Yo! I wanted to make a list of the best feats for the drakewarden. I plan to update it when new stuff comes out or when you guys point out stuff ima 100% forget. Im also not sure of the best way to structure this too so it might change with time. BA = Bonus action and PB = proficiency bonus For these feats ill be Assuming you are using point buy or standard array and not wanting to take an ASI. I also wont be including racial feats, dragonlance feats, Bigbys second tier feats, or Planescapes feats. (subject to change in the future) Also the lucky feat just take it on all builds its stupidly strong.
STR build
Alert With a low dex your initiative will be suffering harsh Alert helps to get rid of that issue along with its other benefits.
Crusher +1 to STR (or CON) once a turn as long as the target isnt to big and you are using something with bludgeoning damage you can force the target back 5 feet when you hit them. On a crit everyone has advantage on that target your drake and party will thank you!
Fighting Initiate There are alot of good options you didnt get from the rangers styles Great weapon fighting: for whatever weapon you are using Interception: While you are close to your companions (your drake) you can use your reaction to reduce any damage it takes helping keep its hit points up Protection: This can be very useful for stopping Nat 20s and forcing DMs to reroll the attack roll for your companions (AKA your drake)
Gift of the Chromatic Dragon Getting an extra 1d4 of damage on all of your attacks is like getting a mini hunters mark (concentration free!) tho the real power of this feat comes in the form of the next part of the feat allowing you to use your reaction to gain resistance to that attack. you get a number of uses equal to your PB per long rest so thats dope too (the damage types are the same type as your drakes options)
Gift of the metallic dragon Free cure wounds once per day and adds it to your spell list so that is dope. the better part is the Protective Wings feature that lets you use your reaction to boost your AC equal to your PB a PB amount of times each long rest.
Great weapon master You knew it was coming but for the people that dont know what this feat does basically you take -5 to hit for +10 on damage if you do hit (if your DM uses flanking rules you and your drake can set this up very easy) the extra attack from you get a crit or kill will be up to you if you use over your drake.
Heavily armored its a +1 to STR and gives you heavy armor proficiency so your AC isnt lacking not much to it but does alot
Heavy armor master +1 to STR and any attack attack that hits you while wearing heavy armor and that isnt non magical is reduced by 3 damage. its not alot but when you are getting hit a ton it will add up and 3 hp can be the difference between you being up or down. Weirdly enough its also a good way to see if an enemy is using a magic weapon. its stronger early game and falls off the higher you go but hey you know the saying! 3HP and a dream!
Martial adept the battle master is great now take two of their maneuvers and one of their die (stuck at d6) and go nuts
Mobile you at a melee fighter you need speed to get around this gives you +10 to all your movement speeds. when you attack someone you dont provoke opportunity attacks which is great.
Piercer Its a +1 to STR (or DEX) if you use a weapon that uses piercing damage (lance) this feat will let you reroll your damage once per turn and also lets you deal more damage on a crit
Polearm master the first part of this feat lets you attack with your BA but you have your drake so that part is eh but the nice part is you get to use your reaction to attack someone if they come into your range. (anyone else feel like the lance should be on this feats list or just me?)
Sentinel when someone other then you gets attacks 5ft away you can attack that person (your drake will prob get attacks just as much as you)also when you hit a creature with an opportunity attack their speed becomes 0.
Shield master Ok shield master is a slept on feat you get so much from it! but to keep it basic if you attack someone you can use your BA to shove them and knock them prone (JC said you can do this before you attack but your DM has final say deal with it) if only you are being targeted by something that needs a dex save you can add your shields AC (even their magic bonuses) to the save and considering you prob dumped dex this will help alot. also congrats you get the rogues 7th level feature for the low low cost of your reaction.
Strike of the giants theres alot of options these are just my choices Hill: extra 1d6 damage and gives them a save or be knocked prone Fire: extra 1d10 fire damage but hey damage is damage Stone: extra 1d6 force damage and gives them a save or be pushed 10 feet away from you
Tough its extra HP equal to having an extra +2 in con and you are a frontliner so more HP is a good thing
War caster gives you advantage on your spells con saves so you dont lose them. you can do somatic components for spells even when your hands are full. when an enemy triggers an opportunity attack you can cast a spell on them (or at 11th level and cast your breath weapon on them bc whos gonna stop you?)
