Hey folks I was wondering what sort of levels of stats everyone starts taking feats at instead of bumping the stats themselves. I rolled extremely evenly on my own stats (I can't even wear plate armor, but the intelligence is the same level so I'm not really at an particular disadvantage casting my eldritch knight spells), so am thinking I need to start with boosting those, but am not quite sure when it's safe to start slipping some feats in there. My character sheet for reference
Once I can start taking feats, I am kinda wondering which ones are most important to pick and in what order.
I'm currently thinking about picking up Polearm Master to get more use out of the Halberd, Perhaps also Spell Sniper to let me use Green Flame Blade and Booming Blade at reach (and use it to pick up one of them). Prodigy also seems intriguing to be able to pick up an extra Language (nobody in the party can speak Orc despite us constantly running into them), skill and expertise. Mage Slayer also sounds like it might come in handy since I think my character is likely to be in the pest position to actually threaten hostile casters.
War Caster everyone seems to like for Eldritch Knights, but I'm not so sure on it. Given that I am not using sword and board, and already have proficiency in CON saves and won't be concentrating much anyway, all I'd get out of it is the cantrip opportunity attack (though that WOULD be useful if I picked up Booming Blade and Spell Sniper, otherwise I'd just be poking at them with the Halberd (note to self don't say poke in game lest DM decides that means I want to do piercing damage). I had also considered Resilient WIS at higher levels ince people tell me Wisdom saves are common, and suck when they fail, though I wasn't smart enough to take that into account when assigning my stat points, so WIS is an even number (DEX is the odd one)
The thing with warcaster is it helps when you are using spells with somatic components and need a free hand. If you have your longsword and a free hand for the other, you're OK. With the halberd, which takes two hands, you might run into problems. Some DMs might let you it go with one hand for a free action, then grab it again at the end after you cast, but some might not. So if you are planning to take PAM (which is a great feat) make sure your DM is ok with how you cast without warcaster.
But I'd say first boost that STR. A 14 INT for an eldritch knight is probably good enough, but you really want to get that STR to 18 (so bump it at 4 and 6) before you start with other things, imo. You might even want to think about a con boost, though its not strictly necessary, it won't hurt.
So far, my DM has allowed me to cast with the halberd under that logic that I can hold on to the Halberd with just one hand as long as I'm not trying to actually use it.
I would personally boost you STR score to 16 at this point aswell. Especially in the lower levels, you get so much from your mainstat, considering it is involved in hit/damage rolls and in your case even restricts your Armor options.
Looking at the Feats you are considering, and in general, you want to be able to hit as reliable as possible. Your INT score is pretty reasonable at this point and your Spellsave DC gets boosted by Proficiency, right now you get the most out of a STR boost. Since Fighter gets the next chances to pick up additional ASIs/Feats at 6 and 8, it doesn`t really hurt that much, if you postpone them a bit.
If you happen to choose Polearm Master, you might consider taking a look at Sentinel. These two complement each other very well and give alot of battlefield control.
Good that you've got the casting thing figured, then. All the more reason to take the STR bump first (and probably second) thing.
You know, you can wear heavy armor, you just take a -10 to speed while you do until you get that STR up.
And that can help you make some decisions. By taking the str increase, you can use the next couple levels to decide how you want to go with the character. do you enjoy the reach with the halberd, or do you find yourself using your sword instead? You don't want to omit to a weapon and decide to start using another. You also might want to be sure to talk with your DM about getting a magic glaive, if the campaign uses magic items. It's very rare for them to show up on the magic item tables as a random drop, and there's no cool magic glaives (RAW, they could be a +1, 2 or 3, but there's no such thing as a flame tongue glaive), like there are with swords.
Also, with warcaster using booming blade, PM and sentinel, you can more or less completely lock down a 20' square on the battlefield.
Yeah I'll be sure to mention magic items with the DM. We're running WotC module, so I think all of the loot so far has come from there, but on the other hand we have 2 characters using homebrew races and just found The world's tiniest dragon defending his hoard, so custom magic items probably aren't off the table. And, so far, I've only gotten the sword out once when my Halberd was grabbed by a mimic and I didn't want to bother disentangling it.
