isn't far out of the question, the Tarrasque's mediocre +10 from 30 raw STR is hiding behind its gargantuan size in fear. c) this feat does neither of those and so only impacts your gameplay at all if you if you can ALREADY grapple well d) You can shove your grappled target prone with the same strength(athletics) skill you grappled them with for the similar benefits without spending a feat on this. If you have Extra Attack, you can do both in one action. Heck, Shield Master lets you shove people as a bonus action rather than this feat's action (sadly also not mentioned in the video). And shoving enemies prone doesn't restrain you. You get advantage against them, they get disadvantage against you . . . they don't have the disadvantage on dex saves the restrain gives them, but unless your gameplan is turn 1: grapple, turn 2: pin, turn 3: disintegrate, this really isn't a useful feat.
I FINALLY found a decent use for weapon master! So with the new Tasha’s monk features monks can use non heavy melee weapons as long as they are proficient. While you can technically do the same thing with a level in fighter, almost every level of monk is valuable until 9th level (extra attack->monk feature->EVASION->another asi). Therefore you can use a 4th level asi with weapon master, get to 18 dex AND snag the ability to use longswords as a monk without dipping levels
@@8-bitsarda747 See, I've tried Kensei too. It's just...not that great. Thematically, it's the class you take to use a versitile weapon, yet it's main feature forces you to only attack with it once per turn to get the meager AC bonus. Plus, the features are pretty weak, and ki inefficient. The main level 11 feature hinges on the fact you haven't gotten a + anything weapon yet, and by 17th level it doesn't matter at all because your martial arts damage matches your weapon anyway. It's just a really bad subclass for what it's trying to do.
@@ArkainSpawn74 See, THAT could also work wonders!!! The only issue is that stunning strike only works with melee weapon attacks, so you wouldn't be able to use your stun unless you switched to unarmed strikes. I also just like swords But seriously, jackie chan with a big old riffle sounds awesome too, so Gunner is also a viable feat for monk!! Gunk just sounds fun too
Ok I use metalic dragon because cure wounds is always nice to have and I find the idea of flying over at high speeds and unveiling my wings to defend my allies is so cool.
For me, I use Keen Mind on my Artificer character, so that whenever I go to craft stuff, I instantly recall all of my recipes and blue prints and have a really high History Stat to assist in any rolls I REALLY NEED to do with the bonus from Keen Mind
Medium armor master makes half plate armor the best armor type in the game. And I will always take it on characters with 16 dex a medium armor proficiency
Mobile + Polearm Master + Sentinel: You play the Cavalier Fighter subclass, and your DM probably hates you... and by you, I mean me. Because becoming a one man pike formation seemed like a great idea before all encounters were replaced by archers and long distance casters, lol.
1:24 Hael Vinderbargen, The Witch of Inkton. She uses her magic Pot of Casting Iron to summon meteor storms and gales of fury from the heavens and terrorizes small towns where heroes are known to just walk out of. Thanks for the flavor, I was wondering what to do with her.
Metamagic Adept: You wanted Sorcerers to be properly buffed, but all they did was stuff what the Sorcerer should have had in a feat. You will always take this feat as it helps, but your still angry about it.
You did a great job on all the art presented in this video. I admittedly forgot a few of these feats existed. Good refresher. Likely going to forget about those feats again.
I took the Durable feat on my Circle of the Moon Druid for the buff to hit dice. Since a Moon Druid can expend spell slots as a bonus action while wild shaped to regain health, Durable increases the health I get back. I'm looking at Mounted Combatant as a possibility for a Drakewarden Ranger, once the Drake is big enough to ride. And I took Elven Accuracy on the Moon Druid because there's an Expert Sidekick in the party who can give me advantage pretty much every turn with Bonus Action Help. Plus, based on the wording of Elven Accuracy, the DM for that campaign has ruled I can use it to reroll a damage die if I'm sure I hit with the attack die. Just some fun uses of feats I've found.
I took lucky with my most recent character and let me tell you. I rolled a 13, a 12, two 11s, an 8 and a 4 and those last two went into Int and Wis. I was going to go something else but after joking with my DM for a bit we basically concluded that she had to have been lucky or have plot armour to even make it this far in life.
9:17 You got miffed that your half-wood elf doesn't get access to wood elf magic so you opted to be a skill gremlin instead out of spite. 10:27 your DM also is very careful about setting combats in any kind of open area. You also spend too much time debating on whether or not to take the -5 to hit but +10 to damage.
the -5 to hit can get quite annoing, just 2 days ago we fought some harpies and I missed 3of my shots against a 13cr creature purely because of the -5, and its like noo I'm taking the penalty there is no way I miss again
I'm quite a fan of using meta magic adept for quicken spell. Sure it's only 1/day, but often you have one buff spell that you just absolutely want to get off at the start of a boss fight without wrecking your action economy
My DM allowed my troll character to be the mount for a human sized character after they took mounted combatant, now they work to hinder my size so we stop cheesing encounters with molotov cocktails, I mean alchemist fire.
I would offer an ammendment to Infernal Constitution: "The idea of being completely immune to all of Tiamat's damage with the right build excites you!"
Ok but keen mind actually is pretty good. It means even crit fail on a survival check during travel montages won't get you hopelessly lost and end up fighting a mind flayer in the underdark when you just wanted to walk to the next town over.
Yeah, if you're playing a bladesinger (like me) and constantly get screwed by the HP die... you REALLY go for that Tough feet fast and early. Or if you played KOTOR and know just how good extra health is... oh well.
Best use I've found for Tough is picking it up as a variant human, that little bit of extra hp does wonders at level 1 and you get milage out of it through the entire game
My fav is linguist because of how many languages are in my D&D games (there is at least 1 language for every civilization and tribe and there is a lot of them because I made my D&D map very big).
"Tough: You're not taking this until level 19" My Hexblade Warlock needs this because everyone else is all rogue or has levels in rogue to just stealth as bonus action, leaving my poor, poor boi as the only target immediately available (unless they rolled bad but that's rare with their +10 stealth mod 😢)
Moderately Armored *is* my favorite feat. Hmm, yes, I WILL take a +5 AC bump, thank you very much. Also, I took Weapon Master legit, one time, to get access to an Artifact-grade longsword as a monk. It's not 100% useless... just 99% useless.
Grappeler on an open hand monk just makes you an MMA fighter. Attack, use one of them to grapple. Split your attack to flurry of blows with an open hand technique to force them prone. Now finish all your other attacks at advantage. They can't get up until they break your grapple. In other words, "I tackle them and pummel them on the ground. If they don't break the grapple by my next turn they get pinned and can't even attack." or my favorite, "I grab them by the face and slam them on the ground until they stop moving." Just hope your DM doesn't enforce the rule that you can't grapple anything a size class larger then you.
Big fan of the magic initiate, fey touched, and shadow touched feats. Telekinetic and telepathy to a lesser extent. What can I say, I like martial classes and I like sprinkling magic into those martial classes lol.
