Skill monkey build 11 Rogue (Scout), 1 Cleric (Knowledge), and Bard 3 (Lore). Take Skilled and you have every skill proficiency in the game + Thieves Tools + a random instrument. Also you have Reliable Talent for minimum 10 on every skill check.
@@Salt_Mage don't alchemists just get proficiency in all tool kits as a class feature? If you truly want a skill monkey it seems like an alchemist build would be your best option. Admittedly an alchemist has less combat effectiveness than a rogue in a lot of situations but that's not generally a goal with a skill monkey build.
Kind of neat but the multi purpose tool from tashas gives you proficiency on whatever tool it takes but needs to be attuned on an artificer. Also increases spell save dc and spell atk so also somewhat functional in combat. Just gotta get one or craft it.
"Traps dont do a lot of damage" Dragon of the Icespire module: "4d10 damage, halved on a dc15 dex save. On a level 1 party. Right after fighting multiple cr2 monsters"
It sounds like you've never lobbed a 600ft Eldritch Blast with a Telescope lol. I played a Warlock hitman one time who basically used EB like a sniper rifle. Good times
A Snipelock is a terrifying opponent for most low and mid level groups. Have a high level snipelock target the party from a tower in a open field, and watch the party panic.
I went pact of the chain and used my psuedodragon to help locate enemies a mile out and aim. Sorlock with spell sniper, eldritch spear, and distant spell metamagic. Was badass.
Error: Eldritch Adept(UA) does not allow non warlocks to pick up invocations that have prerequisites. So if you pick up Eldritch Adept and Spell Sniper , you still can't get agonizing blast on a non warlock
This remains true in the final version of the feat found in Tasha's Cauldron. The wording specifically states you cannot take an invocation if it has a prerequisite of any kind unless you are a Warlock that meets the prerequisite. Honestly, if you take Eldritch Adept, your best bets are to take Devil's Sight more often than not so you get 120 feet of darkvision that works even on magical darkness. Though Eyes of the Rune Keeper has some fun uses as well...
@@therandom58 Nope. It specifically says in the feat description that if it requires any prerequisite, you must be a WARLOCK that meets that requirement. So a dip into Warlock is required. That said, Rule Zero in the DMG can still apply... if the DM is cool with it... I also took the opportunity to see how many Invocations you can take with this feat without a Warlock level... of the 54 invocations... only 12 are available with no Warlock levels.
@@Xeranad Actually, you DON'T "get darkvision" from Devil's Sight. You get to see in darkness, even magical darkness, yes. But darkvision is never mentioned in that Invocation ... which means, RAW, it works ONLY in total darkness and you get no benefit from it in dim light. Still an attractive option for a non-warlock, though I'm also quite fond of Mask of Many Faces, Misty Visions and Fiendish Vigor. Basically any invocation that treats a 1st-level spell like a cantrip can be a good one. ;)
@@morganpetros9635 That's fair. And yes, Mask of Many Faces and Misty Visions are very nice. Fiendish Vigor gets more useful if you're playing a front line fighter, but overall having the extra HP is good. The others require a certain setup. Eldritch Mind from Tasha's as an example: only useful for spellcasters, and especially ones that have concentration spells... lord knows how irritating it is when you cast Faerie Fire only for you to fail the CON save after getting hit with an attack. Eyes of the Rune Keeper is mostly there if you want an unconventional way to make your DM cry. (You'd be surprised how the ability to read ANYTHING you come across really cramps his ability to keep secrets, thus negating reveals)
A lot of people don't realize that when you are attacking past a party member with a ranged attack the creature has cover. I have had DM's that enforce that and that made spell sniper very useful.
Wish more DMs would enforce very obvious penalties for trying things that are difficult in reality. Like athletics checks to do 1-arm pull ups if you try to turn 2 immovable rods as a ladder.
better still is the fact that, if you do miss the attack roll by less than the amount of cover your enemy got from your party member standing in the way, you hit your own party member.