I'm interested to know why 2 ASIs and then a feat and not a strength boost then Polearm master and then another strength boost, and why 18 STR specifically. At any rate I'd like to avoid getting slower, I'm somewhat of the point man (and, I forgot to mention it, but Mobile was also on the list of feats of interest to me). Also why Booming Blade AND Sentinel, aren't they a bit redundant with each other, they both stop a target from moving (or at least Booming Blade says stop moving or else). I had considered Sentinel on its own merit, and it did interest me, but, frankly there's already so many feats that could be useful, and With no stat better than a +2 I do really need those stat increases, I'm sure after some levels, I'm also going to want to buff my CON and Int a bit.
Damn, I kinda also need to plan out later spells, All I'm sure on is picking up Absorb Elements next level and Misty step at level 8, and picking cantrips will forever be difficult (I'll get another at level 10 and have a limited selection if I do pick up Spell Sniper, and the DM might let me swap one of my current one, thinking I might get rid of Thunderclap, nobody told me monsters were good at Con saves when I picked it)
I think the 18 is important because (and I may be wrong) I understand the underlying math of the game assumes it by teir 2. They figure you’ll either do array or point buy, and then with racial modifiers will start with a 16 in your primary stat. And since RAW feats are optional, they assume ASIs all the way, which means an 18 in prime stat at level 4.
I suppose you’re right about booming and sentinel, if you have the feat, the spell as a reaction would be redundant. Though you could still use booming blade on your turn to stop people moving if you need.
Mobile is ok. I never found movement to be such a big deal. And not all monsters are good at CON saves. You’ll find whatever you change it to, there will be something good at it. Also, back to the math, it’s assuming a caster with a higher casting stat than you have. And catching up on that will be tough. It can be good to consider spells that don’t involve forcing saves as much. Things you brought up, like absorb elements and misty step are great for that.
Well the damage spells are more there to give me a couple extra options should the need arise.
Firebolt is there as a ranged alternative to carrying around a bow or hurling the handaxes I took thunderclap for in case of being surrounded Ice knife is again for dealing with multiple enemies Magic Missile always hits.
The primary way of dealing with foes is still stabby stabby and then using Shield and (when I get it) Absorb Elements to shrug off hits.
and where cantrips are concerned, there's too many good ones; it was hard deciding between mage hand and minor illusion especially, but I wanted the mix of damage and utility and kinda need light because human. Where damaging cantrips are concerned, all the ones from SCAG seem some form of useful , and the riders for Ray of Frost and Shocking Grasp also interest me (Basically, aside from Green Flame Blade, the attack cantrips that interest me give some form of control over the battlefield).
The thing with warcaster is it helps when you are using spells with somatic components and need a free hand. If you have your longsword and a free hand for the other, you're OK. With the halberd, which takes two hands, you might run into problems. Some DMs might let you it go with one hand for a free action, then grab it again at the end after you cast, but some might not. So if you are planning to take PAM (which is a great feat) make sure your DM is ok with how you cast without warcaster.
Glaive
20 gp
1d10 slashing
6 lb.
Heavy, reach, two-handed
Two-Handed. This weapon requires two hands when you attack with it. This property is relevant only when you attack with the weapon, not when you simply hold it.
What DM would forbid casting with a free hand while wielding a 2h weapon?
Some might. Depending on their reading. That’s why I suggested they check. So they can discuss it and make sure everyone agrees beforehand instead of it coming up in combat and then people getting upset about an on the fly ruling. It never hurts to check first.
For me personally, I map that out ahead of time. Usually Ill drop an ASI for a feat at beginning level if my character build requires a feat. Such as the Polearm Master, Sentinal, and Shield Master are 3 insane feats that I took as soon as possible for my classic Spartan warrior. However, if you do not plan on using any feats with your build (Which I dont recomend, feats can mean the difference between becoming a legend, or becoming dinner for a displacer beast), then I reccommend maximizing your primary ability score and Constitution. Fighter does have the most ASI's out of any character class in D&D, making feats almost a given for fighters. After your primary abilities are max, I reccommend the Tough feat for extra hp equal to twice your level, and the Magic Initiate perk.