If I want a sprinkle of magic on my Battle master, im gonna give my Battle master a sprinkle of magic damnit! You can take your fancy eldritch knights and shovel it! 😆
One of my favorite characters was a spartan inspired character. They had feats like tough, shield master, and sentinel Yes their entire thing was their shield
For my last campaign I basically min/maxed my character to be the tank, it was a fully HB Warforged, Warforged bg, and a class I found called war hulk (D12 hit die) Currently he's sitting at a max of 117hp with 6lv into war hulk and 1 lv into fighter due to dm driven elements. The war hulk class added a passive toughness feat and at lvl 4 I took the actual toughness feat plus his 18 CON. So after that I was rolling a bare minimum of 9hp and a max of 20, I was lucky enough to consistently roll over 9 for my hit dice. Overall, an extremely fun character that I accidentally made beefy beyond my imagination. At lv7 of war hulk your character grows from med to large and I made plans with the dm to have a non-lethal PvP event with my party who could either try to stop me or mitigate damage as my character would basically be going through extreme growing pains and try to eat at least 500ib equally of metal, stone, and wooden objects to realistically undergo the transformation.
@@abjaaksm don't worry, it evened out bc my rolls are absolute shit at least 70% of the time lol and I haven't even gotten to the growing stage yet bc we haven't played in over 4 months due to conflicting schedules and I fear I'll never get to that point
I took tavern brawler, torments of the bear barbarian, and multiclassed into fighter to take the unarmed fighting style. As a variant human, doing 2d12 per attack, x3 attacks, plus eventually taking samurai for advantage whenever, and being able to grapple as a nouns action is sooo much fun. Never missing a sqaure shot in the jaw made magnus björn the most fun character I’ve ever played. And we were playing homebrew adventure w/ tales of the yawning portal, so lots of tavern brawls took place
The only way I could even come to the conclusion that 2d12 unarmed makes sense is taking the 1d4 tavern brawler damage and just adding it to the 1d8 unarmed fighting damage and saying that makes it 1d12 now. Then saying "oh I got 2 arms so that's 2d12". I'm genuinely confused as to how you got 2d12 without horribly unbalanced homebrew.
Thank you for making this! My DM is letting us pick feats to add next level and this really helped me pick a handful and research them, rather than have to study them all on my own
I've taken the keen mind feat once, as it fitted my character best. But after a while I decided to spice it up a little by including the following: One INT skill proficiency of choice (expertise if already proficient), proficiency on INT saving throws, and finally resistance against illusions and memory manipulation because why the hell not. A bit more interesting than the vanilla feat, and highlights as well as buffs the hell out of your INT stat (Which is kind of the point tbh. Plus INT needs more limelight anyway imo)
I made a ranger centaur in the setting of theros and I choose the mobile feat (you get to choose a feat at character creation in threros as a godly gift) and I got gifted some horseshoes of speed by the god Nylea after killing a catoblepas at 3rd level (she hates them for being associated with their creation). Sooo, a PERMANENT speed of 80ft (even faster than someone using dash!!!) AT FREAKING 3RD LEVEL!!! Oh, and I took sharpshooter feat 'cause I love my longbow and killing my enemy from so far I might never feel their breath in combat. P.S: I know some people will argue my character cannot use the horseshoes of speed but in the item description it cites "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse OR A SIMILAR CREATURE, they increase the creature's walking speed by 30 ft.", and they have hooves and an equine body except for the neck where there there is an elf torso (I think it's elf because of their pointy ears), so I think it is OKAY. Thank you to those who have read through my entire comment, lot's of effort! ;)
The athlete's one couldn't be more right! Once i called a friend that never played TtRPG and Said "So, do your character Man" he then did an Human fighter (Which couldn't be more obvious.) And took the Athlete feat XD
*Healer:* "This is the only time you get to embarrass the Cleric by dragging their ass out of the grave. Savor it."
It's quite a powerful feat for healing though, I took it on a Divine Soul Sorcerer for extra healing without having to rely on spell slots, allowing me to use my spell slots for damage or buffs rather than being a healbot.
Taking the Healer feat as a Taboxi Thief: congrats your party now has a viable combat medic, as you can heal downed party members as a free action/object interaction then bonus action disengage or dash pretty much anywhere on the battle field.
@@kylelonnes5833 I have it with my Kobold Thief/Shadow Monk. Overall: 50ft movement speed and bonus action to give some healing.
Is it amazing for the level 12+ content he tackles? Probably not. Is it flavorful as all get out? You betcha!
@@kylelonnes5833 is the free action part a taboxi thing? cause I have played healer thief before (mine was variant human to have healer from level 1) and the dm ruled using the healer's kit as a bonus action. Still was super fun though I really liked the playstyle of combative healer.
@@spyro2002 RAW, I believe it falls under object interaction of main actions, just adjusted to a bonus action as part of the Thief archetype, but I usually treat Archetype abilities as free actions though, as it frees up combat from unnecessary choice paralysis on the player’s side.
“Tough: you’re not taking this feat until level 19.”
Tell that to my hexblade warlock who took it as his first feat
Lol ikr I've legit taken it at level 1 before (tasha lineage rules)
@@Schmaglow honestly it’s such a good feat to help keep up with the main melee fighters
Considering it equals out to 40 hp max no matter what level you take it at is the best part
Lol my Barbarian took it because he's the only tank in the party xD
I take the tough feat at 1st level all the time lol
I really like putting mounted combatant on small races and climbing on top of other characters. Share your armor class with squishy spellcasters and give them evasion, never a bad move
Ay playing kobold stealing this
Spell casters with enough strength to be ridden by a small race? Where would you find one of those?
Guess it would be good of someone did a muscle mage for the meme of casting fist.
@@nobodyimportant2470 I mean even with a strength of 8 you could still carry like 3 halflings without being encumbered
@@patrickhannon2694 Keep in mind you have to carry all of their equipment too. A halfling on average weighs 40 lbs, with plate that'd be 105 lbs with no other weapons or equipment. At 8 str that leaves you with 15 lbs remaining, which the halfling probably would take up too.
@@nobodyimportant2470 I feel like being any of the "Powerful Build" races would solve that easily enough. Thanks to this trait, even a bugbear wizard with a Strength of 8 would be able to carry 240 pounds (carrying capacity = Strength [8] x 15 x 2 [they count as Large size, and you multiply carrying capacity by 2 for each size category above Medium]).
I once took the Healer feat on a Variant Human Celestial Warlock cause our party needed a healer but I wanted to play a Warlock. I've never seen regular mundane healing come in clutch so often in 5e before or since. The fact that the only limit on it is that you can only use it once per rest per target is super generous, especially since Healer's Kits have ten uses. It's almost like having ten potions of healing at level one, except you can buy another ten for 5 gp
all at the low cost of actually studying instead of selling your soul lol
My Phantom Rogue is basically our party's healer due to this exact feat.
My previous character was a celestial warlock/bard because none of us thought to be clerics.
It's a literal life-saver.
With an elf wizard you can get 10 20 hour shelf life health potions at lvl 5 every long rest that the rest of the party takes
Fun fact the stabilize bring someone back at 1 hp isn't a once per rest thing so if you have a good order on initiative with the tank or barbarian they can go down you bring them up with 1 they go back down bring em up rinse repeat. I did it on my wizard combined with haste on myself I was able to bring people back up and still attack well healing.
