Well, it's been a week since Glory of the Giants was released so I thought I'd ask to see what peoples' thoughts were regarding the Strike of the Giants feat: whether it was a good feat or not, and if so which version they thought was best (both by itself and taking into account the various second feats that could be taken after getting it).
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Looks pretty good; enough options to allow for some variety based on how you want to play, and allowing CON for the DC calc makes it easier for any melee attacker to use it, although ultimately it still favors STR builds. I’m tempted to work out a Rogue that uses the Cloud Giant variant.
My only complaint really is that this kind of martial utility is being tacked on via feat several years late when it should have been a part of the classes from the beginning. But the options do look fun and I'm very likely to try them out next time I'm playing a STR-based character.
Honestly I think the expectation for martial powers/features is a bit much sometimes; there’s already the Battlemaster subclass, smites, Rage, Flurry of Blows and Stunning Strike, the option to Shove, and feats like GWM, PAM, Crossbow Expert, Sharpshooter, and Shield Master, all before you start delving into the subclasses with some kind of magic rider effect.
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Well, it's been a week since Glory of the Giants was released so I thought I'd ask to see what peoples' thoughts were regarding the Strike of the Giants feat: whether it was a good feat or not, and if so which version they thought was best (both by itself and taking into account the various second feats that could be taken after getting it).
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Looks pretty good; enough options to allow for some variety based on how you want to play, and allowing CON for the DC calc makes it easier for any melee attacker to use it, although ultimately it still favors STR builds. I’m tempted to work out a Rogue that uses the Cloud Giant variant.
Love it. I often try to make elemental themed characters, so this feats really helps make that possible.
My only complaint really is that this kind of martial utility is being tacked on via feat several years late when it should have been a part of the classes from the beginning. But the options do look fun and I'm very likely to try them out next time I'm playing a STR-based character.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Honestly I think the expectation for martial powers/features is a bit much sometimes; there’s already the Battlemaster subclass, smites, Rage, Flurry of Blows and Stunning Strike, the option to Shove, and feats like GWM, PAM, Crossbow Expert, Sharpshooter, and Shield Master, all before you start delving into the subclasses with some kind of magic rider effect.