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#oh yeah i also want to level my rogue/warlock to level 20 so i guess that's another reason
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sapphim · 3 years
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please tell us about the kirkwall campaign and warden hexcrawl too!
the warden hexcrawl is this massive game that's been running in vigil's keep for over a decade now. with a west marches campaign you don't need to get a consistent group together, you can just collect anyone who's available to play at a given time and throw together an adventuring party. at this point the map is enormous, spanning multiple planes of existence. they've cleared entire megadungeons. everyone ends up collecting a stable of characters they can choose from based on party comp and desired level of play. dm-ing your first session is something of a rite of passage. it spun off from whatever informal game they played around the campfire during the blight but since then it's evolved into what is essentially an institution.
the kirkwall campaign is. something else entirely lmfao. varric's a really well-practiced and flexible dm now but booooy did they get off to a rough start because he built an entire campaign around the party behaving essentially as he expected them to, and that plan was ruined the moment they rolled their characters.
I’m cutting this for length here bc christ it’s so much. if it’s too much then blame @sandayuoda
anders. ruins everything immediately because varric was expecting him to play a healer and instead he turns up with this extremely chaotic revenge-motivated edgelord of a character. he's tired of being nice and sometimes he just wants to go apeshit, you know? this is the only outlet he has for stress release these days. he shows up to session one and shows varric his character sheet and varric's like "what the fuck" and then he hands varric his 20 pages of tragic character backstory (he read the campaign document and tied his character's backstory into the setting) and varric's like "what the everloving fuck blondie." varric had littered that thing with red herring villains and clever misdirection (he thought) and anders immediately pinpointed the intended bbeg of the campaign (not!Meredith) and made his tragic backstory revolve heavily around her. who actually reads the campaign document??? well that was lucky for him, since eventually leaning on this backstory becomes one of the only ways he can keep the campaign moving forward. also, anders outs himself as a closet furry by playing catfolk, to the surprise of absolutely no one.
aveline. predictable human paladin type. claims to be LG but ultimately plays more like LN. at the start she's one of the only things keeping the party on the rails but eventually just ends up following them around and tutting disapproval (much like in real life). she's that player who writes a completely normal character with a completely normal backstory and family waiting for them back home so the dm has to continually jump through hoops to provide them with character motivation to continue adventuring.
bethany. absolutely does not want to play a spellcaster. plays instead a sort of martial ranger/hunter build and dumps everything into animal handling. essentially plays a pretty disney princess except everywhere she goes she’s followed by a small army of feral animals she's befriended and trained to fight.
carver. plays some sort of magus/gish type, because yeah ok magic is cool, but swords are cooler. crossplays as a female character and it's no big deal but it's also really, really hard for the party to keep the pronouns straight because she's a hot-headed veteran so he's essentially just playing himself.
fenris. just a fighter guy. (varric: "really, broody? an elf with a big sword?" fenris: "I was told I could be what I want. is that not allowed.") his character has no backstory and needs no backstory. he is here to roll dice and his character is a single child and an orphan with no ties to anyone or anything so stop asking. deals the highest dpr in the party as he eventually gets sucked into reading charop guides and thus becomes the only one among them who is even a little bit optimized.
isabela. every party needs a chaotic neutral rogue and she is happy to oblige. something fun and sexy and chaotic like a tiefling. (isabela: "what? I'm optimized. I put all my skill ranks into seduce and fuck" varric: "those aren't things and you haven't found a single trap since the game started") on a mission to get loot, start bar fights, and flirt with every npc she encounters. (she always asks to touch their chest hair. she may just be flirting with varric. it becomes a running gag that every barmaid in varric's world has a lustrous carpet of chest hair.) tbh isabela is one of the only players behaving exactly as chaotically as varric expected, he just hoped she'd be outvoted.
merrill. plays a chaotic good barbarian type, some massive dude. she does the best deep growly voice she can manage. she just wants to try something fun and different! her barbarian is also a real sweetheart and probably the most unoptimized character, with the highest intelligence of anyone in the party.
sebastian. also ruins everything immediately with his character. (varric: "choir boy, you can't play a fiendpact warlock, you're... you know... you!" seb: "...but this is a roleplaying game, right? I was told this was a roleplaying game.") also plays a tiefling, which is his repressed slutty side coming out. he and isabela didn’t plan this out but she finds it hilarious and they get together after the session and plot out a joint backstory in which they do crimes. after he makes one too many off-handed jokes about his dark patron being "basically [his] evil grandmother" varric starts playing her like elthina but he'll never admit it.
eventually the party's rolling up into town followed by a pack of wolves, an owlbear, an alligator, and a murder of ravens
isabela and hawke ask simultaneously where the nearest tavern is
seb's like "oh varric remember it's getting time I need to appease my dark patron again"
aveline sighs and says "I'll be making donations at the temple I guess"
varric just holds up his stack of notes for the town and tears them into pieces in front of them
"I may as well just rip these up right now and get it out of the way because we all know how this is going to end"
"how is it going to--"
"in disaster, merrill, that's how it's going to end. that's how it always ends."
anyway that was then. they've been playing the same characters for years (as varric has pulled increasingly absurd threats for them to face off against out of his ass) so now they're prestige classed epic level abominations of characters. hawke highkey prestiged into dragon disciple and later found a way to permanently polymorph into a full dragon at some point, I'm sure.
