Yeah I like Alert, Crossbow Master, Magic Initiate, and Skilled. I pissed my DM off with that last one because I built my character to have proficiency with over half the skills in the game at level 1.
As someone who was recently asking for you guys to start adding visuals in a recent comment, I really appreciate this simple improvement to the presentation of the info you guys are communicating. You guys are fine enough to look at, but its good for the eye to have some OTHER stuff to look at while watching the show!
My dm is giving us free feats at lv one and an additional free feat every time we get an asi. He says we're gonna end up fighting some seriously difficult and epic fights. My level one character already has +4 to charisma so... The damage output our party deals will be incredible but I'm frightened of whatever the DM has in store for us
@@konankunoichi94 Our DM likes to create custom feats in addition to awarding feats that fit our character. Was awarded Keen Mind for my character simply because it fit his backstory so well and he also created and awarded Mind of the Wild Warren that allows the party to speak to each other telepathically for one minute as long as they are within 500ft of my character. Uses a bonus action to activate it. We try to keep away from meta gaming while we are playing so now we can talk to each other in combat without it being too meta gamy.
I took the Mobile feat for my gnome arcane trickster, and it's the best thing I've done. It means I now have a speed of 35 instead of 25, and I can use my dash as a bonus action, since I don't have to use disengage after hitting something. Since mobile allows you to ignore difficult terrain, and your allies' spaces are considered to be difficult terrain, I can zip from the back of the party in a narrow passage, pop up next to the barbarian, sneak attack his opponent, then dart back to where I was or anyplace else within 35 feet, or if I have enough movement left I can hide as a bonus action instead. I love popping up to deal crazy damage anywhere on the map, and opponents never know where I am.
@@khzhak No need for rogue, monks can bonus action dash. 2 levels of fighter for action surge, make it a tabaxi, and break the sound barrier with some magical aid (haste and longstrider)
@@asherandai1000 Last I checked, monks gotta use a ki point to bonus action dash. what lets them bonus action dash without a ki point? because otherwise expeditious retreat is a useless spell.
@@khzhak What? Who said anything about Expeditious Retreat? I literally have no idea why you're trying to use it as an argument because it's completely irrelevant here, not even related to any of the classes mentioned. And yeah they need to use a Ki point to bonus action dash, but so what? We're talking about pure speed here and if you take 2 levels of rogue to get free bonus action dash, on top of 2 levels of fighter to get action surge (which only 1 use anyway), you lose 5ft of base movement speed. 5ft less base movement speed translates to 20ft less speed when using move-action-action surge-bonus action, 40ft less movement speed when adding the Tabaxi ability, and 80ft less movement speed when adding haste.
Another amazing feat for DnD is Healer. It allows you to extend a use of a healer's kit to heal a character for 1D6 + 4 + the number of the character's hit dice total. So even at level 1 it still heal more health then a health potion and the only health potion guaranteed to heal more is the supreme healing potion. And keep in mind the only way to get one of those is to find it in a dungeon or have a generous DM sell you one for 50 Pp, however you can always buy a healer's kit for just 5 Gp and since it has 10 uses you get a heal for just 1 Ep or 50 Sp.
Our 11th level party had a healers feat character and a warlock with Inspiring Leader. Between them they really kept magical healing needs under control.
YES! I'm planning on taking this feat for my Ranger, their stats are already pretty decent, with an 18 dex and 16 on all of their mental stats. And I want them to be a partial healer, so... yeah
If you play a monk, take alert and sentinel, and drop the polearm master because you automatically get an equivalent at level one. Then choose another feat that really fleshes out role play aspects, or even have some fun with a monk that can cast magic. Trust me, monks can be beasts in battle, and can have some quite diverse role play aspects
My only question with polearm master is why does the pike get only the opportunity attack but not the but hit of the staff, while a halberd gets both. The pike, halberd, and glaive are a 1D10 the difference is that the halberd and glaive are lighter and more costly despite also being classified as heavy. Weight-->weapon-->cost 6 lbs. glaive 20gp 6lbs. Halberd 20gp 18lbs. Pike 5gp WTF SERIOUSLY
Use Tunnel fighter fighting style (infinite reactions) + Polearm master at lvl 4 then Sentinel. NONE SHALL PASS THEE. Later on combine with Great weapon master + Alert and your DM will despise your existence
Pikes in the real world can be a dozen or even almost two dozen feet long (the Macedonian piles were 20 feet long), so spinning them at all would be incredibly unwieldy.
Jeff B huh I didn’t know that, I don’t think that’s the case in D&D though because if it was then it would’ve had the special mention in the hand book like it does about lances. Maybe they forgot about it?
More Dungeon Dudes! You know, with 5e’s emphasis on adjusting or customizing rules for your game, I’m surprised they didn’t add a section offering advice on creating custom feats.
They did. They use the Hammer Master feat as a poor example of a homebrew feat, and offer the Fell Handed feat as a better designed version. Both are from unearthed arcana feats.
I feel like they're not mentioning my favorite part of War Caster, the fact that you can use somatic components with a sword and shield. That's amazing for Eldritch Knights, Arcane Tricksters, Warlocks, and even wizards who just want an AC buff and wear a shield.
I have human fighter subclassed with a divination wizard. Decided to take the lucky feat at lvl 1 but flavour it as my character briefly peering into the future. Makes for a really fun character that my DM doesn't absolutely hate since it isn't just "Inexplicable luck" but rather my character calculating his every movement
I mean. If you have an off-hand crossbow, sure. I'd say the 2 feat investment just maje crossbows as useful as a bow is a bit wasteful. Like... Especially now, with that 2d6 heavy bow wizard's just made. 2d6+10 on every attack? +12 if you have the archer fighting style? Yeah, no. You can keep your hand crossbow.
@@brosephnoonan223 Is the heavy bow a magical item or just a new type of bow? Because a +12 bonus on your attack damage is not possible without magical buffs. With a dexterity of 20 (+5 dex modifier), you would get a +10 to attack rolls (with a lvl 15 character) and a +5 to damage rolls. Likewise, the archer fighting style adds a +2 to your ranged attack rolls, but not to your ranged damage rolls.
@@alanschaub147 ... ... ... Why... Why is it that I suddenly remembered Wil Wheaton shouting that from the game he played on Geek and Sundry channel when he played, "Paranoia"? ua-cam.com/video/oWEDpT1gByI/v-deo.html
The unfortunate downside is now you have a disadvantage against them and you can't use any spells requiring you to see the target, and the other side can still get advantage from other effects while if you get advantage would just cancel out from the dis. Good idea however for a high-level rogue that gains Blind Sight of 10ft. (perhaps a nice dm will give this effect early on and make it 30ft once you gain level 18, or even replace expertise with a new ability that gives blindsight 10ft, then you gain expertise for the first time at level 6 or replace it with another blindsight increase.)
@@stevemonte9299 I had some schematics for a blind character, variant human with alert, pact of the chain warlock with gaze of two minds and voice of the chain master and something else, at level 4 metamagic adept quickened spell for bonus action on first turn while you use voice of the chain master to see, advantage on hearing checks (at dms discretion)
@@Shrapucino that is a pretty cool idea! With the new blind fighting style I've made a Kobold Samurai Fighter (Or the monster hunter UA if DM allows it) with Beast Master Ranger levels, emphasizing getting the alert feat and another fighting style useing the new feats to do better with thrown weapon. The blindsight helped keep my little kobold from getting disadvantage from sunlight and not relying on sight. It was fun cause it made nets pretty viable with out needing to get crossbow expert or sharpshooter. Especially getting a nifty eversmokeing bottle one session.
@@nastalgiclectue It does as of the 2018 errata to the PHB. New printings of the book, D&DBeyond, etc, all official rules sources should now include spears in PAM.
I feel like Heavy Armour Master is a fairly undervalued feat in D&D 5e. It allows you to increase your Strength score by 1, letting you potentially patch up a score of 15 or 17, and it reduces any non-magical bludgeoning, piercing, and slashing weapon damage you take by 3. That -3 damage reduction may not seem like a lot, but that damage mitigation adds up. I have it on my Eldritch Knight, and it's absorbed enough damage to kill him 2 or 3 times over by now.
Same here, my great weapon EK has watched the sword and shield paladin get near brought to the floor while I"m still up at near max health. It's not the best scaling feat but it is low key in the background always doing work for you.
I agree. Everytime Ive mentioned that aspect of the feat at the table, even very experienced players seem suprised to hear it. Then at low levels or simply with swarms of small creatures, this -3 can often do more than damage resistance from rage. Its a powerhouse.
Yeah, combine HAM with the Tough feat for extra HP, on a Hill Dwarf for even more HP (+2 Con, +1 HP per level, and resist poison is nice), and there you have a meaty tank! Throw on a shield and the Defense fighting style, get a uber high AC to boot! You'll be nearly impervious to most melee attacks! :) Some people believe it falls off late game, which is true... but still, that negates a LOT in the long run. If we wanted to make it scale, just make the damage negated equal to proficiency bonus. :)
I wish some of the homebrew feats out there got more traction. I came across a Blood Magic feat which allowed you to convert your hit points and/or hit dice into extra necrotic damage for your spells which I thought was an insanely cool idea and I'd love to see it used at a table.
Consider this, a Bugbear with a Halberd and Polearm master and Greatweapon fighter, Why you ask? well, Bugbears get a natural +5 to their reach, and adding that to the reach of the polearm, that is a 15 foot range you have on your weapon, and that means anything that enters that 15 foot range is getting hit.
It's not really as good as you think, because if you are the one moving towards the enemy it doesn't trigger and once they are within 15ft it is unlikely they will leave your reach so you're actually losing your AoOs for them leaving your reach.
Something they don't discuss with the ranged damage feats, (they discuss ranger and fighter) is just how useful they are on a rogue. Sneak Attack can be triggered on ranged weapon which is especially useful for supporting your front liners who have an enemies attentions. With both crossbow expert and sharpshooter, you can dish out some serious damage. Make an attack with hand crossbow on a distracted enemy while declaring the sharpshooter damage bonus, hit, add sneak attack dice. Assuming you started as a level 1 human using the variant rule to take a feat instead of an ability modifier at 1st level, at 4th level you can have both of these feats. At 4th level your rogue sneak attack dice would be 2d6. So a 4th level rogue making use of this can easily do 1d6 damage for hand crossbow + 2d6 sneak attack dice, + 10 damage for a minimum of 13 damage and a maximum of 28 damage. This is without any critical hits or additional attacks. Then you get to add the additional attack from crossbow expert for another chance at 1d6 + 10 damage. Sadly, the sneak attack bonus can only be added once per round of combat, but this gives ranged rogues a chance for extra attacks and to make those extra attacks do quite a bit of damage. Sorry for the wall of text, I just wanted it to be known that these feats are great, even for a character that does not get the archery bonus that fighters/rangers get.
Honorable mentions: Elemental Adept - this one is probably very niche but if you're focusing on a single elemental damage type, whether for roleplay purposes or due to being a Draconic sorceror, this will save your life Tough - suddenly the wizard no longer gets blown away by a stiff wind
My table had a problem with Sharpshooter’s -5 Attack for +10 Damage benefit because they couldn’t come up with an explanation why, but ultimately came to the conclusion that you must be aiming for a hard to hit vital area.
You shooting for the eye which is vulnerable but if it goes a little high you miss. Aiming for the heart is more likely to hit somewhere but will be protected.
2 feats I love to take, especially for a druid, cleric, or ranger, are linguist and observant. With that pair, your passive perception increases by 5, you learn 3 additional languages, you learn to read lips whenever they’re speaking a language you know, which just increased by 3, and you can choose to increase your Wisdom with both of these, giving an additional +1 to your passive perception.
