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 Post subject: Feat fetish
PostPosted: Fri Aug 29, 2025 1:57 pm 
Master of the West Wind
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Two of you are leveling to 4 for next session, and the rest will follow relatively soon.

All classes get an Ability Score Increase and we're running the optional feats rule from the PHB. The feats in question are under the Feats and Languages document, which you all have a physical printout of and an electronic copy of.
All of you should strongly consider using your ASI to boost your main attribute such that you get a +4 to the modifier instead of a +3. That is arguably the strongest boost for all of you but that would make for a very short thread.

To be clear: You probably want a normal ability score increase at level 4.
But I wrote all this anyway, so read it before level 8 at least! And maybe you'll find something you like I dunno.

If you have an odd value in your primary attribute (or possibly in Constitution), there may be a "half-feat" of interest. This is the term for a feat that gives you about half the benefits of a full feat, but also gives you a +1 ability score increase. A very strong half-feat is "Resilient", which boosts an attribute by 1 and makes you proficient in those saving throws. Most classes offer proficiency in their "main attribute"- the exception is really just fighter, as fighters can be dexterity focused characters. This means that most characters looking at this will be using it for Constitution or Dexterity. It's more interesting at high levels of course, because it's main perk is offering proficiency bonus to a saving throw, and that value increases with level. I'll bring up the half-feats in each section though.

Finally, of course, there's the full feats- if you take one now you'll be leaving your primary attribute at a +3 bonus, but many of them offer pretty powerful compensation.

Anyway, the ability score increase (+2 to one score or +1 to two scores) is probably the best at this level. Failing that, the +1 to your main attribute and a half feat is often the top thing. But if you want to consider a full feat, here's my writeup for each of your characters.


All characters:
Alert, Lucky- these feats are good for all characters but often aren't as good as another feat or +2 ability score increase. Note that I removed the degenerate interaction Lucky had with disadvantage, which is a nerf, but the main power of the feat is unchallenged and it is extraordinary in a game with relatively few encounters per long rest, which I expect my game to be.
Any of the feats with a "Bigby Presents- Glory of the Giants" source are just kinda on the high end of what a feat can provide, but most of them are relatively specific in their use and have just so many words. Consider reading them over if you aren't adverse to a complex feat. If you look at the wall of text and are like "I'm not going to remember that", then just ignore them- they aren't so good that you need them.



Cyndra:
Elemental Adept(fire) is worth considering, but you have a bunch of non-fire ways to deal damage, such as from concentration spells.
Heavy Armor Fluency would get you access to Ceramic Full Plate in this game, and has an additional perk wherein the armor can be used as a focus for spellcasting. This doesn't let you cast V,S spells with your hands full, but V,S,M are more common. I don't think I'd take this in your position, but it is better than it would be in a core-only game.
Metamagic Adept may have some interest to you.
Warcaster seems always worth taking eventually on any caster. As a note I'm considering adding another feat to compete with warcaster feat, but haven't done so. This is intended to be something that a caster who doesn't plan to be in melee much would take instead of warcaster. If you're interested let me know and I'll make a new version of feats and languages that includes it (or something similar to it). Here's the incomplete version from my notes:
Quote:
Emphatic Casting (this is just under consideration and not complete yet)
Prerequisite: The ability to cast at least one spell
You have mastered an augmentative casting technique and your concentrative powers are increased. When you cast a spell, you may cast the spell emphatically, which involves adding grand gestures and loud exclamations to your casting. This can speed the casting of ritual spells and make other spells harder to dodge or resist, but necessitates dropping your guard in combat.

- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- When you cast a ritual spell emphatically the spell takes 2 minutes longer to cast than normal, instead of 10.
- If you cast a spell with a casting time of one action emphatically, and it is your turn and you haven't moved this turn, you add +1 to the DC of the saving throw of a spell, and you roll a spelldie, which is a d12. On any result of 10 or higher, a creature making a saving throw against the spell does so with disadvantage.
- When you cast a spell emphatically a creature whose reach you are within can make an opportunity attack against you, as if you were moving out of its reach. If hit by such an attack your spellcast fails, though you do not lose your spellcasting resource, such as a spell slot, used to power it.