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edward-little · 3 years
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If dnd miraculously existed in the 19th century which characters from the terror do you think would genuinely enjoy playing it? I think Fitzjames would enjoy it because it would let him self aggrandize, I also think Gore, Hodgson, and Goodsir would enjoy playing. Sir John and Irving would probably consider it blasphemous, Crozier would be to depressed to play I don't think little would have to much fun either, he'd overthink every possible action and it'd make him nervous.
eyyyy!!!!
hard agree on the fitzjames front-- he'd love playing characters, but i think he would have a good mix of obvious self-inserts made to gain approval by proxy and like, funny characters that he can play totally seriously but everyone else at the table cannot possibly keep a straight face with. high CHA characters across the board, though. lots of bards and sorcerers (my build for a fitzjames character is a variant human wild magic sorcerer with the lucky feat btw.)
fitz + gore + goodsir would be the dream party tbh. i get the feeling hodge would be a fun DM.
little would be too nervous to roleplay and would freeze up a lot but i think he'd be alright at combat if he picked a full martial character. fortunately i think he'd try to make a character with simple mechanics-- champion fighter is my guess. low CHA, decent WIS and INT, and then put more points into the physical stats. he'd be too nervous to enjoy the game but he'd want to be 1) included and 2) useful.
here's the thing: crozier would be too depressed to play. however. i think if a group mentioned needing a DM he'd be like "oh good luck finding one" and then let slip that he'd played a couple of campaigns back in the 80s (i know you said 19th century and i'm sorry i physically can't stop crozier from being a Dad) and it turns out "a couple of campaigns" means he was DM'ing on the regular and had a campaign that lasted five years AND that sir john had been in it for about three sessions before his character chomped it. his old group was him, sir john (for three sessions, playing a paladin), blanky, mcdonald, and jcr.
blanky definitely plays. he's played every class there is in every edition he's played, which is all of them except 4e. when he's approached to join a game he's already like a decade into a pathfinder campaign. he tends towards characters who are high WIS + one high physical stat-- rangers, monks, fighters, rogues, etc. he's the player who's always making the DM go "well i fucking guess you can."
mcdonald is usually up for a game, but due to his schedule he shows up every few sessions to play a character who sort of exists parallel to the party and intersects intermittently with them rather than a regular party member. he plays healers, because like yeah ofc. his longest-running character was a life cleric, and he likes to keep his character concepts simple and give them their depth and personality through roleplay.
dundy plays one of those backstory icebergs-- you know, like they're only ever a horny bard and sometimes they casually mention like "oh does this remind me of the sight of my destroyed village" and the players are like PARDON and he's like "anyway i'd like to roll performance to wink saucily." he could take or leave the mechanical aspects but lives for social encounters. hit him up if you've got a court intrigue campaign.
bridgens is another one of those used-to-play-back-in-the-80s types who's easily roped into a campaign (probably by peglar, maybe by goodsir though if he mentions they need another person at the table?) since he hasn't played in a hot minute and he's learning a new edition as he plays, he's a bit shaky on the rules (he's still on THACO, bless the guy) but he also pulls the most gamebreaking shit with no warning. he plays high INT characters and prefers spellcasting over hack-and-slash so he plays a lot of wizards, but my build for him is a lore bard.
collins is also new to the game, but joins because he's always up for communal fun-having. like little, he starts out with simpler martial characters, and opts for high STR builds because he likes to have the option to pick things (and people) up. he's the kind who likes grappling the level 20 necromancer so they can't cast spells with somatic components. as time goes on and he becomes more confident in his understanding of the game, he starts getting creative with multiclassing. he gets like 14 levels deep into his banneret fighter before multiclassing into shepherd druid. (my build for him is also a pretty neat multiclass if i do say so myself-- berserker barbarian/great old one warlock.)
i know we both mentioned hodge earlier, and i have a whole separate post about his character, but i think he'd enjoy the roleplay parts of dnd-- like dundy, call him if you're running waterdeep dragon heist or something-- but he'd freeze up during combat. it would be marginally better if he's playing a bard, because they know rather than prepare their spells and it saves him from having to read the entire class spell list at each long rest. he gets real creative with his bardic inspiration though, and enjoys picking songs to sing/play based on the character receiving the inspiration.
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tigerkirby215 · 4 years
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I’m a particular fan of wasting my time so I decided to rate all the Half-Feats for no real reason
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(Artwork from the Acquisitions Incorporated 5th Edition sourcebook, because I can’t just use artwork from Tasha’s Cauldron of Everything.)
If you have been around my blog for any lengthy period of time you will know two things about me.
I often fall into flights of fancy mostly under the guise of attempting to branch out with this blog, even though the real reason is that I wish to publicize any and all work I do for this hobby.
I really like half-feats.
And who could blame me (at least for the second point.) It’s always exciting when you can get a feat, and half-feats allow you to round out a stat of your choice while still allowing you to diversify your character with unique abilities to make them your own. Feats are always strong and even the most basic half-feat still provides you with unique traits to differentiate yourself from the standard adventurer. But it can be hard to choose when they are all so diverse which is why I’m making this list for myself and anyone who may find it useful.
I would also like to thank LudicSavant from the Giant in the Playground forums for their organized list of Half-Feats. It has made the creation of this list far easier and I frequently reference it when making builds.
WHAT IS A HALF-FEAT?
For the sake of understanding (because the last time I used the term “half-feat” on Reddit a lot of people got confused) I will define a half-feat here: A half-feat is any feat that gives half of an ability score improvement (+1 to a given stat) along with its regular features. They are obviously good choices for any player with an uneven stat, as they can make that stat even (for the increase in ability modifier) while also gaining an additional bonus.