@@hugofontes5708 Uhm akchually, According to D&D 5e Rule as Written, Warlock is a class that requires extensive research and study to achieve. Warlocks are spellcasters who said "Wizards? Those losers have too much of a life. They didn't have the dedication to study night and day for 7 years about the intricacies of the magical Written word, and planar beings. They flunked out of our super intensive program. Too bad, now I have an eldritch mommy, and she sits on my face at night when I sacrifice enough babies and virgins."
No kidding though, actual lore says Warlock is a study based class, and only very, very few ever obtain the power without years of dedication. Go read the class information in the phb.
And now for what certain feat combinations say about you:
Dual Wielder and Mounted Combatant: you want to play as Gaia the Fierce Knight and you're strongly considering making a Strength-based Drakewarden Ranger.
Observant and Skill Expert: you see everything and are probably looking for Eyes of the Eagle or a Sentinel Shield.
Polearm Master and Sentinel: your DM hates you and your fellow PCs love you.
I am literally playing a Star Druid with Observant, Skill Expert, A Sentinel Shield, and a Luckstone. My DM fucking hates me.
@@EnbyNomad I'm playing at a table with a Circle of Stars Druid and holy shit, that subclass is awesome.
Sentinel and Warcaster on an Echo Knight Warlock: You don’t like enemies touching you.
Healer and Cokelock: You realized how to restore HP without ever taking a Long Rest, and how cheap the kits are.
What about War Caster and Alert?
Medium Armor Master: you want to be able to stealth while also having an armour class higher than 14. You might be a ranger, a dex-based cleric, or a rogue multiclass... among others
nah, last guy I had that picked that up was an Artificer. I usually referred to him as gun-man, I'll let you figure out why.
@@8-bitsarda747 I’ll be honest, I completely forgot that artificiers existed when I made the comment. Edited to reflect that there are other options lol
@@PQRDG Eh, it's fine. They don't really spring into my mind when thinking of armored classes either. I went with that feat because I like having a high AC, but I also didn't want to be failing every stealth check, which my previous character did. He was a Paladin, in plate armor, and had a dex of 11 12 (don't remember which)
But why would anyone DEX based rather not take +2 DEX with Studded leather? That +1 AC you get is nothing compared to +1 to attack rolls, damage rolls, initiative rolls, dex skill checks & DEX saves. (unless you can afford a Half Plate)
What fucking stealth builds don't have AC of at least 15? Dex+ leather dude.
Would be nice if they did release 80 more feats
Well, there was that recent survey regarding feats, so hopefully they'll be releasing some more in one of the upcoming books. For anybody who wants to provide feedback, Nerd Immersion recently posted a video about it with a link. Here's hoping for more racial feats and feats for unique weapons.
I want more magic weapon now it all sword
I would love to see a rule or something to build around Feats more. Right now, the best way to do it is to be a Fighter so you can get them every 2 levels and be able to do something unique with a bunch.
Maybe some day they will add this one:
You can use your mathematical prowess to add metamagic effects to your spells without using a higher-level spell slot.
Prerequisite(s): Int 13, Knowledge (engineering) 2 ranks
Benefit(s): When you take this feat, select two metamagic feats you do not yet have. When casting a spell, you can perform the steps below to spontaneously apply the effects of either or both of these metamagic feats, as well as any other metamagic feats you have, to the spell without expending a higher-level spell slot. Using a feat in this way increases the spell’s casting time to the casting time it would take if the character were a sorcerer or bard (sorcerers and bards using this ability increase the spell’s casting time by two categories); applying the Quicken Spell metamagic effect negates the increased casting time but still contributes to the modified spell’s effective spell level. You can take this feat more than once; each time, select two additional metamagic feats, adding their effects to the list of possible effects you can apply to spells with this ability.
When casting a spell using Sacred Geometry, first determine the effective spell level of the modified spell you are attempting to cast (calculated as normal for a spell modified by metamagic feats). You can apply any number of metamagic effects to a single spell, provided you are able to cast spells of the modified spell’s effective spell level.
Refer to the Prime Constants table to determine the prime constants that can be used to cast a spell of the desired effective spell level. Then roll a number of d6s equal to the number of ranks you possess in Knowledge (engineering). Perform some combination of addition, subtraction, multiplication, and division upon the numbers rolled that gives rise to one of the relevant prime constants. If you can produce one of the relevant prime constants, the spell takes effect with the declared metamagic effects, and you expend a spell slot of the unaltered spell’s level. If you are unsuccessful, you fail to cast the spell, the action used to cast the spell is lost, and the spell slot is used up. The DC of any concentration check to cast a spell affected by this feat uses the effective spell level used to determine the prime constants, even though a successful casting of the spell does not expend a higher-level spell slot.
Until then, I can't care about dnd
would be nice if i didn't have to choose between asis and feats, JEREMY.
Fun facts:
- 3.5 has over 1150 Feats (I only counted the feats of 23 Books, there are more)
- there are two feats with the same name and two different effects (Sacred Healing, one definition is in Players Handbook 2 and the other is in Complete Divine)
- maximum AC is above 50
Do me a favor and Google ... D20 ultimate feats guide
I didn't actually count, but I'm gonna guess that ONE book has more than a thousand feats in it.
I played a character in 3.5 that had an ac above 30 at around level 5.
It was great, nothing could hit me...
Except when I walked into an army of guys with spears. When 16 people are rolling d20, a surprising number of them come up with nat 20.
Having High AC in 3.5 with every source book is easy. I have a gnome character hitting over 100 AC at the cost of being a fuckin' rock in terms of fighting (Unless fighting giants of course). But it needs hitting epic levels tho
@@awthorne9877 I've never seen an AC over 60 in 3.5E ... 100 AC? How?
@@AvangionQ Ok so I have to progression, it's really complicated but here you go:
Commoner 1/Ranger 2/Warblade 2/GGS 10/Ranger 2/Fighter 2/Warblade 3/Ranger 7/Warblade 1
Track
Endurance (16)
Dodge
Underfoot Combat (21)
Confound The Big Folk (24)
Mobility
Spring Attack
Weapon Finesse (29) (Ranger)
Two-Weapon Fighting
Improved Two-Weapon Fighting (23) (Ranger)
Greater Two-Weapon Fighting (29) (Ranger)
Improved Buckler Defense
Two Weapon Defense (17) (Ranger)
Improved Two-Weapon Defense (18)
Greater Two-Weapon Defense (26) (Ranger)
Shield Specialization (Buckler) (12)
Shield Ward (15)
Combat Expertise:
Improved Combat Expertise (19) (Fighter)
Epic Skill Focus [Concentration] (27)
Improved Initiative (22) (Warblade)
Superior Initiative (30)
Ok so the core of the build is playing with a gnome dual wielder. Our weapon of choice is the Gnome Tortoise Blade from Complete Warrior/Races of Stone. This weapon is a shortsword but also gives the bonuses of a buckler, so that means that you can dual wield this things and still get two bucklers, one for each hand. With the list of feats not only you can mantain your buckler AC when attacking but also you can wear **4** different magic shields, plus you can add the bucklers AC to your Touch AC. Since the build revolves around having high Dexterity our armor of choice is a Mithral Chainshirt, best option for Dexterity builds. Now about the equipment you just need to enchant it, you can use whatever you want but you need to buy the "Defending" enchant wich lets you put all the weapon bonus on you AC. All of this gets you a base of only +8 but with the enchantments provided that they are all +5 you get a **+30** to you AC. Now the real shit is when you get Combat Expertise and Improved Combat Expertise which let's you put **all** your BaB into AC, so you can get a maxium of **+29** at the cost of not doing shit (Unless against your favoured enemy: Giants, which is still not that much). So all of this gets you to a total of 10+38+29 plus a +8 or something from the shield feats and the two weapon defense feats, we top it off with a +5 to Dexterity and we get 85 AC, to end this build we get two +5 rings of protection and one +5 clock of protection. **Since** AC isn't everything we have to take care of our Saving Throws, there's not too much that you can take besides a +5 Vestment of protection which gives you +5 to your saving throws. With all of our classes we got a high Fortitude Base Save, but our Reflex and Will saves are really poor so we need the Warblade manouvers, specifically the Diamond Mind ones, which lets us make a Concentration check for Reflex and Will Saving Throws. If you put all of your points into Concentration you get a maxium of **+43** to Concentration.
