So, if I'm a Paladin with at least 17 in Charisma, what's the use of Inspiring Leader feat here ???? The high Charisma grants me yet a nice proudness to start Inspiring a bunch of NPCs or creatures.
And about War caster, uhmmmmm..... I don't see the useless part here.
I am not sure what you mean about warcaster Dertinus it is by some way the most popular feat. In fact I am surprised how much so, I always think it is best to max out your casting stat first so you are usually talking of at least level 8 before taking feats at which point resiliant con is as good as warcaster for saves and will only get better. Melee casters might have issues with needing a hand free but that is only a small proportion, casting spells as an AOO is nice but casters will rarely get one, proficiency on all con saves and a +1 To con are better IMO but I digress.
The characters in Dndbeyond website will often be theory crafting rather than used on campaigns and will concentrate on improving the character rather than the party, this makes feats like inspiring leader less popular.
Thanks for the feedback guys. The idea here is to offer some free feats to my players that don't break the game. Some thoughts....
Athlete
Charger
Defensive Duelist
Dungeon Delver
Durable
Elemental Adept
Grappler
Healer
Armor Feats: Lightly Armored, Medium Armor Master, Heavily Armored, Heavy Armor Master, Moderately Armored,
Inspiring Leader
Linguist
Mage Slayer
Magic Initiate
Martial Adept
Mounted Combatant
Ritual Caster
Savage Attacker
Skulker
Tavern Brawler
Weapon Master
The idea is to give my players some flare and situational boons without breaking the game.
Out of the list above, what are the 5 best feats I should remove from the list? Should I consider removing feats that have an ability score boost, or only use those feats?
Medium Armor Master is an incredible feat. In fact, I may just suggest removing the armor feats from your list entirely, since handing those out willy-nilly (I've done this before) can dilute the strategic difference in how classes are played without a meaningful cost. (i.e. my wife made an "Eldritch Punch" warlock where I gave her moderately armored, and then she took medium armor master and crossbow expert during class progression and proceeded to tank as effectively as our paladin).
Edit: But hey, if that kind of thing fits in your power fantasy, do it! There's no wrong way to play the game, short of forgetting mechanics entirely lol
I would recommend removing defensive duelist, which is incredibly good for most melee Dexterity-based builds. It you have a rogue, ranger, dexerity-based fighter, or dexadin, you're basically giving them a +2 bonus to AC that scales as they level up.
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I would recommend removing Magic Initiate. While it does have some great added flavor for characters, getting free cantrips is very powerful imo. Ritual Caster should be fine since the types of spells they can cast with that are limited.
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Although the racial feats also vary in strength, I don't think anyone would complain if you gave every player a racial feat starting out (unless you have a few players using races without any such feats).
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I’m a big fan of more feats. In my games I use a modified standard array with the 8 turned into an 18. I disallow variant human and let everyone take a half feat at level one. This makes characters less cookie cutter and makes ASI levels more then “OK I guess i need to get my casting stat to 18/20”.
This way GWM/XBE/SS/PAM funny business can wait until level four.
Regarding feats with an ASI a lot depends on what stats they rolled. If you are using point buy a feat with an ASI would allow a character to feat a +4 on their main stat at level 1 which would be a significant power boost. If the feats are being offered after the game has started this is less of an issue as the as the players (or at least those who try to maximiuse the power of the characters) with have the main stats as even numbers, unless they are eyeing a powerful half feat at level 4.
You could also allow the "half feats" but not give the ASI increase (I playrd on a server that once house ruled Elven accuracy didn't give the ASI increase because that made it too powerful)
I agree that many of the Armor feats can be very powerful, I once played a vHum chainlock and took moderately armoured to add 3 to my AC as well as getting the vHum lost ASI back. Many DMs ban heavy armor master (at least for level 1 humans) as it is extremely powerful at low levels. Lightly armored in less of an issue until you give them access to studded leather it is only +1 to AC and if they are around level 3 when they get that they casting mage armor once a day is less of a hit on their spell slots.
Others to consider that would be apprciated but not overly powerful:
Chef:
Keen mind (though this might make the player rely on your notes of what happens because his character remembers everything
Skilled
Skill Expert: My favorite not powerful enough to compete with ASIs / many other feats but it allows classes other than rogues and wizards to be really good at their specialist skill. If can be very annoying for the high level wizard with +11 Arcana (6 proficiency + 5 int) I can hit DC25 a third of the time but the arcane trickster with intelligence of 16 to have +15 Arcana and get DC25 every time.
Awesome feedback! Thanks!!! The players are all level 7. I'm a new DM, so I didn't let them take feats as they are optional, and I wasn't ready to deal with optional. I'm going to allow feats moving forward, but I wanted to give them a little, "Thanks for putting up with all my noob issues. Pick a free feat from this list as my way of saying thanks."
Ok, so reading through everyone's input, that pairs the list down to...
Athlete (+1 STR or DEX)
Charger
Dungeon Delver
Durable (+1 CON)
Grappler
Healer
Inspiring Leader
Linguist (+1 INT)
Mage Slayer
Martial Adept
Mounted Combatant
Savage Attacker
Skulker
Tavern Brawler (+1 STR or CON)
Weapon Master (+1 STR or DEX)
These are all from the Player's Handbook. I considered adding feats from other sources, but thought I should keep it simple.