HOW IS THIS LIST ORGANIZED
This post is split into 6 sections, one for each stat. (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.) The feats are organized in alphabetical order. Basically I’m lifting the formatting from LudicSavant.
Each feat will be shown as follows:
FEAT NAME
Description
Summary
Rating
Feats that can be applied to varied ability scores will be mentioned multiple times, however unless the feat changes based on the ability score chosen the entry will simply be shown as a redirect to where it was summarized earlier.
And I guess it also has to be said: This list is just my opinion and is in no way an objective ranking of the half-feats that currently exist in D&D 5th Edition. Feel free to make your own decisions when designing your character: this post is merely meant to share my opinion and provide a reference resource for people making characters.
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(Artwork still from the Acquisitions Incorporated 5th Edition sourcebook. Damn this book has some nice artwork.)
STRENGTH
Athlete
Grants you the ability to stand up from prone faster, climb more easily, and jump further.
You’d think with the amount of builds I’ve included this feat in I’d have more positive things to say about it. But no: this feat is trash. Climbing is rare and jumping is pretty much never used in D&D. Even if it was there are low level spells (Spider Climb / Jump) that allow you to do what this feat does.
The only really useful addition to this feat is the faster speed to get up from the prone position. Being prone sucks and it can heavily restrict your movement when it happens. Putting yourself prone is also helpful in a ranged build to give enemies disadvantage to hit you from range. (You can technically knock yourself prone after attacking to make it harder to hit you.) But this strategy loses effectiveness quickly and it isn’t worth taking a feat to combat the rare possibility of being knocked off your feet.
Ultimately if you genuinely see any of the features of the Athlete feat as being useful chances are that either your DM forces way too much jumping / climbing, really likes knocking people over, or you really like knocking yourself prone.
2/10
Crusher
Grants extra utility to bludgeoning weapons, allowing you to move foes into more favorable positions.
RIP in piss Monks am I right lads? To be fair there aren’t any Finesse Bludgeoning Weapons with the only exception being the Sling. But regardless: this feat has two features along with its Ability Score Improvement:
The pushing ability is situational at best. Displacement abilities in 5th edition rarely have a significant impact. You may push an enemy off a cliff on occasion but unless your DM makes a significant effort to present these opportunities to you it won’t come up often. There is some niche use for this feat to work as a poor man’s Mobile feat, as you can push a foe back 5 feet before running away without needing to disengage.
But perhaps the biggest problem with the displacement ability of Crusher is that Shield Master does everything it does almost objectively better, all while providing additional benefits to Dexterity saving throws. Shield Master isn’t a half-feat, granted. But one could get one of the better +1 feats to STR / CON along with Shield Master.
The effect on a crit is incredibly potent. Giving all allies advantage to hit a foe will lead to more damage being dealt and an even higher chance to crit. However relying on crits usually isn’t a smart idea, and crits are already deadly enough without a feat to boost them.
7/10
Dragon Fear
DRAGONBORN EXCLUSIVE FEAT
Allows you to roar with your Breath Weapon ability, frightening nearby enemies.
This feat singlehandedly makes Dragonborn viable. I’m not even joking: being able to replace your CON based, low damage Burning Hands-lite with essentially the Fear spell which comes back on a Short Rest and is based on Charisma is insanely useful for any Charisma character. The most obvious use is for the Charisma casters: Bards and Sorcerers can get an extreme amount of value from this feature. But other Charisma classes like Paladins, Swashbuckler Rogues, and any other class that requires Charisma can use it well. Warlocks get a little less use out of it than most since their abilities already come back on a Short Rest but it’s still nice to have in your pocket.
It’s less useful for non-Charisma classes but it can’t be flawless. But it removes the problem of choosing between a subpar AoE damage ability or just attacking with your weapons / spells, and instead gives you a utility ability to give yourself space. It doesn’t scale well late when most enemies resist fears, but neither did your breath weapon. Especially with the Dragonborn subraces from Explorer’s Guide to Wildemount this feat is extremely good.
I mean, you could just play a Leonin and get the fear without investing in a feat, especially since Tasha’s lets you move ability scores around. But Dragonborn have more fun roleplay and other abilities that the Leonin lack.
10/10
Dragon Hide
DRAGONBORN EXCLUSIVE FEAT
Your AC is equal to 13 + DEX and your unarmed strikes do a d4 + STR damage.
The Mage Armor feat / the worse Tavern Brawler feat. What confuses me about this feat is how at-odds it is with itself. On one hand your AC is still based on DEX but on the other hand your natural weapon is based on STR?
Let’s just ignore the Unarmed Strike damage because let’s be real here: you can just pick up a dagger instead of slashing people with your dragon claws. Is Mage Armor really worth losing half of a feat? If you have nothing better maybe, but this list alone shows that there are better options. There are some very specific niche scenarios where Unarmored Defense is more valuable than actual armor but those scenarios are usually campaign-specific or a choice done more for roleplay, and you could just as easily accomplish the roleplay by taking the Magic Initiate feat to get Mage Armor along with two useful cantrips.
Honestly this should’ve just been added as a base feature for the Dragonborn, and most DMs I know give this feat to Dragonborn at level 1. (Minus the half feat ASI.) Lizardfolk have innate AC, crafting skills, and a healing bite; Dragonborn should get innate AC, damage resistance, and a crappy breath weapon that can be upgraded by the Dragon Fear feat.
3/10
Heavily Armored
Gain proficiency with heavy armor.
