2014 Mobile feat vs. 2024 Speedy feat - which do you prefer?
Mobile: When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Speedy: Opportunity Attacks have Disadvantage against you.
Let's assume both are half-feats, per 2024. I'm curious about he combat effect.
Mobile lets you avoid opportunity attacks by your target, which is a factor if you're trying to hit and run. Speedy is less reliable but lets you avoid opportunity attacks by everyone, which is handy if you're trying to ignore the melee brutes and gank the squishies. Which is better is somewhat build dependent (making hit and run tactics useful requires more than just the mobile feat) and somewhat campaign dependent (what types of monsters does the DM like to use?). In both cases the main draw of the feat is the 10' of movement.
Certainly, the plus 10' movement is the draw. Just weighing their main difference, as my DM is allowing either option if I want. I can see both being useful.
One interesting part of Speedy I don't hear mentioned is you can choose +1 to CON, not just DEX. Less common, but if you have an odd CON score from rolled stats or something, that at least is an option. There aren't as many CON feats, especially not ones that are not dependent on damage type or wearing armor.
Mobile prevents opportunity attacks from a single creature for a single round repeatedly - not bad for one on one combats for rogues etc. Speedy gives all opportunity attacks a ( roughly) -4 to hit all the time - not perfect but very useful for moving around groups of mooks. My experience suggests that speedy may prove more useful overall. But YMMV.
I'll add another vote for Speedy — I've been playing a College of Dance Bard with this one, and while we've only gotten into one serious fight since I got the feat, it came in very handy when the group was split up in different parts of a building.
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2014 Mobile feat vs. 2024 Speedy feat - which do you prefer?
Mobile: When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Speedy: Opportunity Attacks have Disadvantage against you.
Let's assume both are half-feats, per 2024. I'm curious about he combat effect.
Mobile lets you avoid opportunity attacks by your target, which is a factor if you're trying to hit and run. Speedy is less reliable but lets you avoid opportunity attacks by everyone, which is handy if you're trying to ignore the melee brutes and gank the squishies. Which is better is somewhat build dependent (making hit and run tactics useful requires more than just the mobile feat) and somewhat campaign dependent (what types of monsters does the DM like to use?). In both cases the main draw of the feat is the 10' of movement.
Certainly, the plus 10' movement is the draw. Just weighing their main difference, as my DM is allowing either option if I want. I can see both being useful.
One interesting part of Speedy I don't hear mentioned is you can choose +1 to CON, not just DEX. Less common, but if you have an odd CON score from rolled stats or something, that at least is an option. There aren't as many CON feats, especially not ones that are not dependent on damage type or wearing armor.
Mobile prevents opportunity attacks from a single creature for a single round repeatedly - not bad for one on one combats for rogues etc.
Speedy gives all opportunity attacks a ( roughly) -4 to hit all the time - not perfect but very useful for moving around groups of mooks. My experience suggests that speedy may prove more useful overall. But YMMV.
Wisea$$ DM and Player since 1979.
I prefer Speedy as it can be more broadly used.
I'll add another vote for Speedy — I've been playing a College of Dance Bard with this one, and while we've only gotten into one serious fight since I got the feat, it came in very handy when the group was split up in different parts of a building.
pronouns: he/she/they