Someone also mentioned racial feats. I had just spotted those, and am looking through them.
Any other feedback on what I should remove from the list?
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
So, if I'm a Paladin with at least 17 in Charisma, what's the use of Inspiring Leader feat here ???? The high Charisma grants me yet a nice proudness to start Inspiring a bunch of NPCs or creatures.
And about War caster, uhmmmmm..... I don't see the useless part here.
Temp HP in D&D is one of the biggest buffs you can give, and being able to give it every short rest isn't anything to sneeze at. It definitely scales a tiny bit better with Bard/Sorc/Warlock as Paladin is a pretty stat dependent class, but a level 10 Charisma class with max Charisma will be giving out 15 temp HP every level. Assuming they get hit by an average fireball(28 damage) and make the save, which brings the damage to 14, that completely negates it. Most Feats, even the "bad ones" have very good niche applications that can be extremely strong in the right circumstances:
Athlete - Allows a character to go prone every turn to give disadvantage to all ranged attackers.
Charger - Gives melee characters a reliable way to close the gap because it opens up their bonus action to make weapon attacks.
Defensive Duelist - Gives melee characters reliable ways to use their reactions to potentially avoid attacks
Dungeon Delver - Rogues/Artificers/Bards who are picking locks would love to have all the damage from the omega powerful poison halfed, even on a fail.
Durable - I think this one really is just underwhelming. Really depends on a DM and how often you're short restling, but even if it's pretty constant? Still underwhelming.
Elemental Adept - Have a favorite spell you love casting? Well, now most things aren't resistant to it anymore, get wrecked.
Grappler - If you have another melee person in your party working with you? This feat is great. Lost a little bit of it's luster when Rogues got the Class Feature Variant Aim bonus action, so now they don't have to really be in melee anymore, but still a reliable way to get advantage for someone to beat the crap out of someone.
Healer - God this feat is amazing. It's just free healing every short rest, and on a Rogue with Fast Hands? Being able to do this on a Bonus Action is just busted.
Armor Feats: Lightly Armored, Medium Armor Master, Heavily Armored, Heavy Armor Master, Moderately Armored - Heavy Armor Master at level 1 is busted, Medium Armor Master lets you use Half Plate just as functionally as Full Plate, provided you have 16 Dex. Also no more stealth disadvantage. Wanna be a sneaky tank? Now you can be a sneaky tank.
Inspiring Leader - See above for usage
Linguist - I do agree this one is pretty weak, more so that the main class I see taking it would get Comprehend Langauges and Tounges.
Mage Slayer - This has a few different applications, but the 2nd piece works at range. It also doesn't state what kind of damage needs to be dealt, meaning all damage. Giving your spell caster mage slayer and chucking fireballs so that enemy spell casters now make their con save at disadvantage is nutty.
Magic Initiate - One of the best feats in the game. I completely disagree with it's overall perception. Taking it as a spellcaster of the same class just grants faster and more reliable cantrip progression and a spell that you always will know. I think it lost some of its luster because of Tashas letting you change cantrips, and for Wizards who can now change cantrips on a long, same dealio, but having more consistent access to them is never a bad idea. If you take a spell outside of your class, you can only cast it once a day though.
Martial Adept - This feat is OK for battle master fighters, and garbage for everyone else :(
Mounted Combatant - Bad feat, the vast majority of DMs don't do mounted combat. I like the idea, but it is just underwhelming for that reason.
Ritual Caster - Great feat, A+. Take this on a sorcerer/warlock who has limited spells, and now you can scribe spells into your book to ritual cast to give you more flexibility. Obviously Path of the Tome/Tome of Ancient Secrets Warlocks have a far better option for rituals IF they do decide to go that route, but it's still a great thing.
Savage Attacker - Honestly, giving this to a player who constantly rolls low damage is a good idea. Remember its only weapon damage though, so like if a Paladin uses a Smite or a Rogue has Sneak Attack, RAW, it will not work for this. Use your own discretion at your own table.
Skulker - Great for dungeon crawling, or for characters who like to be sneaky.
Tavern Brawler - Meh feat that got worst with the unarmed fighting styles.
Weapon Master - Meh feat that is now worthless with the fact that you can swap weapon proficiencies on character creation.
Is there a way to find out the 15 least used feats on DnDBeyond? Or maybe the least used feats by publication?
DNDBeyond has published a few charts, but mostly focusing on the most popular, rather than least popular items.
You can check this link for a concise summary of feat data from last year.
Thanks!, that could give me a start.
So, if I'm a Paladin with at least 17 in Charisma, what's the use of Inspiring Leader feat here ????
The high Charisma grants me yet a nice proudness to start Inspiring a bunch of NPCs or creatures.
And about War caster, uhmmmmm..... I don't see the useless part here.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Certainly Inspiring Leader has been usurped by the Twilight Cleric's Twilight Sanctuary ability.