The vast majority of classes that are expected to wear Heavy Armor have Heavy Armor Proficiency. In fact the only Martial class that doesn’t have Heavy Armor proficiency (minus Barbarians and Monks who can’t wear Heavy Armor) is the Ranger, so this feat is good if you want to play a Ranger like a Paladin. Huhn. Ironic that I am playing a Horizon Walker Ranger like a Paladin in one of the campaigns I’m in.
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(Artwork by Bo “chenbowow” Chen. Made for Riot Games.)
Like, you can grab this feat for Clerics and Druids I guess, but why would you? Medium Armor is on-par with Heavy Armor, and 14 DEX is far more useful than the 15 STR required to wear Platemail.
The only other two (well technically three) subclasses I can think of which could grab this feat are the Hexblade Warlock and the two Martial Bards. (College of Swords / College of Valor.) For Hexblade... why do you need Strength? You can swing your sword with Charisma. Bard however... I guess if you want to play a Strength Bard it’s an option?
But yeah: the only time I ever used this feat was to play a Ranger like a Paladin. And saying “I used this feat to play one of the worst classes in the game like a better class” isn’t exactly an accomplishment.
1/10
Heavy Armor Master
While wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
The word that kills this feat is “nonmagical.” I can tell you as a fact having had a Fighter use this feat in a level 1 - 5 campaign that it is TORTURE for any DM. “Oh boy I finally hit the 20 AC Fighter annnnd I did 5 total damage, even though I rolled max damage.”
But this feat literally becomes useless past level 8 or so when enemies start getting magical weapons. There are a few enemies that still technically do nonmagical damage at high levels, but even then this feat isn’t going to save you from foes that are normally doing upwards of 15 damage per swing. It adds up yes, but it’ll rarely add up in my personal experience.
Take this feat on a Variant Human at level 1 if you’re doing a level 3 one shot, just to be an asshole.
2/10
Lightly Armored
Gain proficiency with light armor.
?????
Mage Armor exists. The only classes in the game that don’t get proficiency with at least Light Armor are Sorcerer and Wizard. You can afford to lose a spell slot for Mage Armor. Seriously.
1/10
Moderately Armored
Gain proficiency with medium armor.
The best of the “armored” feats because (hot take time) Medium Armor is the best armor in the game. It requires the least investment which makes it the most easily accessible armor in the game. If you have a 13 in DEX I’d highly recommend grabbing this feat. If your DEX is at a 16 (+3) or higher I’d honestly maybe just recommend Light Armor / Mage Armor instead?
8/10
Orcish Fury
HALF-ORC EXCLUSIVE FEAT
Get the ability to choose to roll an additional damage die once per short rest. Additionally, you can use your Reaction to make a weapon attack after being knocked down to 1 HP via your racial trait once per short rest.
Anyone find it amusing that this feat is only available to Half-Orcs but not full Orcs? Anyways: having the ability to essentially crit on-demand is nice. Having the reactionary attack after being knocked to 1 HP is situational, but still alright. I think if I was playing a Half-Orc and I needed to round out either my Strength or my Constitution (more likely my CON since there are far better feats for STR) I wouldn’t be upset taking this. Is it worth playing a Half-Orc just for this feat? Not by a long shot lol.
6/10
Piercer
When you deal damage with a piercing weapon you can reroll one of the damage die on one attack per turn. When you crit you can roll an additional damage die.
Savage Attacker as a half feat, proving that Savage Attacker is a bad feat lol. I’m actually going to talk more about this feat when I go into the Dexterity section which makes this the first feat where I’ll actually rank it lower for a specific Ability Score.
3/10 (if using STR)
Resilient (STR)
Gain proficiency with Strength saving throws.
Strength saves are common and pretty bad, but not as bad as Wisdom or Dexterity. What’s more is that most classes that will be forced to make Strength saves have proficiency in Strength saving throws already. If you have an uneven Strength score this isn’t the worst way to round it out, but I’d sooner get a stronger feat for another ability.
3/10
Revenant Blade
Essentially Dual-Wielder for the Double-Bladed Scimitar.
A very specific feat to the Eberron setting, and even though I use Eberron content frequently in my builds I’ll be honest: I know very little about the setting. The DBS honestly just seems worse than uh... wielding two scimitars? 3d4 damage is about on-par with 2d6. This feat is something you take more for roleplay than actual practicality with your character, though I have played with people (outside of Eberron lol) using a double-bladed scimitar and it seems like a cool weapon. Dual Wielder is also a good feat and it seems you can use the DBS without grabbing the Dual Wielding Fighting Style.
5/10
Skill Expert
Learn a skill and gain expertise in a skill.
A very good skill to round out any build. Expertise can actually shape your character quite a lot, as it allows you to be good at things even if your Ability Scores are bad. A good go-to feat to round off any uneven Ability Score if you have nothing better imo.
7/10
Slasher
Slashing weapons lower the speed of the target hit by 10. On a crit the target has disadvantage on all attack rolls until the start of your next turn.
Easily the worst of the weapon damage type feats, which is a shame because I like slashing weapons. The slowdown effect is rarely useful: the only class which I really think can use the slowdown effect well is hit-and-run Rogues, but Slashing weapons are heavily restricted from Rogues for some reason. The crit effect is nice but you shouldn’t be banking on crits, even as a Champion Fighter. This feat at least has a niche if you plan to play a Whip Rogue but that’s about it.
3/10
Squat Nimbleness
Increase your movement speed by 5, gain proficiency with Athletics or Acrobatics, and gain Advantage to escape grapples.