Now the final question is? Why would you ever try to hit a cocaine magic fueled gnome? Simple: One level in the Commoner class level, there's a Dragon Magazine wich lets you pick a Flaw **and** a Feat for compensation. We need this thingy:
Delicious: All monster attack you if able, regardless of their attitude toward the rest of your party. In addition, you go down smooth. When subjected to a swallow whole special attack, you are treated as two size categories smaller than you actually are.
So at the cost of """+1 LEP from being a Commoner"""" (Since Commoner doesn't gives you anything besides the feat and the flaw) we can be auto-targeted, no matter what happens
blaine: "why does everyone pick telepathy?"
me, who has played dnd for about 7 years now: "thats a feat?"
I've made thousands of characters and toggled with optimization for them. I knew it existed. I've literally never picked it.
personally, i like telepathy, being able to communicate without words can be very tactically advantageous, plus the once a day mind reading is nice too. it's good until you can get a helm of telepathy which is just better in every way.
I don't know about everyone else, but I can sum up my reasons for picking it in two words: "Moon Druid".
@@HistorysRaven Same. Why waste a sniper feat, or skilled (so we can stack up on Crafts ... that the DM never prepared for ... ever ... sadly. Like why have alchemy, poison, and booze kits buyable if you're never allowed to use the mechanic? It's like. I just want to spam poison and healz while blasted, is that too much to ask for?)
I never seen anyone use it.
If anything I feel like Message is better. And that's until you get the nicer divination magic.
Linguist: "The ancient tome is written in Infernal-" "I speak Infernal" "Uh, my mistake, I meant Abyssal" "I speak Abyssal too" "Uh, I meant Deep Speech-" "OwO"
Wait what?
I like to imagine that "OwO" is "I speak Deep Speech" in Deep Speech
Actually, if you want to do this: the eldritch invocation Eyes of the Rune Keeper. Doesn't matter what the hell it's written in, you're reading it. It could be written in a garbled mix of every language in the rules book for all the DM cares, you're knowing what's on that tome.
there's also the fact that deep speech is the only language that has no written script, meaning it's impossible for an ancient tome to be written in deep speech
Deep speech is pretty much the only language that has no written component
My DM nerfed the entire concept of Passive Perception just because I had Observant. On a Rogue with Perception Expertise. At level 2 (Variant Human) I had 21 Passive Perception. Made him very mad. Character was a living radar, which fit her role as a secret bodyguard quite well.
AHH yes the classic "I don't like my player being good at what they are supposed to be good at because it makes it harder for me to fuck them over."
@@vansradjmadho8365 fuck DMs like this.
I just like using their weaknesses more than their strengths and pacing the strengths to cover it up
Take up eldritch so you can have devil sight. Or multiclass warlock so you can have both devil sight and eldritch sight. Your dm will love you.
I punished my player for their 28+ passive perception in a whole different manner: we played an evil adventure where the NPCs were all monsters, so that player character noticed EVERYTHING - from the untrimmed nose hairs of the Orc gate guard to the fact the pitch black eyes of that Drider were actually many many pupils on each eye ball.
The part where he thinks people with "warcaster" even know they can use a spell for opportunity attacks. It is a must have for any full caster, the advantage on concentration is too important.
And Clerics who do not want to give up their shield for casting spells
@@4adsmith2012 sure, if your DM pays attention to the "free hands" requirement for spell casting. Even AL DM's tend to forget that.
I always like using booming blade for opportunity attacks with warcaster feat.
Go ahead, try and leave my attack range
Opportunity attack spells is solid on a melee bard.
the fact WotC had to change how Booming Blade and Green-flame blade work specifically because of Warcaster + Polearmmaster + a reach weapon is proof people absolutely know how potent an opportunity attack spell can be. Hell Warcaster + Booming blade might actually be better then sentinel in my opinion.
"Someone in your party has a terrible Stealth score, and you've gotten tired of it."
Yeah. In my campaign, _IT'S THE WOOD ELF._
I got in my very first campaign a few months ago and picked "high Drow magic" when we hit level 4. My DM didn't realize I would get Detect Magic... for free... whenever I felt like it...
I ended up ruining a magical trap he had set up for the group in an unlikely spot because I looked at it. Lol
What kind of trap?
@Kill Skill he hid a trap inside a teleportation circle that would shock anyone who walked into it over abs over until they died, and the story had encouraged us to use it. So I had a feeling and inspected the circle and found the trap hidden inside.
And his Reaction?
@@killskill9391 "PAIN! AND DETH!"
It's a great feat for a bard or a sorcerer.
Sharpshooter: 300 feet away? Try double that. Those zombie rocs never stood a chance against my 27 passive perception and 600 foot range longbow. Saw them coming a mile away.
My former DM told me he would let me know when targets were actually outside 600ft. Which was never really.
Distance is a tricky thing to imagine, 600ft being 2 american football fields long, and lets face the honest fact that if you play dnd you are too kewl for sportsball
7:59 Metamagic adept
I used this to get the trasmute spell option because I was running a Queen Elsa build so now all her spells are ice themed including necromancy spells to make ice zombies
Meanwhile I used it for Subtle Spell for a Ranger/Warlock to subtly put enemies to sleep.
@@magenstaffarts subtle spell is also really good with a magic assassin or magic con man
@@magenstaffarts
>Pick metamagic adept
>Get Subtle spell
>Make an npc or the bbeg smell like sh*t using prestidigitation without anyone noticing.
>Profit?
I use metamagic adept for quickened spell. Now my sword bard can attack twice while increasings its AC, then cast a mass cure wounds.
I can only do that once per day, but on that turn, my team love me ;). Worth it.
I've been using the sorcery points on my warlock for 2 things:
1) Rerolling 1s and 2s on my Fireball spell (cast from a wand/staff)
2) Having my party members succeed the saving throw when they are in the area of said Fireball spell
One thing people don't realise about Lucky. It works with advantage *and* disadvantage. It actually helps to hinder yourself while using it.
"You call *that* a knife toss? I could beat that throw blindfolded!* (uses lucky with disadvantage :D)
Only if you play with rules as written. Playing rules as intended nerfs this feat pretty severely. So, when at disadvantage you don't pick any of the dice as your result. Of the 3 dice rolled, you pick 2 and disadvantage will apply to them.
Lucky feat is still my favorite.