Dis’Kolandir:
As an elf, a wizard, and a melee combatant, you are the character who would benefit the most from a pile of feats lying on the ground. But you also would benefit the most from a pile of ability score increases lying on the ground, because you are thirsty for all of those too. The exciting part is that you have a bunch of really great choices, and that whatever you choose is going to be right.
Artificer Initiate allows a wizard to add Cure Wounds or Faerie Fire as a known spell, both using Intelligence as the casting attribute. Probably not worth a feat, but of note.
Blindsight is a defensive choice, but I don't know if it's worth considering before your Intelligence is 20.
Cartomancer isn't great at low level, but you can see how this would be powerful later, so consider it then.
Elven Accuracy is amazing, but you will spend many of your turns doing something that doesn't involve an attack roll, which minimizes the value. This thing really boosts the crit rate if you have advantage though, and it works with spells that have an attack roll. I'd say only consider it if you plan to use ray spells and there's some party-wide plan to make advantage on attack rolls happen.
Metamagic Adept may be helpful at higher levels and is worth looking over. You'd need an explanation for this ability, but it needn't be a major one.
Rebel Blade is probably not worth taking since you don't plan to attack with your sword each round, but you are a one-handed sword combatant.
Resilient- Constitution is probably better at high levels.
Spell Sniper is crap unless you plan to use ray spells, but if you do it's worth checking out.
Transmutation Secrets is not really your bag, but I'd like to know what you think of it at some point. No rush.
War Caster is probably your top feat.
Half feats of note: Linguist, Keen Mind, Observant, Telekinetic (these all can give +1 to Int plus a lesser effect). Telekinetic offers a reusable bonus action.


Geddreng and Nyxara:
As Dexterity characters who care about stealth, a lot of feats you might be interested have overlap.
Blind Fighting- Worth looking at but probably not worth a feat this early in the game.
[Geddreng] Crossbow Expert allows for a reliable second attack, but is not a huge gain over Steady Aim. Being able to make ranged attacks from melee without penalty is definitely worth pointing out though.
[Geddreng] Dagger Arts is of interest to a rogue who is obsessed with daggers and d4s. I wrote this long before anyone expressed interest in a rogue, and I don't really think it is what you are going for, but it would be a shame not to read it and picture a huge pile of d4s.
Defensive Duelist- A hard sell for both of you as it is purely defensive and makes you lose your reaction (you both have pretty potent reaction attacks), but you both often use finesse weapons and it is a resourceless trick.
[Nyxara] Dual Wielder- In addition to the benefits any dual wielder gets- an additional +1 to AC and the ability to use d8 weapons instead of just d6 weapons- it's worth pointing out that this will boost your Dual Strike when you are using katanas.
Fey Touched- A misty step each day and a casting attribute bump is the main selling point of this feat. Probably not better than +2 Dexterity though.
[Geddreng] Fighting Initiate- The three fighting styles of interest are Archery, Defense, and Dueling. This feat can be worth it if you get Archery, as +2 to hit is great. Probably not worth picking so early though.
Magic Initiate- I buffed this feat (it lets you cast the spell using your own spells now) and forgot to make a note of that fact. Worth checking out the spell lists and seeing if anything looks like it would be worth a feat.
Martial Adept- This is probably not worth it for either of you, but it is a short rest resource that allows for some tricks.
[Geddreng] Moderately Armored- The medium armor is probably not a huge boon long term, but a shield is if you commit to melee, and this is a half feat.
Piercer or [Nyxara] Slasher: These two half-feats give special perks if you commit to the damage type in question. Probably not worth a feat but since you both spend most turns attacking it may well be worth it.
Poisoner- One of the reasons I want to get ducks in a row on poison is because of this feat, which allows you to poison as a bonus action, as well as letting you brew a special type of poison ("Potent Poison"). My change was to allow the DC on this to go up with level. It can apply the poisoned condition which is no joke.
[Nyxara] Rebel Blade- Probably more interesting once you have a magic weapon, and commits you to melee, but may be of interest later.
Sentinel- At higher level of interest if you're committing to melee, both of you eventually gain powerful reaction melee attacks.
Shadow Touched- Another "you get some low level magic" feat, this one straight up grants one free casting of invisibility per day. It's a half feat, but the other half is a casting stat.
Sharpshooter- I think this objectively powerful feat isn't worth it for either of you, it's more for rangers, fighters, and their ilk, but I'll point out that it does work with Nyxara's Elemental Ray, which is a ranged ninja weapon. Nyxara is more about melee though.
Skill Expert- I hope neither of you need the extra proficiency or the extra expertise, but if you have that in mind, it's a half feat, and it's the way to get that.
Skulker- I'd like to think that you'll have enough lightly obscured areas (and know about them) to be able to use this feat's main jam. It does require a table that has consistently played lighting and stealth rules, however, and while that is 100% my goal, you know I'm knew at this edition so maybe I'll just garbage it up anyway. The main feature is the first one about being able to hide (which you both can do as a bonus action) when lightly obscured. Dim light is lightly obscured, as is a variety of environmental effects.
Telekinetic- This has a special interaction for Geddreng where the mage hand (which he can do other tricks with) gets extra range. It also offers a resourceless trick each round.

Skattebo:
There's a lot of options for you that no one else is going to be paying attention to. Additionally many options lock you into something- a combat role, a weapon type, something, or they become wasted. Still, you'll eventually wants feats even if you don't this level, of that I'm absolutely sure.