It is actually goddamn hilarious how good this feat is. +5 movement is already nice (especially if you’re playing one of the later-added small races [or a Homebrew race] that has 30 feet of movement) but you also get a free skill proficiency in either of the two most commonly used skills in the game, and to top it off to my knowledge this feat is the only way to gain a bonus to escaping grapples. (Outside of like, the Freedom of Movement spell.)
Take this! Good lord take this! If you have an uneven ability score and are small don’t even hesitate!
10/10
Tavern Brawler
Gain a d4 unarmed strike and proficiency with improvised weapons. After striking a creature with an unarmed strike or improvised weapon on your turn you can grapple them as a bonus action.
This feat will either be the best or worst feat you take depending on your DM. If your DM lives up to the Dead Rising promise of “anything is a weapon” and lets you pick up a stick off the ground and use it as an improvised weapon: congratulations your Wizard now has an infinite supply of short swords!
The grapple after making an improvised or unarmed strike is... interesting. I’ve expressed my distaste for grappling in the past but on its own at lower levels its not the worst option. The main problem is really just that the Grappler feat is bad, but if you want to keep an enemy from running then grabbing them isn’t the worst option!
5/10
Weapon Master
Gain proficiency with 3 weapons.
Just take a single level in Fighter. Honestly upgrading your weapon’s damage die isn’t worth losing the ASI. Even in the most extreme example of upgrading a dagger (d4) to a rapier (d8) you’re only getting +4 damage potential max.
The only application I really think is worth it for this feat is Rogues, because for some stupid reason Rogues don’t get proficiency with either Scimitars or (more importantly) Whips. So if for whatever reason you want to play a Reach Weapon Whip Rogue but still get Stroke of Luck from the 20th level of Rogue then I guess Weapon Master has some use? But you could just as easily grab the Mobile feat to reap similar benefits without being forced to use a d4 weapon.
1/10
DEXTERITY
Athlete
See above.
Elven Accuracy
ELF / HALF-ELF EXCLUSIVE FEAT.
Roll 3 d20s instead of 2 when you have advantage and are attacking with DEX or a spell.
Otherwise known as “why Elf Samurai is secretly overpowered.” If you have a reliable way to get Advantage this feat is absolutely nutty. If not well... It’s still a nice way to round out an uneven Ability Score, and it works with spell attack rolls too which gives it plenty of versatility!
Basically if there’s any semi-consistent chance that you’re going to get advantage I’d take this feat. If not? There are better half feats out there. Really a shame this doesn’t work with STR attacks but I guess they didn’t want Elf Barbarians to be the most overpowered shit in the game.
8/10
Fade Away
GNOME EXCLUSIVE FEAT
Use your reaction to become invisible after taking damage. You remain invisible until the end of your next turn unless you perform an aggressive action.
Invisibility is never a bad thing. This feat gives you what is essentially a stronger version of the Shield spell once per Short Rest since (rules as written) enemies can’t target you if they can’t see you. Now of course a lot of this depends on your DM (how many enemies with Blindsense are around, and if enemies will swing where you just were because metagaming) but this feat is almost exclusively why you should play a Gnome as opposed to something else.
This feat plus Squat Nimbleness is honestly worth losing an ASI for. Fade Away, Squat Nimbleness, and Moderately Armored combined can be three very good feats for a Gnome spellcaster who already has a high casting stat.
9/10
Gunner
Crossbow Expert for guns.
Crossbow Expert for guns. The only part of this feat that affects non-firearms is the lack of disadvantage in melee range which I mean... if you’re not planning to use crossbows it might be useful? But I’d sooner take Piercer, Elven Accuracy, or another more useful feat.
GUN/10 3/10
Lightly Armored
See above.
Piercer
When you deal damage with a piercing weapon you can reroll one of the damage die on one attack per turn. When you crit you can roll an additional damage die.
The first and probably only feat where increasing one Ability Score is far more useful than the other! Let’s start with the obvious: Savage Attacker doesn’t work with ranged weapons, but since all ranged weapons (minus the Sling) do Piercing damage this feat affects them! For most ranged weapons this isn’t that big of a deal but if you’re using one of the ranged weapons with a bigger damage die (Longbow / Heavy Crossbow) it’s still nice to have, especially if you have multiple attacks and will henceforth have a higher chance of rolling low for damage.
The triple damage effect on a crit is also very nice for a ranged weapon, and lets you live out that sharpshooter fantasy. But again banking on crits is unreliable. Overall this feat is a very nice way to increase an uneven Dexterity score and get some benefits for your ranged weapons. It’s not something I’d go out of my way to get but it does feel very good to grab.
7/10 (if using DEX)
Moderately Armored
See above. Slightly better when increasing DEX because DEX is more universally useful than STR.
Resilient (DEX)
Gain proficiency with Dexterity saving throws.
Dexterity saving throws are some of the most common saving throws in 5e. Being able to halve the damage of a Fireball is always worth it.
9/10
Revenant Blade
See above.
Second Chance
HALFLING EXCLUSIVE FEAT
Force an enemy that’s attacking you to reroll their attack once per combat.
This feat interests me because (to my knowledge) it’s the only feat that replenishes when you “roll initiative at the start of combat.” But regardless: being able to force an enemy to reroll a hit on you is really nice, but mind you that there is the chance to turn a regular hit into a crit.
If your class already has reactions this really isn’t worth it. But if you’re playing something like a Fighter this can be a nice way to shrug off a hit or two over the course of the day. A good way to round out your stats and give yourself some safety, but not something I’d go out of the way to get.
7/10
Squat Nimbleness
See above.
Skill Expert
See above.
Slasher
See above.
Weapon Master
See above.