@@TheAvengerSK actually, it was confirmed you pick one of the three dice like some anime protagonist. RAW and RAI
Fun fact alot of enemies in 5e don't have magic weapons (Its a trait) only about 60-80 do. So heavy armor master is a good feat in the long run.
'' The monster hits you for... 25 damage.
22 actually, I have Heavy Armor Master
Uh... okay''
@@ShoutingDerek Even a small damage threshold adds up in the long run. especially against hordes of weaker enemies or enemies with lots of attacks.
@@ShoutingDerek "Man that 25 would've dropped me. Thankfully because of this, I can tank for one more round of combat allowing the cleric to use their action on a spell rather than use healing word to get be up. In the next few turns we saved 1 spell slot, extra hp for me the player and we defeated the enemy."
"Dude, why are you saying this out loud?"
Damage scaling is also usually dealt by multi attacks and not huge chunks of damage, so it does help a lot.
I wanna experiment with an Armor of Agathys build as a Goliath Clockwork Soul Sorcerer. Heavy armor master stacked with other forms of damage reduction to extend the spells effectiveness and punish opponents with more damage from attacking me than they could normally deal.
Moderately armoured is honestly one of the best feats in the game for bards and warlocks, it works out to be at least a +4 to AC, +5 if you don't care about stealth. And it's a half feat, so you can also raise your dex.
Absolutly this
You can also combo it with some races Like hobgoblin and when the Wizard has 19-24 AC you know Shit's got real.
@@SomeBody08150 have done this before, is fun
Same here, love taking it with Bards and Locks, reducing the need for Dex really lets you be more effective in combat while spreading out your non-Charisma stats.
Or you could just be a Dwarf and get Medium armor Proficiency as a racial.
@@TheAchilles26 But it isn’t just the armour, it’s the armour and shield that gives you the good ac.
Small Feat notes/tips.
Skulker: Your group realized Darkvision doesn't give you super eyes and rather than accept your disadvantage to perception in "low light" you refused.
Keen mind: If you somehow decided this was a good feat for your wizard and are stuck with it, you can use this to "study" your spellbook without your spellbook on you. Convince a GM you can do this and gain +1 Rule Lawyering
Resilient Wisdom: You probably had a character get brutalized by "Hold person".
Resilient Intelligence: You around 8-12th level have a sneaking suspicion Mindflayers are going to be a problem.
Dragon Hide: Personal experience, but I only took this feat because I wasn't a red dragonborn and am unfathomably afraid of Heat Metal.
Crusher: You can actually use this with Slings, making you able to maneuver allies and enemies around at distance, good for champion fighters who think the Help action just doesn't do enough damage.
Hope this is useful for you, thanks for reading my comment.
Your one for Resilient Intelligence made me laugh quite loudly
@@cameronhector9074 Intelligence is all dumb and useless until the CR:2 headcrabs come out and murderize the party with your own sword.
How about my Paladin build that basically goes: resilient (str,con,Dex,int) in that order
Tough is actually really great at low levels. It's so helpful to have 6 extra hit points at level 3.
And the value only continues, Im currently in a campaign where my lvl 14 warlock has the most health because of the tough feat and a bit of luck with my rolls for hp, have about 12 or 14 more hp than the paladin
Honestly I think Tough is better at earlier levels than at later levels. While yes, you get 40 HP at level 20 which is a lot, things at that level also tend to do a lot of damage with hit bonuses so high that you're likely to get hit even with 25 AC. In contrast, things at lower level will have a much harder time hitting you and even when they do, they'll have a comparatively harder time getting through the extra 4-8 HP you have.
especially when you're playing a homebrew class that treats your HP like spell slots
@@Zulk_RS This is correct.
@@Zulk_RS honestly it really depends on whether or not you want to be tankier now or later. stat wise there is no difference regardless of what level you take it at since you add 2 times your current level and then 2 to every level you get after that. regardless of when you take it it's gonna give you 40 extra hp. personally it's usually the second feat i take, right after alert cause i'd rather not wait while the enemy does whatever the fuck they want to me.
Regarding grappler; Even though a lot of monsters have absurdly high strength or dex, what they don't often have is proficiency in athletics or acrobatics; meaning that chances are good they're making that contested check at +9 or +10 at most, compared to a PC's potential highest of +19 with maxed barbarian strength and expertise.
You don't even need a maxed Barbarian Strength for that since you can get +5 or +6 at STR with Belt of Giant Strength.
@@Zulk_RS Bears dont have advantage on athletics meaning no advantage on grappling. u wot, WOTC? Have you seen two bears fight? They are masters at wrestling. I've seen a bear leg sweep another before
@@Zulk_RS Artificer's a surprisingly good choice too. With armor of magical strength (+5), flash of genius (+5), belt of hill giant strength (strength=21), and enlarge/reduce, even before expertise you'd be rolling athletics with a +20 and advantage at level 14. Add expertise and that's a +25.
Note that this build is also viable at level 10, it's just gauntlets of ogre power instead of belt, so it's 1 less
Yeah... The main problem with grapple builds is that they just... Auto fail past a point. You have disadvantage to grapple a creature one size category larger than you, and it's outright impossible to grapple something two sizes or more larger than you. Get past level 8 and see how many huge monsters you end up fighting. So unless you have a handy wizard to cast Enlarge on you as well as your own way to increase your size, say goodbye to grappling anything past that point even with this feat.
@@thomasb2265 Where... does it say you have disadvantage to grapple a creature that's one size cat larger than you?
And regarding size, I've almost never been in a situation where the only monsters that we're fighting for the remainder of the campaign are larger than large. But even if I did expect that to be the case, finding a way to manipulate your own size isn't that hard (I can think of two easy ones right off the bat) and if all else fails you're *still* a max-strength build.
Healer feat is secretly amazing if you're a Thief Rogue and can Use an Object as a bonus action
4:15 Fey Teleportation recharges every SHORT or long rest compared to just every long rest for Fey Touched. Yes Fey Touched is overall better and one of the best feats but Fey Teleportation does have that one big advantage and is still a very good feat that you might want over Fey Touched.
I have a Fey Touched Firbolg warlock so I can go invisible lmao not much need for teleportation
I rather take the fey touched in this case
Also I'm sure you learn it so that you can cast it using spell slots.
agreed on the pretense that you want misty step on a non caster class. If you have spell slots, I'd argue Fey Touched is much better. But if you're say a monk, or non Eldritch Knight fighter the Fey Teleportation is probably better because of the short rest recharge.
I used to not like Telepathic, until my character got into a dance off, and started beaming random steps directly to my opponent's brain and made them faceplant hard.
10/10 will take again
Fighting Initiate is actually pretty sweet now that Tasha's is out and one of your fighting style options isn't actually a fighting style and instead is just 10 feet of blind sense.
I have to appreciate your decision to make Shield Master a dual shield wielding dude.
I love dual shield wielding.
Props to this guy for bookmarking every feat in his video. That looks like it took a ton of work!!
I'm playing a Minotaur barbarian and I picked Tough at level 4... And it's saved me more times than I can count by now 😂😂
It's law that you react to reaching single digit HP with the phrase "Built different!"
I'm considering tough on my rogue because occasionally, whether I like it or not, he sometimes get caught up in melee and not having the highest AC at low levels really makes me consider the extra HP per level. I'd say its a feat to consider at levels 8 or above (though 6 also works if you can get it then).