Blind Fighting- Worth looking at but probably not worth a feat this early in the game.
Crusher / Piercer / Slasher- As a strong character who can use martial weapons, there's one handed options for all of these (warhammer, rapier, longsword), but if you want up-close two-handed damage piercing is missing (maul, greatsword, greataxe), if you want reach two-handed damage bludgeoning is missing (glaive/halberd, pike). These are all half feats and of them crusher and piercer are the ones that often matter.
Defensive Duelist- This only works if you are using a finesse weapon, meaning you would be a rapier/shield guy pretty much (there's no finesse two-handers, and most one handers lack finesse).
Grappler- A notoriously weak feat normally, I made it a half feat. I still don't know if it's of interest to you.
Great Weapon Master- locks you into two-handed weapons, which you are currently eschewing in favor of a shield. A good feat though.
Greatblade Stances- locks you into two-handed weapons. A custom feat that most characters couldn't benefit from, but you would. Adds complexity to each round though, something to always remember.
Kalos Hammer- locks you into blunt weapons, and gives you a conditional thing to remember (+2 to attack large or larger creatures). You can shove things around with a bonus action too.
Medium Armor Master- Generally a weak feat, but you do cap out with medium armor and you have a good Dex. Probably not worth your time while you are still running around in a loincloth or whatever.
Mounted Combatant- Consider this once you've run around on a mount for awhile. This won't help much in dungeons of course.
Polearm Master- A top feat, and long ago errataed by WotC to include the spear. If you want to keep using a shield, this feat results in you either one handing a quarter staff, or using a spear one handed, both of which only deal 1d6. However you gain access to a 1d4 bonus action attack you can use any time you attack with your action, and anyone who comes close to you provokes an opportunity attack. And of course it works with a glaive (or halberd) should you want to try out two-handed fighting- at that point the extra reach definitely matters with the opportunity attack provocation.
Rebel Blade- locks you into one handed blades, but gives you some bonuses there. Will probably be more interesting if you get a powerful kenda gem.
Rugged- I don't know why I made this feat but I want you to read it and tell me what you think.
Savage Attacker- I combined two bad feats into one feat that isn't as bad. I still don't know if I'd recommend it though.
Sentinel- You're familiar with this little guy.
Shield Master- locks you into one-handed weapons, but this is a very good feat.
Orcish Fury- I don't think this is worth considering unless you are all about a greataxe, glaive, halberd, pike, or mounted lance.

Half feats of note: Athlete


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 Post subject: Re: Feat fetish
PostPosted: Thu Sep 04, 2025 6:03 am 
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I will take a look at Rugged. The feats I’m most intrigued with are the Shield Master and Sentinel. The battleaxe is a tribal thing, so I don’t know if I would deviate in character.



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 Post subject: Re: Feat fetish
PostPosted: Thu Sep 04, 2025 11:30 am 
Master of the West Wind
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Hey, good point on the battleaxe. It's a one-handed martial weapon and all my custom feats have managed to miss it. That's an oversight, and I'll have a feat that involves it sometime before you all hit level 8. I meant to have feat support for all the weapons you are "supposed" to be able to focus on- like if you wanted to be a weapon expert with any of them there should be the same number of feats supporting it that stock D&D has for halberd, glaive, spear, quarterstaff, and hand crossbow, but within their established power windows. I think I got there for greatsword, greataxe, maul, longbow, shortbow, longsword, scimitar, rapier, shortsword, flair, warhammer, and (for rogues) dagger. My custom stuff stepped completely around the battleaxe, and maybe a couple others. But martial weapons are what I wanted to be sure all had highlight abilities in feats somewhere, specifically so that if someone took a liking to a certain weapon there would be at least one feat for them. Lol.

Sentinel and Shield Master are very good feats. Shield Master in particular gives you a good use for your bonus action any time you attack, which is good.
I'll be running NPCs the way I think Mark did regarding Sentinel- stupid creatures will only understand it once it has happened to them, creatures of humanoid intelligence will understand it once they have seen it happen, and very experienced experts will have some chance to discern it when they see you fight. Overall you'll be able to rely on creatures believing they can disengage until you've shown them otherwise.

I think either of those feats will work great for you.


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 Post subject: Re: Feat fetish
PostPosted: Fri Sep 05, 2025 5:04 pm 
Master of the West Wind
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Location: BRB giving magic item to lich 1sec
++Untamed Arc++
You have mastered vicious blows with the handaxe and battleaxe.
- As a bonus action, you can take a moment to set up your next strike. If you do, the next attack you make before the beginning of your next turn with a battleaxe or handaxe is particularly telling. When you roll to hit, you also roll a d10 at the same time. If the resulting d20 roll that you use matches the result of this d10, treat the hit roll as a 20, and you strike critically. After rolling damage for the attack, you also add the result of this d10 to the damage of the attack.
- When making a thrown attack with a handaxe, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Any thoughts on this? I just came up with this so I might be missing something important.

As another note, I also require a feat that boosts the War Pick and the Javelin. It has to be themed around pointiness. No rush at least.


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