I only take Warcaster for characters who generally have their hands full in combat, most commonly clerics who use a one hander + shield. For non-melee casters, like wizards, I much rather just take Resilient Constitution.
@@Klaital1 Resilient con is a good one too, though it doesn't help with concentration as much as Warcaster until you get to 9th level when your proficiency bonus increases again. Advantage is roughly equivalent to a +5 bonus, for a large part of the game your proficiency bonus is only +2 or +3.
The main issue with Mystic is it gets to do a hell of a lot of things for very little investment and its too versatile at early levels. Just grabbing 1-3 Mystic levels would make any character exponentially more powerful.
AuthorReborn I agree, I houserule Mystics with the rules that you cannot mulitclass, you have to only take disciplines from your order, and no soul knife. That’s when I play them, because I don’t want to be too OP and take away from the rest of the party.
@@estevanruiz8735 I recently rolled up a Soul Knife that I flavored into a Dragonball z Saiyan, because its that good lol. I renamed all the abilities and changed the psychic damage to radiant to reflect ki blasts. It's a pretty fun build. Is Mystic good? Yeah. But lets be honest, we can make any class broken if we want. Mystic just lets us have more fun with it lol. dnD is a game and like any game us gamers are going to exploit the hell out of it for fun, so might as well have the most fun you can with it. Just imagine a soul knife muliclassed into mystic. My God.
I’ve found that War Caster is also absolutely fantastic for gish builds. Keeping concentration on Shadow Blade while not having to drop your shield or weapon for the somatic component of a spell makes this kind of character truly viable. Plus, the AoO feature is WONDERFUL with Booming Blade; the targeted creature is really punished for trying to get away!
Dudes! Your videos have got me inspired to start picking up DND as far as buying my Players handbook, DM Guide, Monster Manual, and XG2E! Keep up the awesome videos they are helping me out a lot with making my first characters!
My favorite feat that I feel gets ignored for other very useful ones is Tavern Brawler. It's so weird, but I like it a lot. Made a drunk monk with this recently, and I think he'll be a ton of fun.
I use Dandwiki for shield master feats because i think the ones in the official book arent good enough when compared to feats like Lucky, or the one that gives advantage on damage rolls. Some feats are just so good and others just arent as good, so I like to give my players enhancced feats that improve as they level up to keep them useful throughout all levels instead of them just sucking after level 6 lol.
It’s a very fun feat for sure but it’s definitely not the best. Then again it depends on the Dm cause I took it with this one character and with this character I was throwing mauls (and shields) across the battlefield. The DM ruled that since I had a 20 in str that I could do that and it would be considered improvised but instead of going down to a d4 it would do the weapons normal dmg and I actually ended up going 2 lvs into artificer (the Dm let us get half our overall lv into a another class of our choice so that’s what I choose) and I put returning on a maul and a shield so they were +1 weapons that returned to me. I was also a rune knight so I could go big and at one point I got to choose a magic item that was rare or below and I choose boots of flying. I’ve never had so much fun with a character before and my friends called me the avenger. My character was a gladiator and that ended up being my stage name (or whatever u call it). And yea I know this is 3 years old but meh.
@@g80gzt Pretty sure the playable Minotaurs only do a d6 unarmed (even with their horns which are also considered not only unarmed but also natural weapon attacks which opens a lot up since it counts a both). It’s one of the only ways to divine smite while unarmed for example (even tho your using your horns). And because it only does a d6 and their horns are considered unarmed u can get that up to a d8. I played as a Minotaur once but it wasn’t a normal one it was a minitaur (like the size of a halfling). This reduced my unarmed attacks with my horns to a d4 but I took the unarmed fighting style to bring that to a d8 (making it better then a normal Minotaur completely getting rid of that penalty for being small). But in return for having that penalty for being small (which again I was able to disregard) I also had my horns be finesseable (makes sense even tho I still used str) and when I get that bonus action attack I instead can make 2 attacks using that bonus action. But he also gave the regular Minotaurs the powerful build feature (which they definitely should’ve had already cause that’s dumb they don’t and he agreed). But being small of course I don’t have that. He made being small so powerful but it was an op campaign where everyone was kinda broken (which the Dm wanted).
I 100% agree with Magic Initiate. In my current campaign I knew I wanted to go Eldritch Knight, so I talked to my DM to do a variant human with it. It’s been a blast to play.
Magic Initiate can be a bit of combat power for Bards, Paladins, and Rangers. Though Rangers a bit less so. But for the most part, it's just so dang flavorful. One of the backup characters I have is a Variant Human, with Magic Initiate and Guild Merchant. Spells: Find Familiar, and the Prestidigitation and Mending cantrips. Vocation: Scavenge battlefields for armor and weapons that are left behind after fights, and sell them on in the next town. Pays for drink and food. And a built-in reason to travel with the party: Lot more loot to be had if you've there when the fighting happens. First on the scene, you get the premier scraps! And it works with any class the party has need of.
Nice. Mine is the son of two wizards, but he’s always struggled with magic, so he trained with the college guards. He’s out traveling because it was the guard captains dying wish for him to see the world.
magic initiative on a monk to learn hex, suddenly start adding 1d6 on top of every punch you land, combine with flurry of blows on a target and thats a lot of damage.
My experiance with monks is they also take a good amount of blows. Hex is iffy on frontline combatants as they tend to lose concentration. The xge mink subclass that gets to disengage when he flurries works tho.
It's not that great because you have to spend your bonus action to not only cast the hex but also to move it to a new target, which means no flurry of blows on any of those turns, making you actually LOSE damage by using the Hex in most situations.
My favorite single feat for any character I've played was Tavern Brawler on my Grapple Bard. By the end he was 10 Lore bard, 10 Battlemaster fighter. Maxed out strength, expertise in Athletics, Enlarge chosen as a magical secret, Trip Attack chosen as a battlemaster maneuver. He could grapple anything up to size huge and hold them with an inescapable iron grip. His first round of combat was typically a Trip Attack with a bar stool that he kept in his bag of holding (mending cantrip to explain always having it ready), followed by either a regular weapon attack or a shove (depending on the outcome of trip attack), followed in turn by the bonus action to grapple from Tavern Brawler. Any remaining movement was used to drag the prone and grappled enemy over to the rogue for night-night time. His favorite targets to grapple were giants and dragons (adult and smaller), using enlarge as needed. And thanks to vanishingly few monsters having bonuses to the Athletics skill, basically nothing could ever beat his insane grapple rolls. I wouldn't remove any of your picks from the top ten for Tavern Brawler, as it's too niche for that, but it's still the most fun feat I've ever played, hehe.
Good video yall. I took "Shield Master" early as a Paladin to protect my wee Bard buddy, and it's worked out great and been fun for RP. Recently took "Magic Initiate" too, to grab a few Bard spells after hanging out so much with my Bard buddy. Now we have Walkie-Talkies on our quests (Message cantrip for both of us :D).
Shield Master works really well on a Barbarian, thanks to the Barbarian's advantage on strength checks. Getting advantage on your bonus action to try and knock someone prone when you already probably have a higher strength means that your foe is almost certainly going down. And then you'll have advantage on all your primary weapon attacks against them, as will any of your friends who swing at them that round. You don't really think about barbarians with shields, but shield master really combos well with a raging barbarian in 5th edition.
I want to take a second to mention the tough feat. Take your level when acquiring the feat, double it and add that to your max hp, aswell as after that every time you level you gain an additional +2 hp on top of what you gain for hp per level. I'm planning to take this on my rogue at 12th level to potentially negate spells like power word death and other really good spells. I did the math and at 11 i'll have 69 hp, at 12th level with this feat I'll go up to 99hp. Then for levels 13 -20 if I roll my hit dice i'll get between 4 and 11 hp or the static 8 hp per level vs rolling 1-9 (con 12) or the flat 6 hp.
Why do people want bards? I have only seen 1 played right. That is right, most people SUCK AT PLAYING BARDS and it causes most of my characters to never enter a bar just so the "cutting words brawl" does not break out. And Bardic Teiflings? thought those were as welcome as "half jerks" (half orc) in some bars or onstage. I am never again rescuing one of those from trying to seduce the mayor or his wife!
Besides which, people have to have the "buff and support gene" and know when to cast "enhance ability". Like I said, this is the most misplayed class, like "lawful stupid" Dirk The Daring paladins were back in the day.
Great list. I would love to see a list of non-combat feats I personally prefer the social or exploration-oriented feats. My absolute favorite feat is Diplomat. (XgE if memory serves) This effect doesn't seem worth it at first, but once you realize you can charm everyone at a party (given enough time) without the downside of limited duration and significant repercussions of the friends cantrip, it will change the way you approach a lot of the social aspect of the game. Another one I would add is actor. At first I found it to be a bit too gimmicky, but having thought it through it would give a lot of fun options. My bard is planning on combining it with magic mouth, making it possible to send fake messages, create animal sounds etc. Not to mention the bonus to disguising yourself. And of course Keen Mind. True north and time of day are both useful to make sure you don't get lost or mistime a coordinated attack. But the real reason I find it so valuable is the 30 day perfect recall. Being able to precisely remember who said what, where they sat and everything else you might need to know can be a significant help in a lot of scenarios. Especially if combined with Actor. Perfect impersonation of someone, down to mannerism, intonation, oft used phrases etc.
Weston Chambers The Gourmand looks pretty fun, from a RP perspective. I could easily think of a dozen ways a character with the gourmand feat would spend their downtime hunting down rare ingredients. A good GM would even be able to include it in parts of the campaign. I kinda want to do a chef character, just bribing the other players with delicious food, so they'll help me gather ingredients for my next recipe. Side note: I would likely talk to my GM about adding the option to hide poisons in food. If a person can detect it by inspecting it for 6 seconds, they should be able to find a way to hide the scent/look/whatever of it Destroyer Inazuma Diplomat is the same. My 4th level lightfoot halfling bard took it, bringing his Cha to 19 (17 from rolls). Then at 8th level I'll take the actor, bringing his Cha to 20. So even scores are usable with these as well, if you can find two feats that improve that ability and suit your play style.
Goliath Fighter or Barbarian with Tavern Brawler. "Yes, I wish to grab Goblin #1 by the ankle and use him as a bludgeon against Goblin #2." The old "Beat a mofo with another mofo" thing. I love it.
Sentinel is really good with an arcane trickster. If you use mirror image, the duplicates trigger your sentinel reaction attack and enable you to have another chance to sneak attack on another creatures turn.
Wow. That sounded so crazy I actually had to look it up. I'm still skeptical of the particular phrasing in the Sage Advice tweets that I saw, but I don't think I would feel compelled to put a hard NOPE on it.
• When a creature within 5 feet of you last bullet of sentinel When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. The important distinction is that it refers to the target of the attack as just a target, not a creature. Anything can be a target. An image of a creature, another creature, an object, if for some reason the creature attacked itself that would satisfy the requirement. If for some reason a creature is next to you but prioritizes a teammate with an attack at range, perhaps with reach or a ranged weapon attack, that would also satisfy the requirement. The attacker is required to be next to you, not the target. A dragon dismisses his focus on you to use a tail swipe to attack the arguably more threatening cleric might regret not keeping his attention on the rogue.
@@binolombardi I see where you're coming from, but I think we differ on the nature of the "target." If I've got a mirror image and I'm attacked, then I'm the target. If the attacker hits one of the images rather than me, that doesn't make the image the "target;" only the subject of the attack. Merely one nerd's opinion, though.
Making an attack 1.Choose a target. Pick a target within your attack’s range: a creature, an object, or a location. 2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. The mirror image spell’s beauty lies in the effect that it leaves your generally given ability to choose your target up to chance, which usually only has defensive implications. Given the above criteria, someone who whiffs an attack by perhaps attacking a random area around them leaves them open to sentinel, maybe perhaps blindly swinging at the air after being scared by a swarm of bats it a dark cave. No magic required Mirror image is defeated by true sight, blindsight, perhaps tremorsense as well.
Feel like Skill expert deserves an honorable mention. Doesn’t give strong mechanics like others but being able to round out an ability and get a proficiency and expertise is real good, especially if you’re making a variant human or something.
It’s a better version of Prodigy that any character can take. And expertise is a strong mechanic. And the fact that it doesn’t have to all be the same ability is amazing (like u can boost dex, gain proficiency in perception, and expertise in persuasion). It would suck if u boosted dex and your proficiency and expertise had to be dex and the same skill (which would mean u could only get expertise in something u don’t already have proficiency in which would suck but I feel is something they could’ve done but thankfully they didn’t).
Not only did Galven survive to reach the status of polearm master... Venomfang thought he was about to enjoy a half elven snack, until he took an opportunity attack/divine smite to the face!
Sentinel + Polearm Master on a character with Tunnel Fighter style. Using your bonus action with Tunnel Fighter, you can freely opportunity attack without using your reaction, Polearm Master allows you to opportunity attack anyone entering your range, and Sentinel forces them to stop 10 feet from you if you land the attack.
@@Ebola419 I play it as a dragonborn with Eagle totem for the possibility to reposition myself and have a flying dragonborn. Very fun. Maybe not the most proficient choices but it fit well my character.
Two characters in my game picked up magic initiate and they both grabbed different, but important things. One grabbed a bit more healing via cure wounds (the party doesn't have a dedicated healer), and the other took identify. Both have been used multiple times, to great effect.
Eldritch Blast isn't really anything special unless you have the Agonizing Blast invocation also, taking it for another class is only marginally better than firebolt (and not enough better to be worth a feat for sure).
Elijah G. No, that’s the bonus that people notice because it has to be actively used. Spell sniper and sharpshooter both have the same main draw. Range.
@@animefan3794 spell sniper range only applies to spells with attack rolls, when most of the heavy hitters use the spell DC. This, in my opinion, is what makes it so much less than sharpshooter
Dungeon delver is one of my favourites. Advantage on saves against traps, and resistance to all trap damage is very helpful. Advantage on perception/investigate to detect secret doors. No passive perception penalty for moving at speed. .
Hey dudes, a friend said me that is possible to combine polearm master with sentinel, so when the enemies enter into your range, 10 feets, they get your attack, their speed is reduced to zero and they stop 10 feet from you, which means they'll must walk 5 feet on their next turn to achiev you, so when they come closer again they will get another attack with your reaction. Does It actually work?
So they enter your range, you can attack them and their movement stops. Leaving in 5 feet away. That is correct. You then must back up so that they must enter your range again. If you stay at that range on your turn, then they won't have to enter your range a second time. But in theory you could back up and restart the process over again. Forcing them to use ranged attacks or two at least necessitate they have more than one person to attack you. You'll find a lot of large monsters that you will encounter by themselves have reach anyway so they can get around that. It sounds baller but it really only works against human-sized opponents that you can fight solo. But it's still a Slick Trick
Both Sharpshooter and Spell Sniper allow your ranged weapon/spell attacks to ignore 1/2 and 3/4 cover, respectively. Sharpshooter removes long-range disadvantage. Spells don't have this, so Spell Sniper just _doubles_ the range of all your spell attacks. Sharpshooter lets you take -5 to the attack roll, making you hit 1 fewer time every 4 times you use it. But you deal +10 damage, which is a lot Spell Sniper gives you a cantrip from any class instead. Now anyone can cast a 240ft range Eldritch Blast whenever
It's my personal philosophy you can't go wrong with taking the Observant feat. This list is definitely spot on for the overall top 10 feats though tbh.
So I've been rapidly consuming y'alls media being as I've ALWAYS wanted to play DnD my whole life and am just getting to play for the first time 1 month away from the age of 28. I cannot express how helpful and awesome and how much I appreciate y'alls content. But ok with that said, the real reason I decided to type a message is because; I always listen to y'alls videos on my phone while working a 12 hr. shift and I'll glance down every now and again. So I was so genuinely and hilariously shocked when I decided to watch this video on my pc for a change and noticed how cool y'alls eyes are! Haha but aight, hope all is well as I notice this video is from 2019, props on the great content again!
Healer feat needs some love, for vhuman at level 1, this gives your party almost unlimited healing without burning any spell slots and still has some use at higher levels.
I'm not sure why you're calling it "almost unlimited healing", considering that it both consumes a use of the healer's kit (costs 5gp per 10 uses) AND it can only be used on a creature ONCE per short/long rest, regardless of how many characters have the feat (if Bob and Joe both have Healer, one of them using Healer on Dave means the other can't). Those are both pretty limiting.
Sure ASI's are good, but feats make a PC unique, fun and honestly just entertaining. Oh my guys playing a vhuman paladin, smite incomi- *_Paladin grapples and pins instead_* guess i'll die
We've houseruled great weapon mastery and sharpshooter feats at my table to scale up with level. Instead of a -5 penalty, you take a penalty equal to your proficiency bonus, and deal extra damage equal to twice your proficiency bonus.
Fantastic list, but I am a little surprised not to see Mobile on it. I might replace it with resilient on yours. It works well for barbarians, fighters and monks who want to move even faster, allowing them to move through a swathe of enemies, attacking along the way and not getting opportunity attacks while positioning themselves. Rogues can use it for escaping a hairy situation, or give them that extra movement they need to stealth across a map and give a well placed sneak attack before running off to hide! Never scoff at a feat that gives you extra movement and the ability to avoid opportunity attacks! That and you can dash across difficult terrain without expending extra movement, which can really throw a wrench into a DM's plans. It's very versatile!
I do wanna say some of the Feats in Tasha's Cauldron of everything are also really good such as Fey and Shadow Touched and Metamagic Adept(Never let a Tempest Cleric take Metamagic adept with Transmute Spell!)
Bugbear Fighter or Ranger with Polearm Master, Sentinel, and Tunnel Fighting Use your Bonus Action to enter a defensive stance, effectively granting an unlimited number of Opportunity Attacks against any enemies that come within 15 feet and stopping them in their tracks.
Yea and it makes the wizards and sorcerers have as much health if not more then something like a fighter in your group. I played as a bladesinger wizard once and not only had the highest ac (cause Bladedingers are amazing 😂) but I also had the highest health in the party due to taking this and I had 2 Paladins in the party.
My next character is going to be a glaive-wielding, pact of the blade, hexblade warlock. I'll be taking polearm master at level 1 with variant human and then take war caster and sentinel at level 4 and 8. I'll use reactions to cast green flame blade with my glaive.
War caster is very handy in the hands of Hybrid classes like Paladins, Eldritch Knights and War Domain Clerics. They can use a Sword/Shield style and still cast spells. I'm not sure how you'd rule it for Two-Handed weapon user spending their action on a spell.
clerics and paladins can already sword/shield if their holy symbol is on their shield (though I think there's still occasional shenanigans with additional components). Not that war caster isn't beneficial to them, mind you.
@@mortalLP holy symbols take away the need for material components not somatic(hand movements) you still must use your interaction to move your 2 handed weapon to 1 hand or 1 handed weapon into your shield hand
@@evangregory14 I'm glad for these discussions, as they remind me to double-check my understanding of rules and rules interactions, so thank you for the opportunity. I reread the Sage Advice [v2.3] section on Spellcasting for clarification, and found only *some* clarification. For divine casters wielding shields as their [required] material component, the shield hand can also function as the somatic component hand as long as the spell *has* a material component. IF, however, there IS no material component required of the spell, then the caster needs a free hand for the casting. The rules (at least the ones of which I'm aware) are surprisingly silent on the matter of spellcasting with 2-handed weapons. In reading the options for Interacting with Objects, it's not specifically stated one way or the other, and I can interpretations going either way. My inclination would be that releasing your grip on a 2-handed weapon, and then gripping the weapon wouldn't use an interact-action for somatic casting purposes; but that interacting with a spell component *becomes* the item-interaction (drawing and wielding), and that the weapon-grip/-release is incidental. Otherwise, you'd have to use some kind of action economy to release 1 hand from the weapon, another to draw the component, another to store the component (if not consumed), and yet another to grab the weapon anew. Perhaps that 4-part action extravaganza is the design intention, but I don't see it that way. In any event, I wouldn't turn up my nose at a player or DM who ruled either way, and again, it's been an instructive journey through the rules. Thanks again.
The paladin in my game has it and the party is level 4/5. It constantly keeps party members from going down and saved the party's NPC goblin from getting straight cooked by a fireball.
Crossbow Expert + Hexblade Warlock lets you use your killer Eldritch Blast from range and melee, allowing you up to 4 "melee" attacks at level 17 instead of just 2 that you would normally get using a melee weapon.
A player came to me in our table and say "I want to pick this feat, but since I'm using a fire based character, I feel forced to pick the elemental adept." I responded: Go for the feat you want, if you feel you need a feat for a mechanical purpouse, I can make you a custom item as a reward for a mission.
I take skulker a lot to give my DM a reason to be generous on allowing my rogue to hide during combat. This last time I also went heavy perception and not having disadvantage never comes up, but if we remembered or used it it would also allow my character to not be hurt there. SKULKER Prerequisite: Dexterity 13 or higher you are expert at slinking through shadows. You gain the following benefits: - You can try to hide when you are lightly obscured from the creature from which you are hiding. - When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your postilion. - Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. DARKVISION Many creatures in the worlds of D&D, especially those that dwell underground have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.
Sharpshooter, crossbow expert, sentinel, polearm master, great weapon master, ritual caster, magic initiate and war caster. Let's see how many of these are here. Edit: 7/8. Not bad. Personally I really like having the ritual caster feat on any primary spellcaster that doesn't already have ritual casting in order to unlock ritual casting for all their spells as well as the extra ones gained through the feat. It certainly has potential uses with other characters as well, but that's the scenario where I feel like it has the greatest effect. Also, during a one shot I once decided to play a human battle master fighter and picked the sentinel, great weapon master, polearm master and martial adept feats, which still just barely allowed me to get 20 str as well. Four attacks per turn dealing 16-25(21.3 average when counting with the great weapon fighter fighting style)on the first three and 16-19(18 average)on the third is quite substantial.
@@DungeonDudes That doesn't surprise me. I don't think as many people see the immediate value in it as some of the other feats. I think it's because they dont' see the automatic damage increase on it like it's other counterparts. Without realizing that it doesn't need that extra damage since it's inherent in not only a lot of spells but in increasing the range that firepower can be used. But then I'm also one that finds Witchbolt useful and have seen the fun ways that spell sniper and that spell can interact for an efficient and worthwhile combo.
Quandry1 Spell Sniper is hard to use in a lot of campaigns because combat doesn’t generally start at two ends of an open field, especially for tables that play with theatre of the mind, and constantly asking the DM for range checks really bogs down the game and disrupts the flow. In my opinion too many hoops to jump through for a marginal benefit.
I’m currently playing two characters at once, one is a support casting bard and the other is a tabaxi way of the shadow monk/swashbuckler rogue with the mobile feat who the bard casts longstrider and blur on constantly. He’s basically spiderman falling through the portals fighting Thanos.
Try a shepherd druid who dipped a level in rogue and 1 in life cleric who at level 20 (we got that high) could heal upwards of 170 health without the heal spell and had a passive perception of 40. The character came after his last one opened a portal in the plane of fire in the city of brass, a portal of the fire prince he absorbed (elemental evil campaign tied to his fore gensei's story) and misty stepped when our characters couldn't reach him in time, causing reality to tear and pulling a bag of holding in bag of holding trick. Anyway, the character had a natural passive perception of 28 (only druid rogue at this point) and had a sentinel shield (is what I think it's called, the one that boosts perception) going to 33 passive perception. His passive was so high our DM gave him true sight to 5 feet, bumping it up to 30 or 60 or whatever when he hit 40 (got a boon to wisdom).
@@jemm113 Errr... what? I must be missing something because that math doesn't add up. passive 10 base +5 for wisdom +6 for proficiency +6 for expertise +5 for observant Total Passive of 32... not even close to 40. What am I missing here?
Thanks for good content. The combo of you two with your well spoken narrative makes it easy to watch. There was a mistake in this video and instead of Ummmm you reset and continued. Was refreshing.
@@KhristianBolano Not if your DM is creative. A DM has to be flexible. We had someone with this build and a 15 foot reach, and the DM still found ways around it.
@@ShirotoraGodsbane creativity has nothing to do with the raw power of an ability. Being creative with Wish doesn't suddently make it a weaker spell for example. Tunnel fighting takes action economy and throws it in the trash bin. Do you want to know how broken the fighting style is? It ended up being a level 18 subclass feature which is the Cavalier. If you want infinite opportunity attacks, play a level 18+ Cavalier.
A Question from someone who is very new to D&D: Warcaster states that you can do the somatic components of spells even when you wield a shield and a melee weapon - Does that mean that you can also hold the material cost and cast a spell like Fireball?
My table always has the Tough feat in play by someone. Getting an additional 2 hit points per level has often been the difference between life and death for those characters.
@@williamsterling609 24 con when they hit lv20, 26 if they find a con book along the way... 10+1d12hp per level or 17hp per level if you don't roll for it. Not sure how you got 15hp per level though... if you're using the standard its 7+5+2=14hp per level. Unless you meant to say a Hill Dwarf Barbarian, Hill Dwarf adds +1 per level as well.
Had a session today. Took fly last level, got pelted with some rather large rocks by a frost giant. War caster saved me from a 120 foot fall. Taking lucky at level 8.
I gotta say, I love Magic Initiate. I made a half-elf Artificer for my most recent DnD campaign and started with this feat and boy, it helps the basic, unrevised Artificer do some useful stuff. It always ticked me off that Artificer could cast spells, but not learn cantrips, so I took the feat and used the variant half-elf to gain 3 cantrips to start off with: -Prestidigitation -Mage Hand -Eldritch Blast I also took Unseen Servant (which was highly useful in one hilarious moment in our campaign) as my special lv 1 spell. Since Artificer is mainly support, it's nice to still have a useful ranged spell you can pull out and Eldritch Blast is just plain fantastic. And then, if I needed to do crowd control, I could pull an Alchemist's Fire or Acid from my reagents bag and do a little explosive action.
Also, since it wasn't mentioned... and it's such a great feat... if you're playing an unarmed Monk (or really any melee class who fights unarmed), you have GOT to pick up Tavern Brawler. It makes things so much more interesting. Heck, it pretty much turns you into Jackie Chan =3
Guidance. Guidance is one of the best cantrips you can get via Magic Initiate, in part due to it being available solely to Clerics and Divine Soul Sorcerers unlike many other spells that have several ways to get them.
also worth noting for the alert feat is that bards get an even crazier amount of boost to their initiative, since they already want to have high dexterity for finesse weapons, +5 from the alert feat, and also half their proficiency modifier from jack of all trades. really useful for landing all the crowd control and debuffing spells before the enemies even get a chance to respond.
@@lowellarnett3172 You can with Spell Sniper, since it doubles the range of your spells. Booming Blade 5ft range melee attack becomes a 10ft range melee attack, covering the reach weapon range and applying it to your shenanigans with Sentinel 😉
Another benefit of using the Hand Crossbow is that, as it is a one-handed weapon you can have a shield in your off-hand while you use it. This makes for a very versatile tank build where you can repeatedly shoot enemy spellcasters 30ft away without any disadvantage even in the midst of melee combat with other enemies.
Downside. You have to have a free hand to use bonus action to attack again. Part of the loading issue. Xbox ignores loading feature, but most dms hold you to reloading.
That sounds interesting. Yes, I think I understand. They are limited in the spells they can cast on hand due to their limited arcane training. However, given enough time they can cast like a full wizard. They just have to long-form it. Is that right?
Once had a warlock with spell sniper and Eldritch Lance who can use Eldritch blast from a quarter mile away. Sometimes in open fields they don’t go with us, they just give us their familiar
Have not heard the first feat you guys list yet, just want to say Heavy Armor Master is a borderline requirement for Forge Domain clerics. They already have class features that make Heavy Armor the only kind they’ll want to use, might as well max out the benefits.
HAM is kind of contradictory in design, though. Heavy armour grants the best AC, but you want to be hit to make use of HAM. It's not terrible, but there's almost always going to be things you want beforehand.
Jhin Potion combine with Forge Domain’s “Saint of Forge and Fire” though, which one of the two benefits is “while wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attack” and with the effectively damage reduction from HAM, are you actually getting hit? Plus, even earlier Forge Domain gets Soul of the Forge, granting an extra +1 AC while wearing heavy armor. Basically, what I’m saying is a Forge Domain Cleric with HAM is a true blue tank.
The actor feat completely took me by surprise as a DM. A player of mine snook into a secret orc cult meeting, listened for a minute, then started heckling the big bad from the back. I’d made the mistake of putting everyone in masks. They eventually riled up the boss so much the war chief started attacking the crowd, looking for the heckler. The player got the boss to kill 3 of his lieutenants before the big guy finally rolled high enough to realise it was the player who was calling him names
1:18 Alert
3:20 Crossbow Expert
5:21 Great Weapon Master
7:07 Lucky
9:02 Magic Initiate
10:20 Polearm Master
12:13 Resilient
14:34 Sentinel
16:29 Sharpshooter
18:32 Warcaster
20:57 (Others)
Thank you God. I really don't want ot listen to them go on and on about the most basic shit lol. You are an absolute legend.
Not all heros wear capes.
Yeah I like Alert, Crossbow Master, Magic Initiate, and Skilled. I pissed my DM off with that last one because I built my character to have proficiency with over half the skills in the game at level 1.
Thank you kind
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They look like they're two friends who got to pick partners for the group project
🤣
They did! :)
Last week I realized that there hasn’t been any indication of them being a couple despite that being an obvious fact in my mind
they are vary good together for some reason
this channel is actually petty
Looks like lovers to me...
As someone who was recently asking for you guys to start adding visuals in a recent comment, I really appreciate this simple improvement to the presentation of the info you guys are communicating. You guys are fine enough to look at, but its good for the eye to have some OTHER stuff to look at while watching the show!
They want that *in game* vibe. 🙃
i like feats.
they’re pretty important for walking.
I feel it
My dm is giving us free feats at lv one and an additional free feat every time we get an asi. He says we're gonna end up fighting some seriously difficult and epic fights. My level one character already has +4 to charisma so... The damage output our party deals will be incredible but I'm frightened of whatever the DM has in store for us
@@konankunoichi94 Our DM likes to create custom feats in addition to awarding feats that fit our character. Was awarded Keen Mind for my character simply because it fit his backstory so well and he also created and awarded Mind of the Wild Warren that allows the party to speak to each other telepathically for one minute as long as they are within 500ft of my character. Uses a bonus action to activate it. We try to keep away from meta gaming while we are playing so now we can talk to each other in combat without it being too meta gamy.
Dungeon Dudes: "This feat is amazing for high level characters."
Laughs in Variant Human
Laughs in Custom race
Laughs in tasha’s custom lineage
I took the Mobile feat for my gnome arcane trickster, and it's the best thing I've done. It means I now have a speed of 35 instead of 25, and I can use my dash as a bonus action, since I don't have to use disengage after hitting something. Since mobile allows you to ignore difficult terrain, and your allies' spaces are considered to be difficult terrain, I can zip from the back of the party in a narrow passage, pop up next to the barbarian, sneak attack his opponent, then dart back to where I was or anyplace else within 35 feet, or if I have enough movement left I can hide as a bonus action instead. I love popping up to deal crazy damage anywhere on the map, and opponents never know where I am.
Mobile also cancels out Sentinel's "no disengage" advantage, so it's clearly far superior.
@@asherandai1000 Put Mobile on a monk. Give that monk a couple levels of rogue and fighter. Keep up with the Flash.
@@khzhak No need for rogue, monks can bonus action dash. 2 levels of fighter for action surge, make it a tabaxi, and break the sound barrier with some magical aid (haste and longstrider)
@@asherandai1000 Last I checked, monks gotta use a ki point to bonus action dash. what lets them bonus action dash without a ki point? because otherwise expeditious retreat is a useless spell.
@@khzhak What? Who said anything about Expeditious Retreat? I literally have no idea why you're trying to use it as an argument because it's completely irrelevant here, not even related to any of the classes mentioned.
And yeah they need to use a Ki point to bonus action dash, but so what? We're talking about pure speed here and if you take 2 levels of rogue to get free bonus action dash, on top of 2 levels of fighter to get action surge (which only 1 use anyway), you lose 5ft of base movement speed. 5ft less base movement speed translates to 20ft less speed when using move-action-action surge-bonus action, 40ft less movement speed when adding the Tabaxi ability, and 80ft less movement speed when adding haste.
Another amazing feat for DnD is Healer. It allows you to extend a use of a healer's kit to heal a character for 1D6 + 4 + the number of the character's hit dice total. So even at level 1 it still heal more health then a health potion and the only health potion guaranteed to heal more is the supreme healing potion. And keep in mind the only way to get one of those is to find it in a dungeon or have a generous DM sell you one for 50 Pp, however you can always buy a healer's kit for just 5 Gp and since it has 10 uses you get a heal for just 1 Ep or 50 Sp.
Our 11th level party had a healers feat character and a warlock with Inspiring Leader. Between them they really kept magical healing needs under control.
🤔 Isn't "the number of the character's hit dice total" just their character level? If so, I wonder why they worded it so obtusely.
@@bigdream_dreambig most likely because you might use it on a creature and they don't have levels
@@bigdream_dreambig the feat has it worked a " ...plus additional hit points equal to the creature's maximum number of hit dice."
YES! I'm planning on taking this feat for my Ranger, their stats are already pretty decent, with an 18 dex and 16 on all of their mental stats. And I want them to be a partial healer, so... yeah
Alert, sentinel, Polearm master
YOU are now the DM in battle
If you play a monk, take alert and sentinel, and drop the polearm master because you automatically get an equivalent at level one. Then choose another feat that really fleshes out role play aspects, or even have some fun with a monk that can cast magic. Trust me, monks can be beasts in battle, and can have some quite diverse role play aspects
My only question with polearm master is why does the pike get only the opportunity attack but not the but hit of the staff, while a halberd gets both. The pike, halberd, and glaive are a 1D10 the difference is that the halberd and glaive are lighter and more costly despite also being classified as heavy.
Weight-->weapon-->cost
6 lbs. glaive 20gp
6lbs. Halberd 20gp
18lbs. Pike 5gp
WTF SERIOUSLY
Use Tunnel fighter fighting style (infinite reactions) + Polearm master at lvl 4 then Sentinel. NONE SHALL PASS THEE. Later on combine with Great weapon master + Alert and your DM will despise your existence
Pikes in the real world can be a dozen or even almost two dozen feet long (the Macedonian piles were 20 feet long), so spinning them at all would be incredibly unwieldy.
Jeff B huh I didn’t know that, I don’t think that’s the case in D&D though because if it was then it would’ve had the special mention in the hand book like it does about lances. Maybe they forgot about it?
More Dungeon Dudes! You know, with 5e’s emphasis on adjusting or customizing rules for your game, I’m surprised they didn’t add a section offering advice on creating custom feats.
Draeckon when people mention homebrewing in dnd, adjusting rules and customisation they always make me chuckle. You brought tears to my eyes, sir. 😂
OtocinclusAffinis what?
Tommy Margaris , this ua-cam.com/video/41JOLC3vlBQ/v-deo.html
They did. They use the Hammer Master feat as a poor example of a homebrew feat, and offer the Fell Handed feat as a better designed version. Both are from unearthed arcana feats.
Talon Greenlee Oh really? I haven’t been following the UA much so I wasn’t aware that was a thing.
I feel like they're not mentioning my favorite part of War Caster, the fact that you can use somatic components with a sword and shield. That's amazing for Eldritch Knights, Arcane Tricksters, Warlocks, and even wizards who just want an AC buff and wear a shield.
I have human fighter subclassed with a divination wizard. Decided to take the lucky feat at lvl 1 but flavour it as my character briefly peering into the future. Makes for a really fun character that my DM doesn't absolutely hate since it isn't just "Inexplicable luck" but rather my character calculating his every movement
Sharpshooter and crossbow expert.. absolutely deadly at range
Any range honestly.
I mean. If you have an off-hand crossbow, sure. I'd say the 2 feat investment just maje crossbows as useful as a bow is a bit wasteful.
Like... Especially now, with that 2d6 heavy bow wizard's just made. 2d6+10 on every attack? +12 if you have the archer fighting style?
Yeah, no. You can keep your hand crossbow.
@@brosephnoonan223 where did they add that?
@@kennethstiennon206
Players Advantage - Barbarian
@@brosephnoonan223 Is the heavy bow a magical item or just a new type of bow? Because a +12 bonus on your attack damage is not possible without magical buffs. With a dexterity of 20 (+5 dex modifier), you would get a +10 to attack rolls (with a lvl 15 character) and a +5 to damage rolls. Likewise, the archer fighting style adds a +2 to your ranged attack rolls, but not to your ranged damage rolls.
Give the Alert feat to a Gloom Stalker with a +5 mod to both Dexterity and Wisdom, and they're likely going first with a +15 to their roll.
Laschic Valisca if you want to be MAD and have a decent CHA add in swashbuckler as well for their charisma bonus as well
And then warmage to add thier int mod too.
Laschic Valisca I love that idea!
I also like the idea of Crossbow Expert with Gloomstalker, just for the thematic effect.
@@alanschaub147
... ... ... Why... Why is it that I suddenly remembered Wil Wheaton shouting that from the game he played on Geek and Sundry channel when he played, "Paranoia"?
ua-cam.com/video/oWEDpT1gByI/v-deo.html
Alert with a blind character; now no one gets advantage
The unfortunate downside is now you have a disadvantage against them and you can't use any spells requiring you to see the target, and the other side can still get advantage from other effects while if you get advantage would just cancel out from the dis. Good idea however for a high-level rogue that gains Blind Sight of 10ft. (perhaps a nice dm will give this effect early on and make it 30ft once you gain level 18, or even replace expertise with a new ability that gives blindsight 10ft, then you gain expertise for the first time at level 6 or replace it with another blindsight increase.)
I might take alert with my war mage. DEX + INT + Alert for a max of +15
@@stevemonte9299 Blindfighting exists now!
@@stevemonte9299 I had some schematics for a blind character, variant human with alert, pact of the chain warlock with gaze of two minds and voice of the chain master and something else, at level 4 metamagic adept quickened spell for bonus action on first turn while you use voice of the chain master to see, advantage on hearing checks (at dms discretion)
@@Shrapucino that is a pretty cool idea! With the new blind fighting style I've made a Kobold Samurai Fighter (Or the monster hunter UA if DM allows it) with Beast Master Ranger levels, emphasizing getting the alert feat and another fighting style useing the new feats to do better with thrown weapon. The blindsight helped keep my little kobold from getting disadvantage from sunlight and not relying on sight. It was fun cause it made nets pretty viable with out needing to get crossbow expert or sharpshooter. Especially getting a nifty eversmokeing bottle one session.
Spear and shield polearm master is excellent. I'm currently running a vengeance paladin with that setup and he's SO much fun to take into battle.
"This is Sparta!" to the max. But with actual, tactical sense.
Spear is not a reach weapon under normal rules.
@@Raistlin2k That just means I don't really want Sentinel, it's still great with Polearm Master.
@@401martin Polearm Master doesn't affect spears.
@@nastalgiclectue It does as of the 2018 errata to the PHB. New printings of the book, D&DBeyond, etc, all official rules sources should now include spears in PAM.
I feel like Heavy Armour Master is a fairly undervalued feat in D&D 5e. It allows you to increase your Strength score by 1, letting you potentially patch up a score of 15 or 17, and it reduces any non-magical bludgeoning, piercing, and slashing weapon damage you take by 3. That -3 damage reduction may not seem like a lot, but that damage mitigation adds up. I have it on my Eldritch Knight, and it's absorbed enough damage to kill him 2 or 3 times over by now.
I only ever used it with one character, but I could also feel it edging out the path to Death Saves 3 hit points at a time.
Same here, my great weapon EK has watched the sword and shield paladin get near brought to the floor while I"m still up at near max health. It's not the best scaling feat but it is low key in the background always doing work for you.
I agree. Everytime Ive mentioned that aspect of the feat at the table, even very experienced players seem suprised to hear it. Then at low levels or simply with swarms of small creatures, this -3 can often do more than damage resistance from rage. Its a powerhouse.
It's very helpful, especially at low levels. If you picked it up at level 1 with a human it makes low level encounters way easier
Yeah, combine HAM with the Tough feat for extra HP, on a Hill Dwarf for even more HP (+2 Con, +1 HP per level, and resist poison is nice), and there you have a meaty tank! Throw on a shield and the Defense fighting style, get a uber high AC to boot! You'll be nearly impervious to most melee attacks! :)
Some people believe it falls off late game, which is true... but still, that negates a LOT in the long run. If we wanted to make it scale, just make the damage negated equal to proficiency bonus. :)
I wish some of the homebrew feats out there got more traction. I came across a Blood Magic feat which allowed you to convert your hit points and/or hit dice into extra necrotic damage for your spells which I thought was an insanely cool idea and I'd love to see it used at a table.
Consider this, a Bugbear with a Halberd and Polearm master and Greatweapon fighter, Why you ask? well, Bugbears get a natural +5 to their reach, and adding that to the reach of the polearm, that is a 15 foot range you have on your weapon, and that means anything that enters that 15 foot range is getting hit.
Lucifer yang III the bugbear only gets it on an attack on their turn sadly
It's not really as good as you think, because if you are the one moving towards the enemy it doesn't trigger and once they are within 15ft it is unlikely they will leave your reach so you're actually losing your AoOs for them leaving your reach.
Bugbears only get +5 reach ON THEIR TURN. For opportunity attacks you have the same range as everyone else.
I’ve also pondered the idea of a Bugbear dual wielding whips. 😆
@@ataberkdedemen9802 wait really??? bug bear sucks then lol. in fact all the monster races suck except for yuan ti pure blood. wtf....
Since I'm fairly new still to D&D I love hearing all of the advise you all give to help those who are still learning.
Something they don't discuss with the ranged damage feats, (they discuss ranger and fighter) is just how useful they are on a rogue. Sneak Attack can be triggered on ranged weapon which is especially useful for supporting your front liners who have an enemies attentions. With both crossbow expert and sharpshooter, you can dish out some serious damage. Make an attack with hand crossbow on a distracted enemy while declaring the sharpshooter damage bonus, hit, add sneak attack dice. Assuming you started as a level 1 human using the variant rule to take a feat instead of an ability modifier at 1st level, at 4th level you can have both of these feats. At 4th level your rogue sneak attack dice would be 2d6. So a 4th level rogue making use of this can easily do 1d6 damage for hand crossbow + 2d6 sneak attack dice, + 10 damage for a minimum of 13 damage and a maximum of 28 damage. This is without any critical hits or additional attacks. Then you get to add the additional attack from crossbow expert for another chance at 1d6 + 10 damage. Sadly, the sneak attack bonus can only be added once per round of combat, but this gives ranged rogues a chance for extra attacks and to make those extra attacks do quite a bit of damage. Sorry for the wall of text, I just wanted it to be known that these feats are great, even for a character that does not get the archery bonus that fighters/rangers get.
Quote of the episode, “if you got lucky right out of the gate, you wouldn’t regret it.”
Honorable mentions:
Elemental Adept - this one is probably very niche but if you're focusing on a single elemental damage type, whether for roleplay purposes or due to being a Draconic sorceror, this will save your life
Tough - suddenly the wizard no longer gets blown away by a stiff wind
With a video that is centered around a list, I think it would be nice if you Gentlemen included timestamps.
Lazy much?
@@omecronrodneydheel349 a$$ hole much?
Look in the comments above. Someone already did that during the same time frame that you posted your comment. 🤔
My table had a problem with Sharpshooter’s -5 Attack for +10 Damage benefit because they couldn’t come up with an explanation why, but ultimately came to the conclusion that you must be aiming for a hard to hit vital area.
Yeah, like a classic headshot. They're hard to hit, but worth it
@@Murmaider4 then you use it on a door and the door blows up
Thats how called shots used to work
@@fairystail1 You hit a hinge or a lock....
You shooting for the eye which is vulnerable but if it goes a little high you miss. Aiming for the heart is more likely to hit somewhere but will be protected.
2 feats I love to take, especially for a druid, cleric, or ranger, are linguist and observant. With that pair, your passive perception increases by 5, you learn 3 additional languages, you learn to read lips whenever they’re speaking a language you know, which just increased by 3, and you can choose to increase your Wisdom with both of these, giving an additional +1 to your passive perception.
Add minor illusion for subtitles of weird languages.
Hearing about that Eratta to Polearm Master MADE MY DAY!
Definitely gotta keep that warcaster so your party doesn't murder you when your haste suddenly ends in the middle of combat.
Pretty much a must have for clerics (or other healers).
@@troodon1096
"a must have for clerics (or other healers)"
Healing spells don't uses concentration. Do you mean buff spells?
@@planetfall5056 healing spirit for rangers, druids and possibly bards. But yeah that's an exception
I only take Warcaster for characters who generally have their hands full in combat, most commonly clerics who use a one hander + shield. For non-melee casters, like wizards, I much rather just take Resilient Constitution.
@@Klaital1 Resilient con is a good one too, though it doesn't help with concentration as much as Warcaster until you get to 9th level when your proficiency bonus increases again. Advantage is roughly equivalent to a +5 bonus, for a large part of the game your proficiency bonus is only +2 or +3.
Had my DM tell me Mystics are too OP for any DnD game, so I made a divination halfling Wizard with Lucky... and now I control the dice😈
Might as well take magic initiate and get guidance and bless too!
The main issue with Mystic is it gets to do a hell of a lot of things for very little investment and its too versatile at early levels. Just grabbing 1-3 Mystic levels would make any character exponentially more powerful.
AuthorReborn I agree, I houserule Mystics with the rules that you cannot mulitclass, you have to only take disciplines from your order, and no soul knife. That’s when I play them, because I don’t want to be too OP and take away from the rest of the party.
I play as that kind of divination wizard and I have a mystic in my party ;)
@@estevanruiz8735 I recently rolled up a Soul Knife that I flavored into a Dragonball z Saiyan, because its that good lol. I renamed all the abilities and changed the psychic damage to radiant to reflect ki blasts. It's a pretty fun build. Is Mystic good? Yeah. But lets be honest, we can make any class broken if we want. Mystic just lets us have more fun with it lol.
dnD is a game and like any game us gamers are going to exploit the hell out of it for fun, so might as well have the most fun you can with it.
Just imagine a soul knife muliclassed into mystic. My God.
I’ve found that War Caster is also absolutely fantastic for gish builds. Keeping concentration on Shadow Blade while not having to drop your shield or weapon for the somatic component of a spell makes this kind of character truly viable. Plus, the AoO feature is WONDERFUL with Booming Blade; the targeted creature is really punished for trying to get away!
Dudes! Your videos have got me inspired to start picking up DND as far as buying my Players handbook, DM Guide, Monster Manual, and XG2E! Keep up the awesome videos they are helping me out a lot with making my first characters!
My favorite feat that I feel gets ignored for other very useful ones is Tavern Brawler. It's so weird, but I like it a lot. Made a drunk monk with this recently, and I think he'll be a ton of fun.
I use Dandwiki for shield master feats because i think the ones in the official book arent good enough when compared to feats like Lucky, or the one that gives advantage on damage rolls. Some feats are just so good and others just arent as good, so I like to give my players enhancced feats that improve as they level up to keep them useful throughout all levels instead of them just sucking after level 6 lol.
Unarmed fighting Fighter can get D8 unarmed dice.
Or just play a minotaur for A D FUCKING 10, T E N, UNARMED. That and bonus grappling.
It’s a very fun feat for sure but it’s definitely not the best. Then again it depends on the Dm cause I took it with this one character and with this character I was throwing mauls (and shields) across the battlefield. The DM ruled that since I had a 20 in str that I could do that and it would be considered improvised but instead of going down to a d4 it would do the weapons normal dmg and I actually ended up going 2 lvs into artificer (the Dm let us get half our overall lv into a another class of our choice so that’s what I choose) and I put returning on a maul and a shield so they were +1 weapons that returned to me. I was also a rune knight so I could go big and at one point I got to choose a magic item that was rare or below and I choose boots of flying. I’ve never had so much fun with a character before and my friends called me the avenger. My character was a gladiator and that ended up being my stage name (or whatever u call it).
And yea I know this is 3 years old but meh.
@@g80gzt Pretty sure the playable Minotaurs only do a d6 unarmed (even with their horns which are also considered not only unarmed but also natural weapon attacks which opens a lot up since it counts a both). It’s one of the only ways to divine smite while unarmed for example (even tho your using your horns). And because it only does a d6 and their horns are considered unarmed u can get that up to a d8. I played as a Minotaur once but it wasn’t a normal one it was a minitaur (like the size of a halfling). This reduced my unarmed attacks with my horns to a d4 but I took the unarmed fighting style to bring that to a d8 (making it better then a normal Minotaur completely getting rid of that penalty for being small). But in return for having that penalty for being small (which again I was able to disregard) I also had my horns be finesseable (makes sense even tho I still used str) and when I get that bonus action attack I instead can make 2 attacks using that bonus action. But he also gave the regular Minotaurs the powerful build feature (which they definitely should’ve had already cause that’s dumb they don’t and he agreed). But being small of course I don’t have that. He made being small so powerful but it was an op campaign where everyone was kinda broken (which the Dm wanted).
@@g80gzt He also gave all Minotaurs (small or normal sized) darkvison cause it’s bs they don’t have that.
Just rolled up a Dragonborn Monk with the Magic Initiate feat.
This will be one hell of an interesting campaign.
Everything changed when the Dragonborn Monk nation attacked.
Imagone if you had given him magic initiate with Dragon Breath as the wizard spell
@@YouGottaShootEmInTheHead Sadly, a level 2 spell, so not an option unless the DM lets you modify it's numbers to make it balanced as a level 1 spell.
I 100% agree with Magic Initiate. In my current campaign I knew I wanted to go Eldritch Knight, so I talked to my DM to do a variant human with it. It’s been a blast to play.
I see what you did there
I took it for my Bard to get Eldritch Blast. He channels it through his drop-tuned lute as a monster power chord
Magic Initiate can be a bit of combat power for Bards, Paladins, and Rangers. Though Rangers a bit less so.
But for the most part, it's just so dang flavorful.
One of the backup characters I have is a Variant Human, with Magic Initiate and Guild Merchant. Spells: Find Familiar, and the Prestidigitation and Mending cantrips.
Vocation: Scavenge battlefields for armor and weapons that are left behind after fights, and sell them on in the next town. Pays for drink and food.
And a built-in reason to travel with the party: Lot more loot to be had if you've there when the fighting happens. First on the scene, you get the premier scraps!
And it works with any class the party has need of.
Nice. Mine is the son of two wizards, but he’s always struggled with magic, so he trained with the college guards. He’s out traveling because it was the guard captains dying wish for him to see the world.
Anti Retard Equation took fire bolt, prestidigitation, and find familiar.
magic initiative on a monk to learn hex, suddenly start adding 1d6 on top of every punch you land, combine with flurry of blows on a target and thats a lot of damage.
My experiance with monks is they also take a good amount of blows. Hex is iffy on frontline combatants as they tend to lose concentration. The xge mink subclass that gets to disengage when he flurries works tho.
Kinda need War Caster if you're trying to maintain concentration on Hex while up in the enemy's grill.
It's not that great because you have to spend your bonus action to not only cast the hex but also to move it to a new target, which means no flurry of blows on any of those turns, making you actually LOSE damage by using the Hex in most situations.
1monk with magic initiate hex
2mobile feat
3profit
My favorite single feat for any character I've played was Tavern Brawler on my Grapple Bard. By the end he was 10 Lore bard, 10 Battlemaster fighter. Maxed out strength, expertise in Athletics, Enlarge chosen as a magical secret, Trip Attack chosen as a battlemaster maneuver. He could grapple anything up to size huge and hold them with an inescapable iron grip. His first round of combat was typically a Trip Attack with a bar stool that he kept in his bag of holding (mending cantrip to explain always having it ready), followed by either a regular weapon attack or a shove (depending on the outcome of trip attack), followed in turn by the bonus action to grapple from Tavern Brawler. Any remaining movement was used to drag the prone and grappled enemy over to the rogue for night-night time.
His favorite targets to grapple were giants and dragons (adult and smaller), using enlarge as needed. And thanks to vanishingly few monsters having bonuses to the Athletics skill, basically nothing could ever beat his insane grapple rolls.
I wouldn't remove any of your picks from the top ten for Tavern Brawler, as it's too niche for that, but it's still the most fun feat I've ever played, hehe.
Good video yall.
I took "Shield Master" early as a Paladin to protect my wee Bard buddy, and it's worked out great and been fun for RP. Recently took "Magic Initiate" too, to grab a few Bard spells after hanging out so much with my Bard buddy. Now we have Walkie-Talkies on our quests (Message cantrip for both of us :D).
Shield Master works really well on a Barbarian, thanks to the Barbarian's advantage on strength checks. Getting advantage on your bonus action to try and knock someone prone when you already probably have a higher strength means that your foe is almost certainly going down. And then you'll have advantage on all your primary weapon attacks against them, as will any of your friends who swing at them that round. You don't really think about barbarians with shields, but shield master really combos well with a raging barbarian in 5th edition.
Aww yeah time for my favorite youtubers to educate me on what’s important once more!
I want to take a second to mention the tough feat. Take your level when acquiring the feat, double it and add that to your max hp, aswell as after that every time you level you gain an additional +2 hp on top of what you gain for hp per level. I'm planning to take this on my rogue at 12th level to potentially negate spells like power word death and other really good spells. I did the math and at 11 i'll have 69 hp, at 12th level with this feat I'll go up to 99hp. Then for levels 13 -20 if I roll my hit dice i'll get between 4 and 11 hp or the static 8 hp per level vs rolling 1-9 (con 12) or the flat 6 hp.
could I possibly beg for a "Top 10 spells to take as Magical Secrets for Bards," video?
Yes please!!!
Agreed
Why do people want bards? I have only seen 1 played right. That is right, most people SUCK AT PLAYING BARDS and it causes most of my characters to never enter a bar just so the "cutting words brawl" does not break out. And Bardic Teiflings? thought those were as welcome as "half jerks" (half orc) in some bars or onstage. I am never again rescuing one of those from trying to seduce the mayor or his wife!
Besides which, people have to have the "buff and support gene" and know when to cast "enhance ability". Like I said, this is the most misplayed class, like "lawful stupid" Dirk The Daring paladins were back in the day.
My personal favorite to take is Create Undead and then I become a bard NECROMANCER!
Great list.
I would love to see a list of non-combat feats
I personally prefer the social or exploration-oriented feats.
My absolute favorite feat is Diplomat. (XgE if memory serves)
This effect doesn't seem worth it at first, but once you realize you can charm everyone at a party (given enough time) without the downside of limited duration and significant repercussions of the friends cantrip, it will change the way you approach a lot of the social aspect of the game.
Another one I would add is actor.
At first I found it to be a bit too gimmicky, but having thought it through it would give a lot of fun options.
My bard is planning on combining it with magic mouth, making it possible to send fake messages, create animal sounds etc.
Not to mention the bonus to disguising yourself.
And of course Keen Mind.
True north and time of day are both useful to make sure you don't get lost or mistime a coordinated attack.
But the real reason I find it so valuable is the 30 day perfect recall.
Being able to precisely remember who said what, where they sat and everything else you might need to know can be a significant help in a lot of scenarios.
Especially if combined with Actor.
Perfect impersonation of someone, down to mannerism, intonation, oft used phrases etc.
You ought to check out the UA tool-based feats. I'm seriously considering Gourmand.
Not to mention actor and keen mind give an ability bonus. Let's your DM only allows standard array and you're playing VH bard. Insta 16 CHA.
Weston Chambers The Gourmand looks pretty fun, from a RP perspective.
I could easily think of a dozen ways a character with the gourmand feat would spend their downtime hunting down rare ingredients.
A good GM would even be able to include it in parts of the campaign.
I kinda want to do a chef character, just bribing the other players with delicious food, so they'll help me gather ingredients for my next recipe.
Side note:
I would likely talk to my GM about adding the option to hide poisons in food.
If a person can detect it by inspecting it for 6 seconds, they should be able to find a way to hide the scent/look/whatever of it
Destroyer Inazuma
Diplomat is the same.
My 4th level lightfoot halfling bard took it, bringing his Cha to 19 (17 from rolls).
Then at 8th level I'll take the actor, bringing his Cha to 20.
So even scores are usable with these as well, if you can find two feats that improve that ability and suit your play style.
@@86Kadi There's a Gourmand feat? that's awesome!
@@westonchambers3483 You could RP as Quina from FF9, wielding a battle fork and eating opponents to gain their powers.
I have a paladin with the protector fighting style and the shield mastery feat and I love it.
My first character I ever played had alert, and observant never had to worry about getting snuck up on lol
If I am playing a creature considered large, I love using tavern brawler. Every enemy is a secret weapon.
Goliath Fighter or Barbarian with Tavern Brawler. "Yes, I wish to grab Goblin #1 by the ankle and use him as a bludgeon against Goblin #2."
The old "Beat a mofo with another mofo" thing. I love it.
Sentinel is really good with an arcane trickster. If you use mirror image, the duplicates trigger your sentinel reaction attack and enable you to have another chance to sneak attack on another creatures turn.
Or combined with pole arm master
Wow. That sounded so crazy I actually had to look it up. I'm still skeptical of the particular phrasing in the Sage Advice tweets that I saw, but I don't think I would feel compelled to put a hard NOPE on it.
• When a creature within 5 feet of you last bullet of sentinel
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
The important distinction is that it refers to the target of the attack as just a target, not a creature.
Anything can be a target. An image of a creature, another creature, an object, if for some reason the creature attacked itself that would satisfy the requirement. If for some reason a creature is next to you but prioritizes a teammate with an attack at range, perhaps with reach or a ranged weapon attack, that would also satisfy the requirement. The attacker is required to be next to you, not the target.
A dragon dismisses his focus on you to use a tail swipe to attack the arguably more threatening cleric might regret not keeping his attention on the rogue.
@@binolombardi I see where you're coming from, but I think we differ on the nature of the "target." If I've got a mirror image and I'm attacked, then I'm the target. If the attacker hits one of the images rather than me, that doesn't make the image the "target;" only the subject of the attack. Merely one nerd's opinion, though.
Making an attack
1.Choose a target. Pick a target within your attack’s range: a creature, an object, or a location.
2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
The mirror image spell’s beauty lies in the effect that it leaves your generally given ability to choose your target up to chance, which usually only has defensive implications.
Given the above criteria, someone who whiffs an attack by perhaps attacking a random area around them leaves them open to sentinel, maybe perhaps blindly swinging at the air after being scared by a swarm of bats it a dark cave.
No magic required
Mirror image is defeated by true sight, blindsight, perhaps tremorsense as well.
A lot of these are some of my favorites, Polearm Master and War Caster being favorites for an Eldritch Knight, but I also love the Spell Sniper feat
Feel like Skill expert deserves an honorable mention. Doesn’t give strong mechanics like others but being able to round out an ability and get a proficiency and expertise is real good, especially if you’re making a variant human or something.
It’s a better version of Prodigy that any character can take. And expertise is a strong mechanic. And the fact that it doesn’t have to all be the same ability is amazing (like u can boost dex, gain proficiency in perception, and expertise in persuasion). It would suck if u boosted dex and your proficiency and expertise had to be dex and the same skill (which would mean u could only get expertise in something u don’t already have proficiency in which would suck but I feel is something they could’ve done but thankfully they didn’t).
Warcaster Resilient Lucky Halfling and Int Capped. Not bad.
A few hundred points of experience away from level 4 on my half elf paladin - here's hoping he survives to take the polearm master feat!
Not only did Galven survive to reach the status of polearm master... Venomfang thought he was about to enjoy a half elven snack, until he took an opportunity attack/divine smite to the face!
@@joshuakraft7835 surprise smites are best smites
I'm just starting out on D&D with a human Cleric of the Tempest Domain and this was hugely useful. Thanks guys
Sentinel + Polearm Master is insane.
Sentinel + Polearm Master on a character with Tunnel Fighter style. Using your bonus action with Tunnel Fighter, you can freely opportunity attack without using your reaction, Polearm Master allows you to opportunity attack anyone entering your range, and Sentinel forces them to stop 10 feet from you if you land the attack.
@@Kopenich didn't knew about Tunnel Fighter. It's a powerful feat :o
My polemaster is a barbarian, though.
W B thoughts on totem warrior barb with polearm master and sentinel?
@@Ebola419 I play it as a dragonborn with Eagle totem for the possibility to reposition myself and have a flying dragonborn. Very fun. Maybe not the most proficient choices but it fit well my character.
Add GWM and you will make your DM cry.
Two characters in my game picked up magic initiate and they both grabbed different, but important things. One grabbed a bit more healing via cure wounds (the party doesn't have a dedicated healer), and the other took identify. Both have been used multiple times, to great effect.
Love this video. I think spell sniper is a honorable mention very good to get Eldritch blast as a cantrip!
Christian Adams especially considering how many other casters also use cha.
Imagine getting Eldritch spear too :) (Warlock invocation)
Eldritch Blast isn't really anything special unless you have the Agonizing Blast invocation also, taking it for another class is only marginally better than firebolt (and not enough better to be worth a feat for sure).
I’m a little surprised you didn’t include Spell Sniper. It’s the magic cousin of Sharpshooter.
animefan3794
Yep! It even gives you a spell!
But the main part of Sharpshooter is the +10 damage, not the ignoring 3/4 cover part. Spell Sniper does not get that.
Elijah G. No, that’s the bonus that people notice because it has to be actively used. Spell sniper and sharpshooter both have the same main draw. Range.
@@animefan3794 spell sniper range only applies to spells with attack rolls, when most of the heavy hitters use the spell DC. This, in my opinion, is what makes it so much less than sharpshooter
It's pretty build specific, but Elemental Adept is a must for Draconic Bloodline Sorcerers.
Or Phoenix Sorcerers
Gotta like inspiring leader, war Caster, and lucky with Soul Sorcerer
Dungeon delver is one of my favourites.
Advantage on saves against traps, and resistance to all trap damage is very helpful.
Advantage on perception/investigate to detect secret doors.
No passive perception penalty for moving at speed. .
Hey dudes, a friend said me that is possible to combine polearm master with sentinel, so when the enemies enter into your range, 10 feets, they get your attack, their speed is reduced to zero and they stop 10 feet from you, which means they'll must walk 5 feet on their next turn to achiev you, so when they come closer again they will get another attack with your reaction. Does It actually work?
So they enter your range, you can attack them and their movement stops. Leaving in 5 feet away. That is correct. You then must back up so that they must enter your range again. If you stay at that range on your turn, then they won't have to enter your range a second time. But in theory you could back up and restart the process over again. Forcing them to use ranged attacks or two at least necessitate they have more than one person to attack you. You'll find a lot of large monsters that you will encounter by themselves have reach anyway so they can get around that. It sounds baller but it really only works against human-sized opponents that you can fight solo. But it's still a Slick Trick
@@FuckingBored hey thanks for answering, what you said makes perfect sense to me.
Both Sharpshooter and Spell Sniper allow your ranged weapon/spell attacks to ignore 1/2 and 3/4 cover, respectively.
Sharpshooter removes long-range disadvantage.
Spells don't have this, so Spell Sniper just _doubles_ the range of all your spell attacks.
Sharpshooter lets you take -5 to the attack roll, making you hit 1 fewer time every 4 times you use it. But you deal +10 damage, which is a lot
Spell Sniper gives you a cantrip from any class instead. Now anyone can cast a 240ft range Eldritch Blast whenever
It's my personal philosophy you can't go wrong with taking the Observant feat. This list is definitely spot on for the overall top 10 feats though tbh.
So I've been rapidly consuming y'alls media being as I've ALWAYS wanted to play DnD my whole life and am just getting to play for the first time 1 month away from the age of 28. I cannot express how helpful and awesome and how much I appreciate y'alls content. But ok with that said, the real reason I decided to type a message is because; I always listen to y'alls videos on my phone while working a 12 hr. shift and I'll glance down every now and again. So I was so genuinely and hilariously shocked when I decided to watch this video on my pc for a change and noticed how cool y'alls eyes are! Haha but aight, hope all is well as I notice this video is from 2019, props on the great content again!
Healer feat needs some love, for vhuman at level 1, this gives your party almost unlimited healing without burning any spell slots and still has some use at higher levels.
Yep just started a new campaign and gave my paladin this feat. More smites for me ! Save those spell slots.
I'm not sure why you're calling it "almost unlimited healing", considering that it both consumes a use of the healer's kit (costs 5gp per 10 uses) AND it can only be used on a creature ONCE per short/long rest, regardless of how many characters have the feat (if Bob and Joe both have Healer, one of them using Healer on Dave means the other can't). Those are both pretty limiting.
It really helps a life Cleric with Aura of Vitality get that extra bit of healing to keep a party up.
Sentinel and Polearm Mastery. Great way to protect the squishies behind you.
It would also allow you to negate a charge since the AOO would cancel their remaining move before they got to melee range.
Sure ASI's are good, but feats make a PC unique, fun and honestly just entertaining.
Oh my guys playing a vhuman paladin, smite incomi- *_Paladin grapples and pins instead_* guess i'll die
We've houseruled great weapon mastery and sharpshooter feats at my table to scale up with level. Instead of a -5 penalty, you take a penalty equal to your proficiency bonus, and deal extra damage equal to twice your proficiency bonus.
This seems to be a very common houserule.
I’ve debated playing it like this, both this and GWM, to see if it’s still attractive.
Barbarian + Grappler + Tavern Brawler = WWE Character
I love my rogue with Actor feat, good for getting out of trouble "wasn't me officer, it was the other guy"
Fantastic list, but I am a little surprised not to see Mobile on it. I might replace it with resilient on yours. It works well for barbarians, fighters and monks who want to move even faster, allowing them to move through a swathe of enemies, attacking along the way and not getting opportunity attacks while positioning themselves. Rogues can use it for escaping a hairy situation, or give them that extra movement they need to stealth across a map and give a well placed sneak attack before running off to hide! Never scoff at a feat that gives you extra movement and the ability to avoid opportunity attacks!
That and you can dash across difficult terrain without expending extra movement, which can really throw a wrench into a DM's plans. It's very versatile!
Mobile is such a great feat, I was definitely surprised too when it wasn't on here.
I do wanna say some of the Feats in Tasha's Cauldron of everything are also really good such as Fey and Shadow Touched and Metamagic Adept(Never let a Tempest Cleric take Metamagic adept with Transmute Spell!)
You forgot the blind fighting part of the alert feat, which is amazing
Bugbear Fighter or Ranger with Polearm Master, Sentinel, and Tunnel Fighting
Use your Bonus Action to enter a defensive stance, effectively granting an unlimited number of Opportunity Attacks against any enemies that come within 15 feet and stopping them in their tracks.
Can't believe Tough isn't on this list guys. It's one of the very few feats that are great for every class and build in the game.
Yea and it makes the wizards and sorcerers have as much health if not more then something like a fighter in your group. I played as a bladesinger wizard once and not only had the highest ac (cause Bladedingers are amazing 😂) but I also had the highest health in the party due to taking this and I had 2 Paladins in the party.
@@davidstratton696 Amulet of health and tough on a four elements monk made that boi damn near unkillable. Loved running it
My next character is going to be a glaive-wielding, pact of the blade, hexblade warlock. I'll be taking polearm master at level 1 with variant human and then take war caster and sentinel at level 4 and 8. I'll use reactions to cast green flame blade with my glaive.
War caster is very handy in the hands of Hybrid classes like Paladins, Eldritch Knights and War Domain Clerics. They can use a Sword/Shield style and still cast spells. I'm not sure how you'd rule it for Two-Handed weapon user spending their action on a spell.
Generally it's treated as the character taking one hand briefly off the two-handed weapon to cast the spell.
One doesnt need 2 hands to hold the weapon, but 2 hands to wield it and use it properly to attack.
clerics and paladins can already sword/shield if their holy symbol is on their shield (though I think there's still occasional shenanigans with additional components). Not that war caster isn't beneficial to them, mind you.
@@mortalLP holy symbols take away the need for material components not somatic(hand movements) you still must use your interaction to move your 2 handed weapon to 1 hand or 1 handed weapon into your shield hand
@@evangregory14 I'm glad for these discussions, as they remind me to double-check my understanding of rules and rules interactions, so thank you for the opportunity.
I reread the Sage Advice [v2.3] section on Spellcasting for clarification, and found only *some* clarification.
For divine casters wielding shields as their [required] material component, the shield hand can also function as the somatic component hand as long as the spell *has* a material component. IF, however, there IS no material component required of the spell, then the caster needs a free hand for the casting.
The rules (at least the ones of which I'm aware) are surprisingly silent on the matter of spellcasting with 2-handed weapons. In reading the options for Interacting with Objects, it's not specifically stated one way or the other, and I can interpretations going either way.
My inclination would be that releasing your grip on a 2-handed weapon, and then gripping the weapon wouldn't use an interact-action for somatic casting purposes; but that interacting with a spell component *becomes* the item-interaction (drawing and wielding), and that the weapon-grip/-release is incidental. Otherwise, you'd have to use some kind of action economy to release 1 hand from the weapon, another to draw the component, another to store the component (if not consumed), and yet another to grab the weapon anew. Perhaps that 4-part action extravaganza is the design intention, but I don't see it that way.
In any event, I wouldn't turn up my nose at a player or DM who ruled either way, and again, it's been an instructive journey through the rules. Thanks again.
This is a really great video, gives me lots of ideas on making new characters
Inspiring Leader needed more love, that feat saves parties at low levels if you go Vuman.
The paladin in my game has it and the party is level 4/5. It constantly keeps party members from going down and saved the party's NPC goblin from getting straight cooked by a fireball.
It’s a great feat but not something I would pick early.
Crossbow Expert + Hexblade Warlock lets you use your killer Eldritch Blast from range and melee, allowing you up to 4 "melee" attacks at level 17 instead of just 2 that you would normally get using a melee weapon.
How?
@@TalkativeHands it removes the disadvantage on ranged attacks when attacking in 5ft range.
A player came to me in our table and say "I want to pick this feat, but since I'm using a fire based character, I feel forced to pick the elemental adept."
I responded: Go for the feat you want, if you feel you need a feat for a mechanical purpouse, I can make you a custom item as a reward for a mission.
good dming
I take skulker a lot to give my DM a reason to be generous on allowing my rogue to hide during combat. This last time I also went heavy perception and not having disadvantage never comes up, but if we remembered or used it it would also allow my character to not be hurt there.
SKULKER
Prerequisite: Dexterity 13 or higher
you are expert at slinking through shadows. You gain
the following benefits:
- You can try to hide when you are lightly obscured
from the creature from which you are hiding.
- When you are hidden from a creature and miss it with
a ranged weapon attack, making the attack doesn't reveal your postilion.
- Dim light doesn't impose disadvantage on your
Wisdom (Perception) checks relying on sight.
DARKVISION
Many creatures in the worlds of D&D, especially those
that dwell underground have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.
Sharpshooter, crossbow expert, sentinel, polearm master, great weapon master, ritual caster, magic initiate and war caster. Let's see how many of these are here.
Edit: 7/8. Not bad. Personally I really like having the ritual caster feat on any primary spellcaster that doesn't already have ritual casting in order to unlock ritual casting for all their spells as well as the extra ones gained through the feat. It certainly has potential uses with other characters as well, but that's the scenario where I feel like it has the greatest effect.
Also, during a one shot I once decided to play a human battle master fighter and picked the sentinel, great weapon master, polearm master and martial adept feats, which still just barely allowed me to get 20 str as well. Four attacks per turn dealing 16-25(21.3 average when counting with the great weapon fighter fighting style)on the first three and 16-19(18 average)on the third is quite substantial.
I'm disappointed that they didn't put spell sniper on the list.
@@Quandry1 Spell sniper is good, we don't see players choose it nearly as often as the others in our list.
@@DungeonDudes That doesn't surprise me. I don't think as many people see the immediate value in it as some of the other feats. I think it's because they dont' see the automatic damage increase on it like it's other counterparts. Without realizing that it doesn't need that extra damage since it's inherent in not only a lot of spells but in increasing the range that firepower can be used.
But then I'm also one that finds Witchbolt useful and have seen the fun ways that spell sniper and that spell can interact for an efficient and worthwhile combo.
Illoney Ritual caster is nice to have but not really powerful enough to build around like the other feats listed.
Quandry1 Spell Sniper is hard to use in a lot of campaigns because combat doesn’t generally start at two ends of an open field, especially for tables that play with theatre of the mind, and constantly asking the DM for range checks really bogs down the game and disrupts the flow. In my opinion too many hoops to jump through for a marginal benefit.
I’m currently playing two characters at once, one is a support casting bard and the other is a tabaxi way of the shadow monk/swashbuckler rogue with the mobile feat who the bard casts longstrider and blur on constantly. He’s basically spiderman falling through the portals fighting Thanos.
Observant plus alert for that rogue or ranger that just sees everything before it happens
Spider-sense?
@@teacupkoala175 or gloomstalker ranger
Try a shepherd druid who dipped a level in rogue and 1 in life cleric who at level 20 (we got that high) could heal upwards of 170 health without the heal spell and had a passive perception of 40. The character came after his last one opened a portal in the plane of fire in the city of brass, a portal of the fire prince he absorbed (elemental evil campaign tied to his fore gensei's story) and misty stepped when our characters couldn't reach him in time, causing reality to tear and pulling a bag of holding in bag of holding trick. Anyway, the character had a natural passive perception of 28 (only druid rogue at this point) and had a sentinel shield (is what I think it's called, the one that boosts perception) going to 33 passive perception. His passive was so high our DM gave him true sight to 5 feet, bumping it up to 30 or 60 or whatever when he hit 40 (got a boon to wisdom).
@@jemm113 Errr... what? I must be missing something because that math doesn't add up.
passive 10 base
+5 for wisdom
+6 for proficiency
+6 for expertise
+5 for observant
Total Passive of 32... not even close to 40. What am I missing here?
Thanks for good content. The combo of you two with your well spoken narrative makes it easy to watch. There was a mistake in this video and instead of Ummmm you reset and continued. Was refreshing.
A really fun combination is Sentinel, Pole-arm Master, and the Tunnel Fighter fighting style.
No sane DM is gonna let you pick Tunnel Fighter. And if a DM allows it, it will regret it.
Tunnel snake rules!
@@KhristianBolano Not if your DM is creative. A DM has to be flexible. We had someone with this build and a 15 foot reach, and the DM still found ways around it.
That style is broken: it's very overpowered.
@@ShirotoraGodsbane creativity has nothing to do with the raw power of an ability. Being creative with Wish doesn't suddently make it a weaker spell for example.
Tunnel fighting takes action economy and throws it in the trash bin. Do you want to know how broken the fighting style is? It ended up being a level 18 subclass feature which is the Cavalier. If you want infinite opportunity attacks, play a level 18+ Cavalier.
A Question from someone who is very new to D&D: Warcaster states that you can do the somatic components of spells even when you wield a shield and a melee weapon - Does that mean that you can also hold the material cost and cast a spell like Fireball?
My table always has the Tough feat in play by someone. Getting an additional 2 hit points per level has often been the difference between life and death for those characters.
I love the Tough feat. A Barbarian with a 20 con and tough feat. That's 15HP per level.
@@williamsterling609 24 con when they hit lv20, 26 if they find a con book along the way... 10+1d12hp per level or 17hp per level if you don't roll for it.
Not sure how you got 15hp per level though... if you're using the standard its 7+5+2=14hp per level. Unless you meant to say a Hill Dwarf Barbarian, Hill Dwarf adds +1 per level as well.
My artificier gave our crossbow expert's handcrossbow the infusion that automatically reloads a projectile weapon. He has so much fun with it :D
Had a session today. Took fly last level, got pelted with some rather large rocks by a frost giant. War caster saved me from a 120 foot fall. Taking lucky at level 8.
I gotta say, I love Magic Initiate. I made a half-elf Artificer for my most recent DnD campaign and started with this feat and boy, it helps the basic, unrevised Artificer do some useful stuff. It always ticked me off that Artificer could cast spells, but not learn cantrips, so I took the feat and used the variant half-elf to gain 3 cantrips to start off with:
-Prestidigitation
-Mage Hand
-Eldritch Blast
I also took Unseen Servant (which was highly useful in one hilarious moment in our campaign) as my special lv 1 spell. Since Artificer is mainly support, it's nice to still have a useful ranged spell you can pull out and Eldritch Blast is just plain fantastic. And then, if I needed to do crowd control, I could pull an Alchemist's Fire or Acid from my reagents bag and do a little explosive action.
Also, since it wasn't mentioned... and it's such a great feat... if you're playing an unarmed Monk (or really any melee class who fights unarmed), you have GOT to pick up Tavern Brawler. It makes things so much more interesting. Heck, it pretty much turns you into Jackie Chan =3
As always, another good video, boyios!
fighter(samurai) with great weapon master +fighting spirit (with capped STR) just hits and hits HARD
Tunnel fighter(UA) makes the sentinel+polearm master combo even better
Guidance. Guidance is one of the best cantrips you can get via Magic Initiate, in part due to it being available solely to Clerics and Divine Soul Sorcerers unlike many other spells that have several ways to get them.
Kelly feat: after studying under his great wisdom for years you got a plus one to intelligence
also worth noting for the alert feat is that bards get an even crazier amount of boost to their initiative, since they already want to have high dexterity for finesse weapons, +5 from the alert feat, and also half their proficiency modifier from jack of all trades. really useful for landing all the crowd control and debuffing spells before the enemies even get a chance to respond.
You've missed best combo in game: Polearm Master + War Caster + Spell Sniper with Booming Blade cantrip and reach weapon
Cant use Booming Blade with reach weapon.
@@lowellarnett3172 You can with Spell Sniper, since it doubles the range of your spells. Booming Blade 5ft range melee attack becomes a 10ft range melee attack, covering the reach weapon range and applying it to your shenanigans with Sentinel 😉
Two feats my monk has really enjoyed so far are Observant and Defensive Duelist.
I look forward to every video you put out, and you never disappoint. Thanks for another great one.
Another benefit of using the Hand Crossbow is that, as it is a one-handed weapon you can have a shield in your off-hand while you use it. This makes for a very versatile tank build where you can repeatedly shoot enemy spellcasters 30ft away without any disadvantage even in the midst of melee combat with other enemies.
Downside. You have to have a free hand to use bonus action to attack again. Part of the loading issue. Xbox ignores loading feature, but most dms hold you to reloading.
For purely RP, I like Ritual Caster for a human when playing an Eldritch Knight or Arcane Trickster.
That sounds interesting. Yes, I think I understand. They are limited in the spells they can cast on hand due to their limited arcane training. However, given enough time they can cast like a full wizard. They just have to long-form it. Is that right?
Once had a warlock with spell sniper and Eldritch Lance who can use Eldritch blast from a quarter mile away.
Sometimes in open fields they don’t go with us, they just give us their familiar
Have not heard the first feat you guys list yet, just want to say Heavy Armor Master is a borderline requirement for Forge Domain clerics. They already have class features that make Heavy Armor the only kind they’ll want to use, might as well max out the benefits.
HAM is kind of contradictory in design, though. Heavy armour grants the best AC, but you want to be hit to make use of HAM.
It's not terrible, but there's almost always going to be things you want beforehand.
Jhin Potion combine with Forge Domain’s “Saint of Forge and Fire” though, which one of the two benefits is “while wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attack” and with the effectively damage reduction from HAM, are you actually getting hit?
Plus, even earlier Forge Domain gets Soul of the Forge, granting an extra +1 AC while wearing heavy armor.
Basically, what I’m saying is a Forge Domain Cleric with HAM is a true blue tank.
Until you drop the heavily armored character into water.
; )
Alan Schaub if they don’t have a method of surviving that at this point it’s on them. Especially since all Clerics have access to Water Walk.
@@animefan3794 True, but that's farther into the game than most people ever get.
The actor feat completely took me by surprise as a DM. A player of mine snook into a secret orc cult meeting, listened for a minute, then started heckling the big bad from the back. I’d made the mistake of putting everyone in masks. They eventually riled up the boss so much the war chief started attacking the crowd, looking for the heckler. The player got the boss to kill 3 of his lieutenants before the big guy finally rolled high enough to realise it was the player who was calling him names