Omg Minotaur barbarian twins!! I’m path of ancestral guardians, wbu?
@@abjaaksm Totem Warrior Bear :p i looked at the options for the one that looked the most fun and picked the most overpowered one by chance xD also, it synergises way too well with Tough, since the benefit you gain is basically doubled
Moderately armoured is actually quite good, because it also gives you shield proficiency. Going from 14 AC in studded leather and +2 dex, to 18 AC in shield and scale mail? Yes please, I love slapping it all over my fiendlocks & lore bards
This feat and tough I've considered for my arcane trickster rogue. He occasionally finds himself in melee and being able to take a hit or two if needed can be a great way to keep the martials going just for a bit longer.
Or, hear me out, take one level of fighter. Get medium armor, shields, martial weapons, and a fighting style.
@@chadcharest9891College of Valour bard is another option, gain proficiency with medium armour, shields, and martial weapons, their bardic inspiration can boost Melee and Ranged damage or even AC, and they can even get multi-attack at level 6.
They should add some more racial feats for the other races like from Volos Guide. I want Urd Wings for my Kobold!
DnD Beyond-Feats
Kobold player :D We're friends now.
Yeah, and I’d love to see what they’d come up with for Lizardfolk or Bugbears
My dm just had me use the feat for dragonborn wings
I got to use Urd Wings for a one-shot. 8th level Kobold Moon Druid.
Mostly kept the wings hidden, and used them to negate damage from falling. And/or being sneaky. You make a *LOT* less noise dropping down if you slow your descent with a quick wingbeat or 2.
8:15
There’s nothing quite like being a bard or warlock with access to breastplates/half-plate and a shield.
You become legitimately tanky.
Personally I take Resilient DEX to help against fireball. Combined that with my Path of the Totem Barbarian as well as Mage Slayer feat, I become the scourge of all wizards. Killed an entire wizard village because they called him "uncivilized" Well who is uncivilized now
I took it so my Fighter could pass her Wisdom saving throws. Huge help in the long run.
I took Resilient WIS with my barbarian so I wouldn't have to keep failing saves (and in one instance, ended up fighting against my own party because of it). More for story reasons than to optimize her character, but I did plan on increasing her wisdom anyway.
Uh still you but they are dead so you win?
One potential benefit of Telepathic is for Druids: the Message cantrip doesn't really work with wildshape since you don't have the ability to speak, but Telepathic isn't dependent on the ability to speak.
5:52 and 6:42 “Training montage” for armor proficiencies is homebrew. Officially you can only get armor proficiencies at Level 1, certain multiclasses, and the three different feats.
If you homebrew armor training in your games, please let your players know. I doubt anyone would actually waste an ASI on something that’s free with a time skip.
For crusher: "combined with polearm master and sentinel.whenever your dm wants to move a mini you get to slap their hand away with a ruler"
Strixhaven initiate: 2 free cantrips +1 spell, but we all know your gonna choose shield or silvery barbs"
Strixhaven mascot: "now you can teleport (if you choose prismari), wait you have fey touched? So.... Double the teleports? Oh and your an echo knight with polearm, sentinel, and crusher..... Great. So basically "nope" to everyone right?"
5:23 Funnily enough, almost all of the best martial builds in the game use Great Weapon Master. And those that don't use Sharpshooter.
It's a bit of a trap for a normal non-optimizer though. Taking -5 to hit means you miss a lot if you don't account for advantage and target AC. The game is arguably VERY poorly build to make GWM and SS viable, but the theorycrafters do a bang up job on using its strengths to balance certain builds' weaknesses, and vice versa.
@@mr.alpaca2663 I'd disagree on Sharpshooter. Because being able to accurately shoot at insane distances and outright ignore most cover makes it extremely useful even without the dmg feature.
@@draochvar9646 That's mildly DM dependent though. Most battle maps are not big enough to include enemies that far away even in the best of times, and plenty of areas are full of total cover (caves, dense forests, cities) that sharpshooter does not help with.
When sharpshooter works it WORKS, but it doesn't always work
I have an amazing DM who told me that if I take Fey Touched AND Fey Teleport, my character gains proficiency in Misty Step. Meaning I can cast it as often as my proficiency bonus. Guess who's now essentially Nightcrawler?
It even fits the character. He's a half elf (technically 3/4) born to a Fey touched mother and often babysat by the mother's friend, a Firbolg Druid. He grew up just surrounded by Fey influences.
Nice of them to do that. Heck, sounds luke they made up a new Spell Proficiency system just to allow stuff like that!
@@youtubeuniversity3638 I may have to mention that to her because I don’t think she realizes that.
Nothing has made me happier than merging Polearm Mastery with Sentinel to make a Glaive focused fighter based off Guan Yu and having the build pay off.
"Athlete's for noobs!"
Tell that to my centaur death cleric who can now gallUP WALLS and doesn't have to spend 20' of movement standing up
Yesterday I learned that in 3.5e, there was a feat that let rogues use a feat that they didn't meet the requirements for.
There was also a feat that required a race to already have the Swallow Whole and would allow them to swallow things in the same size. I.E. a medium creature can use Swallow Whole on a medium creature.
So technically since a rogue could get this feat and bypass the requirement for actually needing to have that ability, you can just make your Rogue into Kirby and vacuum up your enemies using this feat. xD
I'm not sure what this particular combination of feats says about you.
Oh, you're also a Tabaxi? Well that explains everything.
Me, a lvl 6 tortle with Defensive Duelist: FUCKIN’ HIT ME!
DM: OKAY! Your rapier is gone! Does a 23 hit now?
Me: let me double check my math.
Me: HAH! I NEVER EVEN FACTORED THE AC OF DEFENSIVE DUELIST!
Had a character with alert, observant, and expertise with perception. Whenever we leave a room my boy would just kick a hole through the fake walls and book shelves hiding peoples passageways.
The way you drew the gift of the gem dragon
Made me wanna play a goblin rogue and call him sableye
Mobile: you're playing a monk
Polearm master: you also took sentinel and you like to watch your DM cry
Rogues also benefit from mobile. Plenty of subclasses give nice bonus actions to having a free disengage is pretty sweet. Also, to quote XPToLvl3:
"Sneak attack, run away
I can dash, it's okay
No reaction attacks
In your face, that's a fact..."
Note: Don't use Metamagic Adept for twinned spell. It's not worth it when you only have two sorcerery points.
it really depends on the campaign setting and the type of encounters your DM runs. Being able to kill 4 trash enemies in the first 2 turns can be really good.
Yeah, but you can probably already kill multiple trash enemies with an AoE spell. You could twin cast Chromatic Orb twice, or you could just cast Shatter.
For my money, Careful, Subtle, Empowered, and Quickened are the best options, with Extended and Distant being viable if you have a plan for them (for example, using Extended on Mage Armor or Foresight and then taking a long rest)
@@tomc.5704
Twinned spell is most valuable for single-target support spells. Haste a great example. Mage armor and invisibility also work, but they're not worth using metamagic adept for.
@@coranbaker6401 Oh yeah, for sure. I was mostly responding to the other guy; he suggested using it offensively.