Now for the Magic Initiate, Im aware you are a fighter, but having access to 2 cantrips from any spell list can make a hell of a difference. Then, even better, one spell 1st level to cast without its components? Amazing. Lets say your fighter gets targeted by an Ogre's club attack, and you chose the spell Shield. Not only do you have a crazy +5 AC for the turn, but if you're a Battle Master fighter, you can Riposte the attack with one Superiority Dice, assuming the club misses with your shield.
Other amazing feats that everyone should consider, but especially fighter, is Alert and Athlete. Alert: +5 to initiative. That by itself is worth one feat. But then the feat also makes you immune to suprise attacks while you are conscious. These two combined are impressive for fighters. Lets say your fighter is a strength based warrior, with a lacking dexterity score. Now, +5 to initiative? And if you are a dexterity based warrior, with max dexterity, now you have a +10 to initiative! +10! The same goes for rogues, monks, and rangers, but we're talking about fighter right now.
Athlete isnt necessary, its primary ability that I like is standing up from prone with 5 feet of movement, not half of it. If you find yourself prone several times in combat, take Athlete.
Lastly, I reccommend Great Weapon Master or Sharpshooter. These are two different perks, but effectively do the same thing, based on your fighter style. If you are wielding a weapon with 2 hands, I HIGHLY RECCOMMENDGreat Weapon Master, even if its a longsword. Its primary ability is when you swing with your two-handed weapon, you may take a -5 to the attack roll. And if it hits, you gain an immediate +10 damage. This feat also goes well with Polearm Master, the Halberd, which qualifies for this feat. If you gain advantage on your attack rolls through the Bless spell from your cleric or paladin, or youre a barbarian with Reckless Attack, you will murder the field. Same thing with Sharpshooter, which matches well with the Arcane Archer subclass of Fighter from Xanathar's Guide to Everything. This feat gives the archer the same -5 to attack rolls and +10 to damage rolls. Along with the feat, your arrows ignore half cover and 3-quarters cover, which is insane!
So to sum this all up, unless you planned on using feats, maximise your primary abilities, then worry about feats, and consider the ones I mentioned. They may save your life or your parties life.
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Hey folks I was wondering what sort of levels of stats everyone starts taking feats at instead of bumping the stats themselves. I rolled extremely evenly on my own stats (I can't even wear plate armor, but the intelligence is the same level so I'm not really at an particular disadvantage casting my eldritch knight spells), so am thinking I need to start with boosting those, but am not quite sure when it's safe to start slipping some feats in there. My character sheet for reference
Once I can start taking feats, I am kinda wondering which ones are most important to pick and in what order.
I'm currently thinking about picking up Polearm Master to get more use out of the Halberd, Perhaps also Spell Sniper to let me use Green Flame Blade and Booming Blade at reach (and use it to pick up one of them). Prodigy also seems intriguing to be able to pick up an extra Language (nobody in the party can speak Orc despite us constantly running into them), skill and expertise. Mage Slayer also sounds like it might come in handy since I think my character is likely to be in the pest position to actually threaten hostile casters.
War Caster everyone seems to like for Eldritch Knights, but I'm not so sure on it. Given that I am not using sword and board, and already have proficiency in CON saves and won't be concentrating much anyway, all I'd get out of it is the cantrip opportunity attack (though that WOULD be useful if I picked up Booming Blade and Spell Sniper, otherwise I'd just be poking at them with the Halberd (note to self don't say poke in game lest DM decides that means I want to do piercing damage). I had also considered Resilient WIS at higher levels ince people tell me Wisdom saves are common, and suck when they fail, though I wasn't smart enough to take that into account when assigning my stat points, so WIS is an even number (DEX is the odd one)
The thing with warcaster is it helps when you are using spells with somatic components and need a free hand. If you have your longsword and a free hand for the other, you're OK. With the halberd, which takes two hands, you might run into problems. Some DMs might let you it go with one hand for a free action, then grab it again at the end after you cast, but some might not. So if you are planning to take PAM (which is a great feat) make sure your DM is ok with how you cast without warcaster.