CONSTITUTION
Aberrant Dragonmark
Get one Sorcerer cantrip and one level 1 Sorcerer spell. Constitution is your spellcasting modifier for these spells. Additional effects when you cast your level 1 spell.
Veterans of this blog will know how much I love Aberrant Dragonmark. If you’re taking Magic Initiate to have a ranged attack then Aberrant Dragonmark is pretty much just universally better than Magic Initiate. The only real flaw with this feat is that you can only take from the Sorcerer list... oh and that it’s very Eberron specific. It’s unlikely that you’ll be allowed this feat, but I would recommend it for just about anyone who needs a ranged backup. Constitution becomes a lot more exciting when it’s used for more than just health.
8/10
Chef
Allies heal more during short rests. Prepare treats allies can use to gain Temporary hitpoints as a Bonus Action.
Song of Rest? Never heard of her! A fairly mediocre feat on its own, though admittedly fun for roleplay. The treats are actually not that bad to give allies a tiny bit of bulk. The definitely-not-Song of Rest feature is also good in its own right.
It’s a nice way to round out your Constitution or Wisdom if it’s uneven, and is very fun for roleplay. But it’s not the most impressive in terms of utility.
6/10
Crusher
See above.
Dragon Fear
See above.
Dragon Hide
See above.
Durable
Add double your Constitution modifier to rolled hit die while Short Resting.
I mean, it’s nice? But the only real use I see for this is for a Barbarian. It can definitely allow you save up on your hit die but unless you have a 13 in CON (14 with this feat) I wouldn’t recommend it. I’d much rather not take the damage in the first place: an ounce of prevention beats a cure!
5/10
Dwarven Fortitude
DWARF EXCLUSIVE FEAT
When you take the Dodge action you can heal with a hit die.
Otherwise known as “Dwarf Monks are super legit for no good reason.” It’s a very interesting feat that allows you to tank in interesting ways, and it’s particularly good if you know your DM doesn’t let you frequently short rest. It can be nice to heal in a pinch, but much like with Durable I’d rather negate the damage than heal with hit die.
And if your DM allows frequent short rests? This feat is objectively worse than Durable, since it doesn’t really matter when you heal with hit die.
5/10
Infernal Constitution
TIEFLING EXCLUSIVE FEAT
Resist Cold and Poison damage, and gain Advantage on saving throws against Poisons.
You already resist Fire damage, which is extremely common. This feat adds two more common damage types to that list, and also helps you against a common debuff. This is just a very good way to give your character more bulk! Of course if you aren’t fighting a lot of poisonous or cold enemies this feat won’t be too practical, but in a standard campaign with varied foes this will quickly carry its weight!
7/10
Orcish Fury
See above.
Resilient (CON)
Gain proficiency with Constitution saving throws.
Constitution saves are extremely common, most notably for Concentration checks. Other people have done the math that Resilient scales better than War Caster to help with Concentration checks. This feat is a must-have for spellcasters, and very good all-around.
10/10
Second Chance
See above.
Skill Expert
See above.
Tavern Brawler
See above.
INTELLIGENCE
Elven Accuracy
See above.
Fade Away
See above.
Fey Teleportation
HIGH ELF EXCLUSIVE FEAT
Learn Sylvan. Cast Misty Step once per Short Rest.
Otherwise known as LITERALLY THE ONLY REASON TO PLAY A HIGH ELF. Holy shit if you’re playing a High Elf take this feat! A free language is nice and all but Misty Step is one of the most useful utility spells in the game, and you have near-constant access to it!
10/10
Fey Touched
Learn Misty Step and one additional first level spell from the Enchantment or Divination schools. You can cast both of these spells once without using a spell slot.
Misty Step is one of the strongest spells in the game: if your class doesn’t normally get it I’d definitely recommend Fey Touched just to get Misty Step. Being able to grab strong first level Enchantment and Divination spells like Hex, Hunter’s Mark, Bless, Heroism, and Detect Magic are also very useful.
9/10
Flames of Phlegethos
Reroll 1s when dealing Fire damage. Surround yourself in Fire when casting a Fire damage spell.
Otherwise known as “Elemental Adept lite.” Only really useful if you’re planning to consistently be in close range, but very fun and flavorful if you are casting fire up close.
I honestly wish this feat wasn’t Tiefling exclusive because it’s cool as shit but so situational: I’d love to see a version of this feat that’s damage type exclusive and race exclusive. Hm maybe that’ll be a Homebrew project of mine.
7/10
Keen Mind
Know some information you should probably already know.
Otherwise known as “hey mister DM I forgot to buy a compass or a watch in town, and I’m too stupid to take notes.” This is the feat for bad players, and most DMs will ignore it even if you do take it.
1/10
Linguist
Learn 3 languages. Write cyphers.
The languages are honestly useless: Comprehend Languages is a first level spell, and Tongues is a third level spell. The cyphers are a lot more interesting, but they’re admittedly extremely situational outside of specific campaigns. It also really sucks that your feat can be undone with the Comprehend Languages spell, which can be cast as a ritual.
4/10
Observant
+5 to Passive Perception / Investigation. You can read creatures’ lips if you understand the language they’re speaking.
The ability to read creatures’ lips is honestly really interesting for espionage, but let’s be real: you picked up this feat for the increase to Passive Perception. Honestly if you don’t want to be ambushed just take the Alert feat.
7/10
Resilient (INT)
Gain proficiency with Intelligence saving throws.
Intelligence saves are rare. Devastating when they occur, yes. But I’d sooner take Observant, Linguist, or one of the Tasha’s feats over Resilient.