Yo! so i wrote this up super late its like 6am for me im going to go to bed and when i wake up ill edit this and add stuff for a dex build and mounted combat build. would love to hear if iv missed anything so far thanks for checking this out!
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Yo! I wanted to make a list of the best feats for the drakewarden. I plan to update it when new stuff comes out or when you guys point out stuff ima 100% forget. Im also not sure of the best way to structure this too so it might change with time.
BA = Bonus action and PB = proficiency bonus
For these feats ill be Assuming you are using point buy or standard array and not wanting to take an ASI. I also wont be including racial feats, dragonlance feats, Bigbys second tier feats, or Planescapes feats. (subject to change in the future) Also the lucky feat just take it on all builds its stupidly strong.
STR build
With a low dex your initiative will be suffering harsh Alert helps to get rid of that issue along with its other benefits.
+1 to STR (or CON) once a turn as long as the target isnt to big and you are using something with bludgeoning damage you can force the target back 5 feet when you hit them. On a crit everyone has advantage on that target your drake and party will thank you!
There are alot of good options you didnt get from the rangers styles
Great weapon fighting: for whatever weapon you are using
Interception: While you are close to your companions (your drake) you can use your reaction to reduce any damage it takes helping keep its hit points up
Protection: This can be very useful for stopping Nat 20s and forcing DMs to reroll the attack roll for your companions (AKA your drake)
Getting an extra 1d4 of damage on all of your attacks is like getting a mini hunters mark (concentration free!) tho the real power of this feat comes in the form of the next part of the feat allowing you to use your reaction to gain resistance to that attack. you get a number of uses equal to your PB per long rest so thats dope too (the damage types are the same type as your drakes options)
Free cure wounds once per day and adds it to your spell list so that is dope. the better part is the Protective Wings feature that lets you use your reaction to boost your AC equal to your PB a PB amount of times each long rest.
You knew it was coming but for the people that dont know what this feat does basically you take -5 to hit for +10 on damage if you do hit (if your DM uses flanking rules you and your drake can set this up very easy) the extra attack from you get a crit or kill will be up to you if you use over your drake.
its a +1 to STR and gives you heavy armor proficiency so your AC isnt lacking not much to it but does alot
+1 to STR and any attack attack that hits you while wearing heavy armor and that isnt non magical is reduced by 3 damage. its not alot but when you are getting hit a ton it will add up and 3 hp can be the difference between you being up or down. Weirdly enough its also a good way to see if an enemy is using a magic weapon. its stronger early game and falls off the higher you go but hey you know the saying! 3HP and a dream!
the battle master is great now take two of their maneuvers and one of their die (stuck at d6) and go nuts
you at a melee fighter you need speed to get around this gives you +10 to all your movement speeds. when you attack someone you dont provoke opportunity attacks which is great.
Its a +1 to STR (or DEX) if you use a weapon that uses piercing damage (lance) this feat will let you reroll your damage once per turn and also lets you deal more damage on a crit
the first part of this feat lets you attack with your BA but you have your drake so that part is eh but the nice part is you get to use your reaction to attack someone if they come into your range. (anyone else feel like the lance should be on this feats list or just me?)
when someone other then you gets attacks 5ft away you can attack that person (your drake will prob get attacks just as much as you)also when you hit a creature with an opportunity attack their speed becomes 0.
Ok shield master is a slept on feat you get so much from it! but to keep it basic if you attack someone you can use your BA to shove them and knock them prone (JC said you can do this before you attack but your DM has final say deal with it) if only you are being targeted by something that needs a dex save you can add your shields AC (even their magic bonuses) to the save and considering you prob dumped dex this will help alot. also congrats you get the rogues 7th level feature for the low low cost of your reaction.
theres alot of options these are just my choices
Hill: extra 1d6 damage and gives them a save or be knocked prone
Fire: extra 1d10 fire damage but hey damage is damage
Stone: extra 1d6 force damage and gives them a save or be pushed 10 feet away from you
its extra HP equal to having an extra +2 in con and you are a frontliner so more HP is a good thing
gives you advantage on your spells con saves so you dont lose them. you can do somatic components for spells even when your hands are full. when an enemy triggers an opportunity attack you can cast a spell on them (or at 11th level and cast your breath weapon on them bc whos gonna stop you?)
Yo! so i wrote this up super late its like 6am for me im going to go to bed and when i wake up ill edit this and add stuff for a dex build and mounted combat build. would love to hear if iv missed anything so far thanks for checking this out!