But I'd say first boost that STR. A 14 INT for an eldritch knight is probably good enough, but you really want to get that STR to 18 (so bump it at 4 and 6) before you start with other things, imo. You might even want to think about a con boost, though its not strictly necessary, it won't hurt.
So far, my DM has allowed me to cast with the halberd under that logic that I can hold on to the Halberd with just one hand as long as I'm not trying to actually use it.
I would personally boost you STR score to 16 at this point aswell. Especially in the lower levels, you get so much from your mainstat, considering it is involved in hit/damage rolls and in your case even restricts your Armor options.
Looking at the Feats you are considering, and in general, you want to be able to hit as reliable as possible. Your INT score is pretty reasonable at this point and your Spellsave DC gets boosted by Proficiency, right now you get the most out of a STR boost. Since Fighter gets the next chances to pick up additional ASIs/Feats at 6 and 8, it doesn`t really hurt that much, if you postpone them a bit.
If you happen to choose Polearm Master, you might consider taking a look at Sentinel. These two complement each other very well and give alot of battlefield control.
Anyways, Have fun in your games :-)
Good that you've got the casting thing figured, then. All the more reason to take the STR bump first (and probably second) thing.
You know, you can wear heavy armor, you just take a -10 to speed while you do until you get that STR up.
And that can help you make some decisions. By taking the str increase, you can use the next couple levels to decide how you want to go with the character. do you enjoy the reach with the halberd, or do you find yourself using your sword instead? You don't want to omit to a weapon and decide to start using another. You also might want to be sure to talk with your DM about getting a magic glaive, if the campaign uses magic items. It's very rare for them to show up on the magic item tables as a random drop, and there's no cool magic glaives (RAW, they could be a +1, 2 or 3, but there's no such thing as a flame tongue glaive), like there are with swords.
Also, with warcaster using booming blade, PM and sentinel, you can more or less completely lock down a 20' square on the battlefield.
Yeah I'll be sure to mention magic items with the DM. We're running WotC module, so I think all of the loot so far has come from there, but on the other hand we have 2 characters using homebrew races and just found The world's tiniest dragon defending his hoard, so custom magic items probably aren't off the table. And, so far, I've only gotten the sword out once when my Halberd was grabbed by a mimic and I didn't want to bother disentangling it.
I'm interested to know why 2 ASIs and then a feat and not a strength boost then Polearm master and then another strength boost, and why 18 STR specifically. At any rate I'd like to avoid getting slower, I'm somewhat of the point man (and, I forgot to mention it, but Mobile was also on the list of feats of interest to me). Also why Booming Blade AND Sentinel, aren't they a bit redundant with each other, they both stop a target from moving (or at least Booming Blade says stop moving or else). I had considered Sentinel on its own merit, and it did interest me, but, frankly there's already so many feats that could be useful, and With no stat better than a +2 I do really need those stat increases, I'm sure after some levels, I'm also going to want to buff my CON and Int a bit.
Damn, I kinda also need to plan out later spells, All I'm sure on is picking up Absorb Elements next level and Misty step at level 8, and picking cantrips will forever be difficult (I'll get another at level 10 and have a limited selection if I do pick up Spell Sniper, and the DM might let me swap one of my current one, thinking I might get rid of Thunderclap, nobody told me monsters were good at Con saves when I picked it)
I think the 18 is important because (and I may be wrong) I understand the underlying math of the game assumes it by teir 2. They figure you’ll either do array or point buy, and then with racial modifiers will start with a 16 in your primary stat. And since RAW feats are optional, they assume ASIs all the way, which means an 18 in prime stat at level 4.
I suppose you’re right about booming and sentinel, if you have the feat, the spell as a reaction would be redundant. Though you could still use booming blade on your turn to stop people moving if you need.
Mobile is ok. I never found movement to be such a big deal.
And not all monsters are good at CON saves. You’ll find whatever you change it to, there will be something good at it. Also, back to the math, it’s assuming a caster with a higher casting stat than you have. And catching up on that will be tough. It can be good to consider spells that don’t involve forcing saves as much. Things you brought up, like absorb elements and misty step are great for that.