I'm totally with you that Twinned Spell is great on sorcerers, but terrible with with your mere 2 metamagic points if you take the feat
Still useful for avoiding really expensive spell components
Can confirm, Gift of the Chromatic Dragon is accurate. However, I like to add a little dragon to my dragonborn, so I like this feat on a Dragonborn depending on the class I play. I find it having insanely high value on a Path of the Beast Barbarian, whether dragonborn or not.
5:12
Any true grapple master knows that
a) while many enemies have higher STR than the PCs can obtain, very few have athletics proficiency (shoutout giant ape who you can polymorph into), so this isn't as difficult to pull off as you might think. The true limiting factor for any dedicated grappler is the fact that any creature two or more sizes larger is immune to your grapple attempts, which is why Rune Knight is busted.
b) expertise on athletics and advantage on strength checks are the most important things for a grappler, +13 (5 str, 4 prof, 4 expert) with advantage by level 9 isn't far out of the question, the Tarrasque's mediocre +10 from 30 raw STR is hiding behind its gargantuan size in fear.
c) this feat does neither of those and so only impacts your gameplay at all if you if you can ALREADY grapple well
d) You can shove your grappled target prone with the same strength(athletics) skill you grappled them with for the similar benefits without spending a feat on this. If you have Extra Attack, you can do both in one action. Heck, Shield Master lets you shove people as a bonus action rather than this feat's action (sadly also not mentioned in the video). And shoving enemies prone doesn't restrain you. You get advantage against them, they get disadvantage against you . . . they don't have the disadvantage on dex saves the restrain gives them, but unless your gameplan is turn 1: grapple, turn 2: pin, turn 3: disintegrate, this really isn't a useful feat.
I FINALLY found a decent use for weapon master! So with the new Tasha’s monk features monks can use non heavy melee weapons as long as they are proficient. While you can technically do the same thing with a level in fighter, almost every level of monk is valuable until 9th level (extra attack->monk feature->EVASION->another asi). Therefore you can use a 4th level asi with weapon master, get to 18 dex AND snag the ability to use longswords as a monk without dipping levels
OR, hear me out. You pick the Kensei subclass
@@8-bitsarda747 See, I've tried Kensei too. It's just...not that great. Thematically, it's the class you take to use a versitile weapon, yet it's main feature forces you to only attack with it once per turn to get the meager AC bonus. Plus, the features are pretty weak, and ki inefficient. The main level 11 feature hinges on the fact you haven't gotten a + anything weapon yet, and by 17th level it doesn't matter at all because your martial arts damage matches your weapon anyway. It's just a really bad subclass for what it's trying to do.
@@connorjohnson8590 Hear me out... Gunner. Time for Gunk.
@@ArkainSpawn74 See, THAT could also work wonders!!! The only issue is that stunning strike only works with melee weapon attacks, so you wouldn't be able to use your stun unless you switched to unarmed strikes. I also just like swords
But seriously, jackie chan with a big old riffle sounds awesome too, so Gunner is also a viable feat for monk!!
Gunk just sounds fun too
I loved the little Aqua drawing, thank you for taking the time to do that one.
I literally chose lucky for my character because they have a background of being a gambler, never knew that there was a feat meta lmao
Also Magic Initiate: The DM forgets the barbarian has spells until he cast healing on the downed paladin and it literally saves everyone.
Ok I use metalic dragon because cure wounds is always nice to have and I find the idea of flying over at high speeds and unveiling my wings to defend my allies is so cool.
12:21 Telepathy: I’m a low level druid who is tired of trying to communicate my thoughts through bird calls to the party
For me, I use Keen Mind on my Artificer character, so that whenever I go to craft stuff, I instantly recall all of my recipes and blue prints and have a really high History Stat to assist in any rolls I REALLY NEED to do with the bonus from Keen Mind
Medium armor master makes half plate armor the best armor type in the game. And I will always take it on characters with 16 dex a medium armor proficiency
Mobile + Polearm Master + Sentinel: You play the Cavalier Fighter subclass, and your DM probably hates you... and by you, I mean me. Because becoming a one man pike formation seemed like a great idea before all encounters were replaced by archers and long distance casters, lol.
Take a 2 level dip into Rogue or monk and it still could be a good idea! Don't let the distance scare you off!
1:24 Hael Vinderbargen, The Witch of Inkton. She uses her magic Pot of Casting Iron to summon meteor storms and gales of fury from the heavens and terrorizes small towns where heroes are known to just walk out of.
Thanks for the flavor, I was wondering what to do with her.
Metamagic Adept: You wanted Sorcerers to be properly buffed, but all they did was stuff what the Sorcerer should have had in a feat. You will always take this feat as it helps, but your still angry about it.
You did a great job on all the art presented in this video.
I admittedly forgot a few of these feats existed. Good refresher. Likely going to forget about those feats again.
I took the Durable feat on my Circle of the Moon Druid for the buff to hit dice. Since a Moon Druid can expend spell slots as a bonus action while wild shaped to regain health, Durable increases the health I get back.
I'm looking at Mounted Combatant as a possibility for a Drakewarden Ranger, once the Drake is big enough to ride.
And I took Elven Accuracy on the Moon Druid because there's an Expert Sidekick in the party who can give me advantage pretty much every turn with Bonus Action Help. Plus, based on the wording of Elven Accuracy, the DM for that campaign has ruled I can use it to reroll a damage die if I'm sure I hit with the attack die.
Just some fun uses of feats I've found.
diplomat: you arnt playing bard but still want to talk your way into and out of litterally anything
I took lucky with my most recent character and let me tell you. I rolled a 13, a 12, two 11s, an 8 and a 4 and those last two went into Int and Wis. I was going to go something else but after joking with my DM for a bit we basically concluded that she had to have been lucky or have plot armour to even make it this far in life.
Healer is underrated. No need for spells (Anti magic exists), No need for spell slots, No need for Gold fi you have a good enough Thief.
9:17 You got miffed that your half-wood elf doesn't get access to wood elf magic so you opted to be a skill gremlin instead out of spite.
10:27 your DM also is very careful about setting combats in any kind of open area. You also spend too much time debating on whether or not to take the -5 to hit but +10 to damage.
the -5 to hit can get quite annoing, just 2 days ago we fought some harpies and I missed 3of my shots against a 13cr creature purely because of the -5, and its like noo I'm taking the penalty there is no way I miss again
@@adamhanek79 that's what you take elven accuracy for
Mounted Combatant: Your playing a cavalier fighter with a moon druid playing as your mount, aren't you?
I'm quite a fan of using meta magic adept for quicken spell. Sure it's only 1/day, but often you have one buff spell that you just absolutely want to get off at the start of a boss fight without wrecking your action economy
Oo yeah this is a good point!! I’m thinking of taking meta magic adept for my cleric and she’s always got a million buffs queuing up
My DM allowed my troll character to be the mount for a human sized character after they took mounted combatant, now they work to hinder my size so we stop cheesing encounters with molotov cocktails, I mean alchemist fire.
I would offer an ammendment to Infernal Constitution:
"The idea of being completely immune to all of Tiamat's damage with the right build excites you!"
I thought it only gave resistance. Did I miss something?
Gimme that ring of acid resistance and I’m set, baby.
@@Shadow-jw1kt artificer also has a resistance to x element armor for which you can choose acid.