I am not sure what you mean about warcaster Dertinus it is by some way the most popular feat. In fact I am surprised how much so, I always think it is best to max out your casting stat first so you are usually talking of at least level 8 before taking feats at which point resiliant con is as good as warcaster for saves and will only get better. Melee casters might have issues with needing a hand free but that is only a small proportion, casting spells as an AOO is nice but casters will rarely get one, proficiency on all con saves and a +1 To con are better IMO but I digress.
The characters in Dndbeyond website will often be theory crafting rather than used on campaigns and will concentrate on improving the character rather than the party, this makes feats like inspiring leader less popular.
Thanks for the feedback guys. The idea here is to offer some free feats to my players that don't break the game. Some thoughts....
The idea is to give my players some flare and situational boons without breaking the game.
Out of the list above, what are the 5 best feats I should remove from the list? Should I consider removing feats that have an ability score boost, or only use those feats?
Thanks for the help!
Medium Armor Master is an incredible feat. In fact, I may just suggest removing the armor feats from your list entirely, since handing those out willy-nilly (I've done this before) can dilute the strategic difference in how classes are played without a meaningful cost. (i.e. my wife made an "Eldritch Punch" warlock where I gave her moderately armored, and then she took medium armor master and crossbow expert during class progression and proceeded to tank as effectively as our paladin).
Edit: But hey, if that kind of thing fits in your power fantasy, do it! There's no wrong way to play the game, short of forgetting mechanics entirely lol
Partway through the quest for absolute truth.
I would recommend removing defensive duelist, which is incredibly good for most melee Dexterity-based builds. It you have a rogue, ranger, dexerity-based fighter, or dexadin, you're basically giving them a +2 bonus to AC that scales as they level up.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
I would recommend removing Magic Initiate. While it does have some great added flavor for characters, getting free cantrips is very powerful imo. Ritual Caster should be fine since the types of spells they can cast with that are limited.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Magic initiate, Ritual caster and Elemental Adept are massively powerful. I would not give them out for free unless there were very good reasons.
Although the racial feats also vary in strength, I don't think anyone would complain if you gave every player a racial feat starting out (unless you have a few players using races without any such feats).
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I would remove:
They're more powerful than you might think.
Professional computer geek
I’m a big fan of more feats. In my games I use a modified standard array with the 8 turned into an 18. I disallow variant human and let everyone take a half feat at level one. This makes characters less cookie cutter and makes ASI levels more then “OK I guess i need to get my casting stat to 18/20”.
This way GWM/XBE/SS/PAM funny business can wait until level four.
Regarding feats with an ASI a lot depends on what stats they rolled. If you are using point buy a feat with an ASI would allow a character to feat a +4 on their main stat at level 1 which would be a significant power boost. If the feats are being offered after the game has started this is less of an issue as the as the players (or at least those who try to maximiuse the power of the characters) with have the main stats as even numbers, unless they are eyeing a powerful half feat at level 4.
You could also allow the "half feats" but not give the ASI increase (I playrd on a server that once house ruled Elven accuracy didn't give the ASI increase because that made it too powerful)
I agree that many of the Armor feats can be very powerful, I once played a vHum chainlock and took moderately armoured to add 3 to my AC as well as getting the vHum lost ASI back. Many DMs ban heavy armor master (at least for level 1 humans) as it is extremely powerful at low levels. Lightly armored in less of an issue until you give them access to studded leather it is only +1 to AC and if they are around level 3 when they get that they casting mage armor once a day is less of a hit on their spell slots.
Others to consider that would be apprciated but not overly powerful:
Awesome feedback! Thanks!!! The players are all level 7. I'm a new DM, so I didn't let them take feats as they are optional, and I wasn't ready to deal with optional. I'm going to allow feats moving forward, but I wanted to give them a little, "Thanks for putting up with all my noob issues. Pick a free feat from this list as my way of saying thanks."
Ok, so reading through everyone's input, that pairs the list down to...
These are all from the Player's Handbook. I considered adding feats from other sources, but thought I should keep it simple.
Someone also mentioned racial feats. I had just spotted those, and am looking through them.
Any other feedback on what I should remove from the list?
Edit: Removed Defensive Duelist
Probably Defensive Duelist if you have a rogue, melee ranger, or dex-based fighter.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Theres no issue in restricting the feats to just those from the PHB, especially if you're a new DM and feeling just a little overwhelmed.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Temp HP in D&D is one of the biggest buffs you can give, and being able to give it every short rest isn't anything to sneeze at. It definitely scales a tiny bit better with Bard/Sorc/Warlock as Paladin is a pretty stat dependent class, but a level 10 Charisma class with max Charisma will be giving out 15 temp HP every level. Assuming they get hit by an average fireball(28 damage) and make the save, which brings the damage to 14, that completely negates it. Most Feats, even the "bad ones" have very good niche applications that can be extremely strong in the right circumstances:
After reading these comments, and mulling things over, I am trying to settle on niche feats without ASI increases. I've whittled the list to these...
Some folks do think some of these are pretty powerful, but since none of them are in the top three feats for any class, I think I'm "mostly" safe.
Thanks!