Well the damage spells are more there to give me a couple extra options should the need arise.
Firebolt is there as a ranged alternative to carrying around a bow or hurling the handaxes
I took thunderclap for in case of being surrounded
Ice knife is again for dealing with multiple enemies
Magic Missile always hits.
The primary way of dealing with foes is still stabby stabby and then using Shield and (when I get it) Absorb Elements to shrug off hits.
and where cantrips are concerned, there's too many good ones; it was hard deciding between mage hand and minor illusion especially, but I wanted the mix of damage and utility and kinda need light because human. Where damaging cantrips are concerned, all the ones from SCAG seem some form of useful , and the riders for Ray of Frost and Shocking Grasp also interest me (Basically, aside from Green Flame Blade, the attack cantrips that interest me give some form of control over the battlefield).
Two-Handed. This weapon requires two hands when you attack with it. This property is relevant only when you attack with the weapon, not when you simply hold it.
What DM would forbid casting with a free hand while wielding a 2h weapon?
I mean, are you looking for a list of names? 😃
Some might. Depending on their reading. That’s why I suggested they check. So they can discuss it and make sure everyone agrees beforehand instead of it coming up in combat and then people getting upset about an on the fly ruling. It never hurts to check first.
For me personally, I map that out ahead of time. Usually Ill drop an ASI for a feat at beginning level if my character build requires a feat. Such as the Polearm Master, Sentinal, and Shield Master are 3 insane feats that I took as soon as possible for my classic Spartan warrior. However, if you do not plan on using any feats with your build (Which I dont recomend, feats can mean the difference between becoming a legend, or becoming dinner for a displacer beast), then I reccommend maximizing your primary ability score and Constitution. Fighter does have the most ASI's out of any character class in D&D, making feats almost a given for fighters. After your primary abilities are max, I reccommend the Tough feat for extra hp equal to twice your level, and the Magic Initiate perk.
Now for the Magic Initiate, Im aware you are a fighter, but having access to 2 cantrips from any spell list can make a hell of a difference. Then, even better, one spell 1st level to cast without its components? Amazing. Lets say your fighter gets targeted by an Ogre's club attack, and you chose the spell Shield. Not only do you have a crazy +5 AC for the turn, but if you're a Battle Master fighter, you can Riposte the attack with one Superiority Dice, assuming the club misses with your shield.
Other amazing feats that everyone should consider, but especially fighter, is Alert and Athlete. Alert: +5 to initiative. That by itself is worth one feat. But then the feat also makes you immune to suprise attacks while you are conscious. These two combined are impressive for fighters. Lets say your fighter is a strength based warrior, with a lacking dexterity score. Now, +5 to initiative? And if you are a dexterity based warrior, with max dexterity, now you have a +10 to initiative! +10! The same goes for rogues, monks, and rangers, but we're talking about fighter right now.
Athlete isnt necessary, its primary ability that I like is standing up from prone with 5 feet of movement, not half of it. If you find yourself prone several times in combat, take Athlete.
Lastly, I reccommend Great Weapon Master or Sharpshooter. These are two different perks, but effectively do the same thing, based on your fighter style. If you are wielding a weapon with 2 hands, I HIGHLY RECCOMMEND Great Weapon Master, even if its a longsword. Its primary ability is when you swing with your two-handed weapon, you may take a -5 to the attack roll. And if it hits, you gain an immediate +10 damage. This feat also goes well with Polearm Master, the Halberd, which qualifies for this feat. If you gain advantage on your attack rolls through the Bless spell from your cleric or paladin, or youre a barbarian with Reckless Attack, you will murder the field. Same thing with Sharpshooter, which matches well with the Arcane Archer subclass of Fighter from Xanathar's Guide to Everything. This feat gives the archer the same -5 to attack rolls and +10 to damage rolls. Along with the feat, your arrows ignore half cover and 3-quarters cover, which is insane!
So to sum this all up, unless you planned on using feats, maximise your primary abilities, then worry about feats, and consider the ones I mentioned. They may save your life or your parties life.
I love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!