I take the healer feat as the cleric because I always blow my spell slots on guiding bolt and inflict wounds
Ok but keen mind actually is pretty good.
It means even crit fail on a survival check during travel montages won't get you hopelessly lost and end up fighting a mind flayer in the underdark when you just wanted to walk to the next town over.
Yeah, if you're playing a bladesinger (like me) and constantly get screwed by the HP die... you REALLY go for that Tough feet fast and early.
Or if you played KOTOR and know just how good extra health is... oh well.
Best use I've found for Tough is picking it up as a variant human, that little bit of extra hp does wonders at level 1 and you get milage out of it through the entire game
My fav is linguist because of how many languages are in my D&D games (there is at least 1 language for every civilization and tribe and there is a lot of them because I made my D&D map very big).
Good video, amazing production, top quality. Now do Konosuba into dnd pt 3
He's not doing anime into D&D anymore
I still like to see D&D connections of isekai monsters
@@INeedaName-cb2qw He is if I say he his.
@@FelixArgyleAUS LOL! I just now realized that was you, Felix! You moderate his Discord, don't you?
"Tough: You're not taking this until level 19"
My Hexblade Warlock needs this because everyone else is all rogue or has levels in rogue to just stealth as bonus action, leaving my poor, poor boi as the only target immediately available (unless they rolled bad but that's rare with their +10 stealth mod 😢)
Moderately Armored *is* my favorite feat. Hmm, yes, I WILL take a +5 AC bump, thank you very much. Also, I took Weapon Master legit, one time, to get access to an Artifact-grade longsword as a monk. It's not 100% useless... just 99% useless.
Grappeler on an open hand monk just makes you an MMA fighter.
Attack, use one of them to grapple. Split your attack to flurry of blows with an open hand technique to force them prone. Now finish all your other attacks at advantage. They can't get up until they break your grapple.
In other words, "I tackle them and pummel them on the ground. If they don't break the grapple by my next turn they get pinned and can't even attack." or my favorite, "I grab them by the face and slam them on the ground until they stop moving."
Just hope your DM doesn't enforce the rule that you can't grapple anything a size class larger then you.
Big fan of the magic initiate, fey touched, and shadow touched feats. Telekinetic and telepathy to a lesser extent. What can I say, I like martial classes and I like sprinkling magic into those martial classes lol.
If I want a sprinkle of magic on my Battle master, im gonna give my Battle master a sprinkle of magic damnit! You can take your fancy eldritch knights and shovel it! 😆
I’m actually unironically rewatching this to help give me sample ideas for a feat to have when I level up.
Chef feat is what helped Chat Jr survive until now, also is it just me or last saturday there was no session?
Throwing builds are funny so Tavern Brawler is a must.
One of my favorite characters was a spartan inspired character. They had feats like tough, shield master, and sentinel
Yes their entire thing was their shield
i was watching this and it sounded like he said hand it over you fa***T just to realize hey said fey-got as a pun and now im not sure how to feel 4:02
Tough: There's a story behind this one (in my case, my character kept almost dying in early levels!!)
I took Tavern Brawler as a Rune Knight so that I could pick up enemies and use them to hit other enemies.
For my last campaign I basically min/maxed my character to be the tank, it was a fully HB Warforged, Warforged bg, and a class I found called war hulk (D12 hit die) Currently he's sitting at a max of 117hp with 6lv into war hulk and 1 lv into fighter due to dm driven elements. The war hulk class added a passive toughness feat and at lvl 4 I took the actual toughness feat plus his 18 CON. So after that I was rolling a bare minimum of 9hp and a max of 20, I was lucky enough to consistently roll over 9 for my hit dice. Overall, an extremely fun character that I accidentally made beefy beyond my imagination. At lv7 of war hulk your character grows from med to large and I made plans with the dm to have a non-lethal PvP event with my party who could either try to stop me or mitigate damage as my character would basically be going through extreme growing pains and try to eat at least 500ib equally of metal, stone, and wooden objects to realistically undergo the transformation.
The dm in me became so enraged but the player in me loved this 😂 this is so great
@@abjaaksm don't worry, it evened out bc my rolls are absolute shit at least 70% of the time lol and I haven't even gotten to the growing stage yet bc we haven't played in over 4 months due to conflicting schedules and I fear I'll never get to that point
"Mobile: For when your Monk just isn't fast enough."
I took tavern brawler, torments of the bear barbarian, and multiclassed into fighter to take the unarmed fighting style. As a variant human, doing 2d12 per attack, x3 attacks, plus eventually taking samurai for advantage whenever, and being able to grapple as a nouns action is sooo much fun. Never missing a sqaure shot in the jaw made magnus björn the most fun character I’ve ever played. And we were playing homebrew adventure w/ tales of the yawning portal, so lots of tavern brawls took place
damn, bottlesai the jawbreaker
but how do you get 2d12?
How 2d12
The only way I could even come to the conclusion that 2d12 unarmed makes sense is taking the 1d4 tavern brawler damage and just adding it to the 1d8 unarmed fighting damage and saying that makes it 1d12 now. Then saying "oh I got 2 arms so that's 2d12".
I'm genuinely confused as to how you got 2d12 without horribly unbalanced homebrew.
Tunnel Fighter: You've convinced your DM that it HAS to be balanced, because it's official, kinda!
I like actor, its great for messing with other players by using their voice to anger npcs.
Thank you for making this! My DM is letting us pick feats to add next level and this really helped me pick a handful and research them, rather than have to study them all on my own
I've taken the keen mind feat once, as it fitted my character best. But after a while I decided to spice it up a little by including the following:
One INT skill proficiency of choice (expertise if already proficient), proficiency on INT saving throws, and finally resistance against illusions and memory manipulation because why the hell not.
A bit more interesting than the vanilla feat, and highlights as well as buffs the hell out of your INT stat (Which is kind of the point tbh. Plus INT needs more limelight anyway imo)
I made a ranger centaur in the setting of theros and I choose the mobile feat (you get to choose a feat at character creation in threros as a godly gift) and I got gifted some horseshoes of speed by the god Nylea after killing a catoblepas at 3rd level (she hates them for being associated with their creation). Sooo, a PERMANENT speed of 80ft (even faster than someone using dash!!!) AT FREAKING 3RD LEVEL!!! Oh, and I took sharpshooter feat 'cause I love my longbow and killing my enemy from so far I might never feel their breath in combat.
P.S: I know some people will argue my character cannot use the horseshoes of speed but in the item description it cites "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse OR A SIMILAR CREATURE, they increase the creature's walking speed by 30 ft.", and they have hooves and an equine body except for the neck where there there is an elf torso (I think it's elf because of their pointy ears), so I think it is OKAY.
Thank you to those who have read through my entire comment, lot's of effort! ;)
Lets hope this is good
Grappler:
you don’t have any of the extra books on DnD Beyond and only play humans
Cool cool, but where's Konosuba into DnD pt. 3?
Witherbloom student. you wanted a necromancer wizard with cure and inflict wounds
The athlete's one couldn't be more right! Once i called a friend that never played TtRPG and Said "So, do your character Man" he then did an Human fighter (Which couldn't be more obvious.) And took the Athlete feat XD
I like that I hadn't even heard of Fade Away until this video, and STILL felt called out by the stereotype.