There are a few feats that I like, but since I am particularly fond of playing high AC spellcasters and gish, war caster is the one I take most frequently.
I don't usually take feats until I get my ASIs in for primary stats, but I like the versatility of Dungeon Delver for exploration efforts. War Caster is a close second.
Mounted Combatant and Tavern Brawler are tied in my book as the two feats which most enable entire character concepts. It's reaaaaaally hard to be a Grappler without bonus action grapples (though, now that Grappling Strike is a thing that's less true), and it's reeeeeaaallly hard to ride a horse (even in Tier 1!) without the ability to force attacks to target you, and protect them from AOE damage. But Tavern Brawler annoys me just a little bit, by virtue of being a feat that so many Fighters and Barbarians through the years have taken simply because they had to find a +1 Str or Con somewhere, rather than because they actually cared about grappling or unarmed strikes (so few other feats allowed +1 to those stats). Mounted Combatant has a clearer audience of who it is specifically for, and thus feels better designed.
In my opinion, polearm master and sharpshooter are the best. Right now, I’m playing a glaive wielding Vengeance Paladin/Hexblade Warlock with polearm master. I have the lightning lure cantrip, so I can pull in my enemies and get that extra attack when they enter my reach. I also use thunderous smite a bunch, the target has to make a strength saving throw or be pushed back 10 feet. When it comes back into my reach because it was usher back because of my smite, i get to make an attack against them.
I really like my combo and polearm master is great for any melee focused character.
The Opportunity Attack from Polearm Master only triggers if the creature is moving under it's own volition - it doesn't trigger if the creature is moved forcibly (pushed/pulled).
This means that using Lightning Lure to pull the target closer wouldn't trigger the Opportunity Attack.
Pushing it away, so it then moves towards you again on it's own turn is absolutely a good tactic though. 😊
Generally, Opportunity Attacks don’t trigger on push/pull forced movement.
“You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.”
Lightning Lure and Thunderous Smite are both forced movement effects.
Polearm master changes WHEN an enemy triggers an OA (when they enter your threatened range, not just when they leave it), but doesn’t change WHAT triggers OAs (movement using the creatures own movement, action, or reaction, not forced movement).
You can often frighten or charm an enemy into moving in a way that triggers an OA. But you can never push/pull them in a way that does.
The Opportunity Attack from Polearm Master only triggers if the creature is moving under it's own volition - it doesn't trigger if the creature is moved forcibly (pushed/pulled).
This means that using Lightning Lure to pull the target closer wouldn't trigger the Opportunity Attack.
Pushing it away, so it then moves towards you again on it's own turn is absolutely a good tactic though. 😊
The Opportunity Attack from Polearm Master only triggers if the creature is moving under it's own volition - it doesn't trigger if the creature is moved forcibly (pushed/pulled).
This means that using Lightning Lure to pull the target closer wouldn't trigger the Opportunity Attack.
Pushing it away, so it then moves towards you again on it's own turn is absolutely a good tactic though. 😊
Thanks! super helpful.
Thunderous smite and waiting for them to approach again is still good though.
Never actually been able to take it yet but I chose Magic Initiate, waiting for the day when a DM says we can start with a bonus feat, would love to have cantrips as a Ranger without giving up Archery fighting style. On that faithful day I would be taking Druidcraft, Shape Water and Create or Destroy Water as my bonus lvl 1, just some quality of life stuff really.
Never actually been able to take it yet but I chose Magic Initiate, waiting for the day when a DM says we can start with a bonus feat, would love to have cantrips as a Ranger without giving up Archery fighting style. On that faithful day I would be taking Druidcraft, Shape Water and Create or Destroy Water as my bonus lvl 1, just some quality of life stuff really.
My Goliath Rune Knight just took that feat for some flavor, he can Control Flames now and has used it for some great roleplaying moments :) He also took Mending, again for flavor, and his 1st-leve was Absorb Elements because we've already faced a few dragons, and he's always up front in the path of the breath weapon.
For practical benefit I gotta go with Resilient, specifically for Con or Wis. I almost always play a class that has proficiency in one of those saves already, and I usually try to get Resilient for proficiency in the other one at some point. Of the three major saves, I'm most willing to sacrifice Dex since failing that usually just means more damage. But failing a Wis or Con save is more likely to mean status effects like paralysis, fear, poison or even being controlled by the enemy.