Personally, I love spell sniper. I play a warlock, picked up eldritch blast with it. I designed my character for more social interactions, and used all my class cantrips on things to mess with people. with spell sniper i was able to get eldritch blast, gain more general cantrips, and in hallways ignore my party members being in the way of enemies. I think it was under rated in this
I play a fighter/sorcerer took spell sniper for eldritch blast. I use my glave like a gun and I've killed shit well over the 120ft mark several times! Pew Pew Pew
I have been thinking about eldritch spear combinated with spell sniper... you'll become a true sniper with 600 ft range :D It's very situational, but it could be fun :D
@@Shildran I have used the meta magic distant spell to hit enemies at 1000 ft. Also if you can fly you can use grasp of hadar to pull them 10 ft closer to you and if you are flying above them thats an extra 1d6 fall dmg on top of hex. Or you can use it to pull enemies off of cliffs or out of towers.
@@giggty1994 Falling 10ft doesn’t deal any dmg. It’s every 10 ft after 15. Once u hit 15ft u take a d6 worth of dmg and an extra d6 10ft after that (so 25,35,etc).
If a feat (e.g. Skulker) isn't proving useful because the DM is actively misreading or ignoring the rules even after having their error pointed out, that's describing a flawed DM, not a flawed feat.
The thing is MOST DM's don't follow RAW on hiding because, frankly, it's complicated and doesn't necessarily make a whole lot of sense. I try to follow RAW as much as possible, but instead of flipping through the book to check the rules, I might just say "yeah, makes sense that you can hide here" and let them roll. Also DM's don't have to follow the rules, even when pointed out. Whether or not that's okay depends on their justification for deviating from RAW.
Whether or not it's okay depends not only on their justification, but also their process. You don't like a rule? Sure, change it. But if *you* changed it, it's part of *your* responsibility to consider how that change is going to affect player-facing mechanics and be sure you're not penalizing players who expect to interact with those mechanics; it's also something you need to discuss with those players *before* the issue ever comes up in play -- no {C should ever be in the position of (e.g.) taking the Stalker feat *not knowing* it's not going to be treated RAW. TL;DR Sure, you can change any rule you like as a DM. But if it breaks something, YOU broke it, not the game writers.
@@laithalabri8456 not completely, and i get that, but skulker makes it a lot easier to be allowed to hide in many situations. so even if you dont follow all apects of RAW, Skulker is a very useful feat. especially for rogues who can hide as a bonus action.
How people homebrew their game should never be considered when evaluating a talent universally. It's like saying:- "Warlock is a bad class since my dm only gives us one big encounter a day".
Grappling already does do that. If it’s speed is zero it’s fly speed is zero and it falls. And knocking an enemy prone, does also knock flying creatures don’t
A lot of these feats become way more useful when you consider them in the context of sidekicks (which are UA right now, but will he officially in Tasha’s Cauldron). For example, imagine if you have an animal companion with warrior sidekick levels, and they reach 4th level and gain their ASI or feat. Imagine giving that companion weapon master and suddenly you have that meme of the dog with the flail in his mouth or a goat with a glaive taped to its side or a bird with scimitars in its talons. The possibilities are endless.
@@Hawaii_Foxx-0 It’s the same logic behind the high level spells and items that clearly exist for NPC villains and things of that nature. Just because an option can be taken for a player character doesn’t mean that the most optimal way to use that option is on a player character. There are other aspects of the game that are fun than just playing your own character. I don’t think any option in D&D is “bad”. There are optimal ways to use everything, and honestly my favorite way to play D&D is by taking things widely regarded to be sub-optimal and turning them into game-breaking monstrosities. Be that for my own PC, or for an NPC/monster that our DM can use to interact with us. To look at any feature or ability and say “Well I can’t abuse this as obviously as other features, so this one is bad”, is honestly just kind of close-minded.
@@redstoneraptor8101 nah it just sounds like they are really bad and there is an insane difference between “Well I can’t abuse this as obviously as other features, so this one is bad” that nobody says and bad feats that only become a "good gimmick" if someone else has it but you control it.
Bro pair this with the illusionists bracers and the other eldritch blast invocations and if you're feeling spicy mix in meta magic to double the range again and then you can double cast a 1200ft range 1d10+Cha eldritch blast for 10d10 bolts a round that add 5 damage or more per bolt. Further more take three levels of rouge and pick up the assasin archetype which always crits a suprised opponent, And then smack people behind three fourths cover over a thousand feet away for ten sneak attack crits a fucking round
The problem with max range builds is numbered sight ranges like darkvision. