I'm still rather new to DnD but I recently levelled and took a feat rather than an ability increase. I'm getting quite a range of feedback as to which is the better option. What would you recommend?
Personally I'm a bit different. I say go with Feats over ASI, as a +1 to something is not always better than simply having a new something. Thus I tend to recommend if you don't see a feat you want or would use then go for the ASI then. A good thing to keep in mind too is often feats give you a stat boost and something else (particularly good for those odd numbered stats).
Overall though I do like how there is no best choice between Feat or ASI.
Personally I'm a bit different. I say go with Feats over ASI, as a +1 to something is not always better than simply having a new something. Thus I tend to recommend if you don't see a feat you want or would use then go for the ASI then. A good thing to keep in mind too is often feats give you a stat boost and something else (particularly good for those odd numbered stats).
Overall though I do like how there is no best choice between Feat or ASI.
I support this take. Unless you built your character in such a way that stats were spread out and you need that level 4 boost to round you out, I think it's more fun to pick up a trick nobody else can do. Maybe not the mathematically superior choice in all situations, but generally, the more fun choice for the player and potentially for the party as a whole.
Feats can be a great way to get a significant power boost early on that an ASI might not otherwise do. Sure an extra +1 to hit and dmg or bonus to AC is nice but with a feat you can do some really interesting things that wouldn't be possible otherwise. Honestly a lot of it just boils down to your individual flavor of what you want for that character. There is no real right or wrong answer here, also for some classes maxing your primary stat isn't as crucial as others. Clerics for example aren't as reliant on have a high Wis score as say a wizard having high Int (this is of course debatable but wizards have more to hit spells than clerics do).
IF you have an odd stat then grabbing a feat that also give a +1 to that stat is a good option. This is not uncommon in point buy as you can max a stat at 15 and get a +2 due to race to sit at 17. My favorite to add Elven Accuracy to any dex based elf character to put you at 18...
I recently joined Adventurers League at one of my local game shops. I selected a pregen, leaving the dwarf cleric exactly as created. I've been wanting to step into a hardy dwarf for a while now and couldn't pass the opportunity to play a follower of Moradin.
I've grown to like this dwarf. A lot. I like how he's developed. I like that he's more than a Medieval Paramedic. He surprises the Table every now and then especially after I multi-classed him into a Cleric/Fighter. But, I decided to retire him. I want him back on the Sword Coast away from Chult. His initial motivation for going has lost steam. He needs the predictable comforts of misty mountains, orcs and metal.
So I introduced a human rogue. I used the optional rules for human character creation and gave him a Feat at creation, Sentinel. I like his stats. They represent his Smuggler background well. He's not a tank nor a ranged character. He's used to moving about the city quietly, but he has some skill with a blade, and as a follower of Cyric it would be quite useful for him to attack when adversaries least expect a strike. Cyric did. Why not emulate the deity? Thus the Sentinel feat.
With that feat I can flank characters and take advantage of creatures within 5 feet. I can use the characters as shields while employing Cunning Action. They may not fully understand the character's motivations but he is cunning and prefers smaller spaces to larger rooms.
I guess it just depends on what you envision for your character. In the end, whatever works BEST for you is best.
Typically you'll want to max the most important ability ASAP, after you do that you can take feats without worrying. Sometimes there may be times when you wouldn't want to do that such as if you're building a polearm master sentinel. Instead for that you'll want to grab polearm master and sentinel ASAP, after that you can increase your main ability to its highest before you continue taking feats.
I am currently working on a Pole-arm Sentinel. Just to cement the benefits of the feats over the ASI at the same time I took the second feat I also found Gauntlets of Ogre Power who needs ASI anyway. If I bumped him up to 20 strength he'd probably find a Belt of Giant Strength. Of course his initial strength was 13, an unorthodox build to be sure.
So, the moral as stated by my predecessors. Feats first if they are essential to your build. Lucky, for instance is a great feat, but you may want it to wait.
One other situation where you may want to delay ASI's is in a game or on a character where your abilities aren't used often. For instance if you play a wizard which few spells that allow saves or call for attack rolls. (Sleep, Magic Missile, Animate Dead, Blink, Counter Spell, Shield, etc.) Or if your DM and your party tell your story in a way that rarely involves rolling dice, that however, depends on the table. Combat characters roll dice.
Whether you take the points or a feat depends on your character build and your starting stats. You are more likely want to take the boost in your primary stat at level 4 if you start with point buy and leave the feat for level 8. Of course if you roll for stats and already start with 18 in your primary stat then the level 4 feat looks much more appealing. There are a couple of builds where that first feat is very important but because I use point buy I almost always take the points.
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Hey all,
I'm still rather new to DnD but I recently levelled and took a feat rather than an ability increase. I'm getting quite a range of feedback as to which is the better option. What would you recommend?
Unless there is a feat that is central to your character concept, it is usually better to take the ASI until you max out your primary ability score.
Personally, I think feats are overrated. But there is no wrong way to build a character the way you want to.
Even a blind squirrel finds a nut once in awhile.
I love the Lucky feat. After that, I try to max out my primary ability score.
Professional computer geek
Personally I'm a bit different. I say go with Feats over ASI, as a +1 to something is not always better than simply having a new something.
Thus I tend to recommend if you don't see a feat you want or would use then go for the ASI then. A good thing to keep in mind too is often feats give you a stat boost and something else (particularly good for those odd numbered stats).
Overall though I do like how there is no best choice between Feat or ASI.
- Loswaith
"Not all those who wander are lost"
Feats can be a great way to get a significant power boost early on that an ASI might not otherwise do. Sure an extra +1 to hit and dmg or bonus to AC is nice but with a feat you can do some really interesting things that wouldn't be possible otherwise. Honestly a lot of it just boils down to your individual flavor of what you want for that character. There is no real right or wrong answer here, also for some classes maxing your primary stat isn't as crucial as others. Clerics for example aren't as reliant on have a high Wis score as say a wizard having high Int (this is of course debatable but wizards have more to hit spells than clerics do).
ASI is +5% to most checks your character makes or forces others to make against your DC... Also frequently +1 damage to most attacks.
It has always been my feeling that over a large playing time period, the ASI will always have the larger effect.
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
If numbers are your goal, then it's the smart play.
"Not all those who wander are lost"
IF you have an odd stat then grabbing a feat that also give a +1 to that stat is a good option. This is not uncommon in point buy as you can max a stat at 15 and get a +2 due to race to sit at 17. My favorite to add Elven Accuracy to any dex based elf character to put you at 18...
This is an interesting question.
I recently joined Adventurers League at one of my local game shops. I selected a pregen, leaving the dwarf cleric exactly as created. I've been wanting to step into a hardy dwarf for a while now and couldn't pass the opportunity to play a follower of Moradin.
I've grown to like this dwarf. A lot. I like how he's developed. I like that he's more than a Medieval Paramedic. He surprises the Table every now and then especially after I multi-classed him into a Cleric/Fighter. But, I decided to retire him. I want him back on the Sword Coast away from Chult. His initial motivation for going has lost steam. He needs the predictable comforts of misty mountains, orcs and metal.
So I introduced a human rogue. I used the optional rules for human character creation and gave him a Feat at creation, Sentinel. I like his stats. They represent his Smuggler background well. He's not a tank nor a ranged character. He's used to moving about the city quietly, but he has some skill with a blade, and as a follower of Cyric it would be quite useful for him to attack when adversaries least expect a strike. Cyric did. Why not emulate the deity? Thus the Sentinel feat.
With that feat I can flank characters and take advantage of creatures within 5 feet. I can use the characters as shields while employing Cunning Action. They may not fully understand the character's motivations but he is cunning and prefers smaller spaces to larger rooms.
I guess it just depends on what you envision for your character. In the end, whatever works BEST for you is best.
Happy adventuring...
Typically you'll want to max the most important ability ASAP, after you do that you can take feats without worrying. Sometimes there may be times when you wouldn't want to do that such as if you're building a polearm master sentinel. Instead for that you'll want to grab polearm master and sentinel ASAP, after that you can increase your main ability to its highest before you continue taking feats.
I am currently working on a Pole-arm Sentinel. Just to cement the benefits of the feats over the ASI at the same time I took the second feat I also found Gauntlets of Ogre Power who needs ASI anyway. If I bumped him up to 20 strength he'd probably find a Belt of Giant Strength. Of course his initial strength was 13, an unorthodox build to be sure.
So, the moral as stated by my predecessors. Feats first if they are essential to your build. Lucky, for instance is a great feat, but you may want it to wait.
One other situation where you may want to delay ASI's is in a game or on a character where your abilities aren't used often. For instance if you play a wizard which few spells that allow saves or call for attack rolls. (Sleep, Magic Missile, Animate Dead, Blink, Counter Spell, Shield, etc.) Or if your DM and your party tell your story in a way that rarely involves rolling dice, that however, depends on the table. Combat characters roll dice.
Extended Signature
Whether you take the points or a feat depends on your character build and your starting stats. You are more likely want to take the boost in your primary stat at level 4 if you start with point buy and leave the feat for level 8. Of course if you roll for stats and already start with 18 in your primary stat then the level 4 feat looks much more appealing. There are a couple of builds where that first feat is very important but because I use point buy I almost always take the points.