5/10
Shadow Touched
Learn the Invisibility spell and one additional first level spell from the Necromancy or Illusion schools. You can cast both of these spells once without using a spell slot.
Invisibility is less universally useful than Misty Step, and Necromancy / Illusion spells are weaker than Divination / Enchantment spells. (At least if we’re talking first level.) There are some nice ones like Disguise Self and Inflict Wounds but generally speaking mobility is more useful in my humble opinion.
7/10
Skill Expert
See above.
Telekinetic
Learn the Mage Hand cantrip. If you know it already, increase its range by 30 feet. You can make the Mage Hand invisible. Additionally, you may shove a creature 5 feet towards or away from you as a Bonus Action on your turn.
Mage Hand is one of the best cantrips in the game and being able to make it invisible was a subclass feature restricted to just Arcane Trickster Rogues previously. Having an invisible grabbing arm is insanely useful, and extending it to 60 feet is even better.
And that isn’t even the best part! Being able to shove people around isn’t necessarily the most overpowered thing but it still gives you a way to use your Bonus Action every turn! If you play on a tabletop you can use this feat to push enemies back into AoE damage abilities or pull allies away from danger! In Theater of the Mind however this feat isn’t as strong and I wouldn’t recommend using the shove too much as its liable to annoy your DM.
8/10
Telepathic
You can speak telepathically to a creature within 60 feet of you. They have to understand the language, and don’t gain the ability to respond telepathically. Additionally, you learn the Detect Thoughts spell, and can cast it once per Long Rest without using a spell slot.
Detect Thoughts isn’t that great of a spell, though granted this is just my personal experience. That being said having telepathy is extremely useful, and this is speaking from experience!
I will say right now: take this feat if you are a Druid. Unless your DM is a real stickler for the rules this will let you speak to people while Wildshaped! This opens up a whole world of possibilities for your Druid! I unironically consider this feat mandatory for a Druid, and fairly useful for any other character who wants to speak quietly and stealthily. And you know: doesn’t have access to Message.
8/10 - Mandatory for a Druid
WISDOM
Chef
See above.
Elven Accuracy
See above.
Fey Touched
See above.
Observant
See above.
Resilient (WIS)
Gain proficiency with Wisdom saving throws.
Wisdom saves are very common, but most Wisdom classes already get Wisdom saving throw proficiency. If you have an uneven Wisdom score it can be worth it to get the proficiency, but Wisdom saving throws are arguably the most common saving throw to be proficient with.
7/10
Shadow Touched
See above.
Skill Expert
See above.
Telekinetic
See above.
Telepathic
See above.
CHARISMA
Actor
Gain advantage when pretending to be someone else, and become capable of mimicking someone’s voice after listening to them.
A very good feat if you plan to do any infiltration or other political intrigue stuff. With the Disguise Self spell this feat can be used by just about anyone, but the real value comes for Changelings. Having Disguise Self as a racial trait means the “be better at fooling people” feat is insanely useful. Inversely this feat isn’t as useful for Kenku since you can already mimic voices more-or-less perfectly.
This feat is inherently situational but it’s beyond useful for the campaigns where it can be used. And again: it’s near-mandatory for a Changeling or a Warlock with the Mask of Many Faces invocation (or anyone who takes Eldritch Adept for Mask of Many Faces.)
7/10 - Mandatory for Changelings
Dragon Fear
See above.
Dragon Hide
See above. (How the hell this feat increases Charisma I have no idea.)
Elven Accuracy
See above.
Fey Teleportation
See above.
Fey Touched
See above.
Flames of Phlegethos
See above.
Resilient (CHA)
Gain proficiency in Charisma saving throws.
Charisma saving throws are extremely rare, and more often than not they’re more of the “don’t get to play the game” variety and less “die super bad and become a living vegetable” like Intelligence saving throws. Even if looking to round out uneven ability scores feats like Skill Expert and Telepathic are better.
3/10
Second Chance
See above.
Shadow Touched
See above.
Skill Expert
See above.
Telekinetic
See above.
Telepathic
See above.
HELPFUL CHART OR SOMETHING
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currentlylurking · 7 years
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anxiety hasn’t kicked my ass about this yet so rambling about how a d&d campaign where you play as the ancients vs pariah could work
or a fate campaign. fate might work better.
Or pathfinder. I have all the pathfinder books- but I also have most of the D&D 5e books- and they have an official gunslinger class. I’ve just never done anything with pathfinder so I have like. half a clue how it works.
sticking with d&d for the moment bc most of my knowledge about fate comes from the good old mcelroys and they’re. not the best example.
rambling stream of consciousness ahead, if it. if it wasn’t super obvious.
okay so: I have the dp ghost race habato and I made a while ago, but it’s a bit... unbalanced. and I need to fix that. I think the idea I have for the dp ghosts would work better as a class, but that provides one of the same problems that I have with it as a race; there’s not enough diversity
a party of an elf ranger, dwarf cleric, tabaxi rogue, and dragonborn fighter is so much better than one of a phantom ranger/cleric/rogue/fighter or an elf + dwarf + tabaxi + dragonborn phantom set. everyone could multiclass, I guess, but having to decide whether to level up your ghost powers or your other skills is pretty :/ and why I went with it as a race originally.
also what does it have to offer as a class besides ghost powers?? those aren’t special. they’re kinda special. not special enough to be their own class.
maybe it could be an additional thing? like you’re a ranger but you’re ALSO a phantom!! it doesn’t give you any specific bonuses other than ghost powers and flight but it could be set up like a class still. you’d just level it up as you level up, instead of having to choose between that and your other skill set
main problem there is what I’m thinking of isn’t actually a thing and holy shit do I suck at explanations. if I homebrew an entirely new element on my own I’ll confuse the shit out of everyone
another option: it’s a feat. but then you don’t get to get stronger as you level up, which is. upsetting. that’s the fun part.
you could gain skills at certain points as you grow as a ghost? like ‘ah yes, you’re in danger, now you can fly!’ or maybe when you act on your obsession a certain number of times you go stronger--
that one’s actually really good I might use it
but the ghosts in general. or phantoms as the race is called. what kind of powers should they have? thinking flight, and either what I have in the races where they get a power based on their core (inspired by the dragonborn’s breath weapon) or they could get a certain selection of spells they can cast a couple times a day? and the types of spells change depending on their core?
maybe it’s a choice. you can have the best of both worlds you just have to pick one when you level up- oh!! that’s what you can choose with the class option, instead of leveling up your stats you can level up a ghost power!!
races can be what kind of ghost you are, appearance-wise. like, ghostwriter’s an elf (drow? drow seem like they don’t go outside and so does he). Pariah’s either a goliath or a duergar (they can cast enlarge on themselves!!), danny’s a half elf. poor boy doesn’t even get to be human he’s still a halfa.
this also means that if you’re playing as a tabaxi you died and turned into a cat which is fucking hilarious. if you’re a kenku you’re a literal shitty bird person. you died and became a bird that can’t even speak normally. it’s great.
if you’re a gnome or halfling you died and shrunk.or you really liked the hobbit.
ideally you would like. have a race that reflects your death somehow. but I don’t super know what the plotline will be yet so  ¯\_(ツ)_/¯ maybe not that
I also think death wounds/stuff relating to that would be cool. like if someone rolls a natural 20 against you they hit the scars of the wound that killed you and it fucks you up. stuff related to your death also fucks you up. lots of stuff can fuck you up. blood blossoms can kick your ass.
we could also use this fantasy disabilities chart bc messing your character up is fun
obsessions are a thing too. Like, say your obsession is your family, and you learn that your brother’s a ghost- you’ve got to drop everything to go check in with your brother!! maybe wisdom save to do stuff that doesn’t get you closer to your target (once activated? by... some shit? it can’t always be on), and advantage on rolls directly involving it? idk. that might be too weird.
if something happens that shatters your obsession you either die or get royally fucked up. 
I like making things overtly complicated I guess meanwhile in my main campaign I keep forgetting how the barbarian’s rage works and fUCKING IT UP
idk how clerics would work, either. probably worship vague concepts? either that or there’s a cleric of clockwork and I bet he’d fucking love that.
maybe vecna’s a ghost someone can worship... I love me some vecna
also warlocks. same boat. someone could be a warlock of the observants and get true seeing at some point far too early on. that’d be a mess. I love it. I’d have to homebrew it.
hooooooly shit someone can be a warlock of PARIAH. or pariah’s a warlock of something? vecna? probably not vecna.
OH HOLY SHIT!! a warlock of Clockwork would be a normal-ass ghost with time powers. hot damn Timekeepers can be used here. I’d have to homebrew that too.
shit.
anyone wanting to play ranger would probably have to use the unearthed arcana version of them bc the official version is like. bad early on.
a druid would be a literal shapeshifter, or vortex maybe. that’d be neat. a bard would be Ember. Ghostwriter’s enough of a nerd to be a wizard. 
the fentons are gunslingers and using Matt Mercer’s stats for that bc I really love how it works in critical role. everything about it is good.
I don’t know gunslingers would work with this point in time but also like. yknow. I like them. maybe it’s a time travel thing.
probably shouldn’t do a time travel thing.
probably shouldn’t also do the ‘random gun, one bullet, does massive amount of damage bc let’s be real. it’s a gun.’
there are a lot of possible plot hooks to start off, with two main options for what the ‘end goal’ can be- join the ancients or become the ancients.
or defect and join Pariah. follow ur dreams.
but like, from the start to get the party together
you could die.
you could wake up dead all together and not know what tf is happening. who is this tall asshole. why does he have skeletons.
yall could be in a village, which is a thing, for plot reasons, when suddenly pariah attacks
one of the ancients gives a really moving speech and the party all decides to join up
best of the last two or something
pariah stole some of everyone’s shit. how dare he. everyone decides to kick his ass.
everyone actually works for pariah and defects via the... the power of friendship? yeah that seems right
everyone is forced to work for pariah and is saved by the power of friendship (x2)
you’re in a tavern. there’s a revolution brewing. this is normal dnd shit literally every game I’ve played in but one has started in a tavern please save me they’re everywhere.
this rag-tag group of fucks gets pulled into a general plot hook. guarding a caravan or some shit. tavern 2.0. summoned by the king- that one might work actually.
there’s probably more but it’s almost midnight
there’s also an option for this that I haven’t touched on but like. I could... not use dp ghosts. could just use pariah and the ancients and go from there, or Pariah could’ve forced everyone into these powerless roles... but I’m Not About That Life tbh. I want as much fun nerd shit at once as I can have.
I’m gonna figure out the ghost powers instead of sleeping at a normal time or wrapping presents like I should. this is what I do after finals yall. I made 4 batches of cookies earlier and they’re all amazing.
I think that’s most of what I wanted to say. if not there’ll be more of these rambles. unless anxiety beats my ass there probably will be lmao.
I’ll let yall know when I figure shit out but if you’re interested in being a part of this then like. tell me. it’ll be fun. 
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