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After you respond to the poll, please comment about why that feat is your favorite feat.
My favorite feat is Sharpshooter. It gives you tons of benefits that show up often, and they are extremely useful.
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There are a few feats that I like, but since I am particularly fond of playing high AC spellcasters and gish, war caster is the one I take most frequently.
I don't usually take feats until I get my ASIs in for primary stats, but I like the versatility of Dungeon Delver for exploration efforts. War Caster is a close second.
Mounted Combatant and Tavern Brawler are tied in my book as the two feats which most enable entire character concepts. It's reaaaaaally hard to be a Grappler without bonus action grapples (though, now that Grappling Strike is a thing that's less true), and it's reeeeeaaallly hard to ride a horse (even in Tier 1!) without the ability to force attacks to target you, and protect them from AOE damage. But Tavern Brawler annoys me just a little bit, by virtue of being a feat that so many Fighters and Barbarians through the years have taken simply because they had to find a +1 Str or Con somewhere, rather than because they actually cared about grappling or unarmed strikes (so few other feats allowed +1 to those stats). Mounted Combatant has a clearer audience of who it is specifically for, and thus feels better designed.
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I'm going to make this way harder than it needs to be.
I like Mobile. I have it on a Monk and her ability to move through battle to get anywhere to help out is incredibly useful.
War Caster for casters who might find themselves in combat.
No need to primary ASIs first since 20 isn't that much better than 18.
In my opinion, polearm master and sharpshooter are the best. Right now, I’m playing a glaive wielding Vengeance Paladin/Hexblade Warlock with polearm master. I have the lightning lure cantrip, so I can pull in my enemies and get that extra attack when they enter my reach. I also use thunderous smite a bunch, the target has to make a strength saving throw or be pushed back 10 feet. When it comes back into my reach because it was usher back because of my smite, i get to make an attack against them.
I really like my combo and polearm master is great for any melee focused character.
That’s not quite how that should work, but glad you’re enjoying it.
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I'm going to make this way harder than it needs to be.
How should it work then?
The Opportunity Attack from Polearm Master only triggers if the creature is moving under it's own volition - it doesn't trigger if the creature is moved forcibly (pushed/pulled).
This means that using Lightning Lure to pull the target closer wouldn't trigger the Opportunity Attack.
Pushing it away, so it then moves towards you again on it's own turn is absolutely a good tactic though. 😊
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Generally, Opportunity Attacks don’t trigger on push/pull forced movement.
“You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.”
Lightning Lure and Thunderous Smite are both forced movement effects.
Polearm master changes WHEN an enemy triggers an OA (when they enter your threatened range, not just when they leave it), but doesn’t change WHAT triggers OAs (movement using the creatures own movement, action, or reaction, not forced movement).
You can often frighten or charm an enemy into moving in a way that triggers an OA. But you can never push/pull them in a way that does.
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I'm going to make this way harder than it needs to be.
Thanks! super helpful.
Lightly armoured and Weapon master are mostly worthless because if you need light armour/weapon proficiency then you would probably already have it
:)
Thunderous smite and waiting for them to approach again is still good though.
Never actually been able to take it yet but I chose Magic Initiate, waiting for the day when a DM says we can start with a bonus feat, would love to have cantrips as a Ranger without giving up Archery fighting style. On that faithful day I would be taking Druidcraft, Shape Water and Create or Destroy Water as my bonus lvl 1, just some quality of life stuff really.
My Goliath Rune Knight just took that feat for some flavor, he can Control Flames now and has used it for some great roleplaying moments :) He also took Mending, again for flavor, and his 1st-leve was Absorb Elements because we've already faced a few dragons, and he's always up front in the path of the breath weapon.
For practical benefit I gotta go with Resilient, specifically for Con or Wis. I almost always play a class that has proficiency in one of those saves already, and I usually try to get Resilient for proficiency in the other one at some point. Of the three major saves, I'm most willing to sacrifice Dex since failing that usually just means more damage. But failing a Wis or Con save is more likely to mean status effects like paralysis, fear, poison or even being controlled by the enemy.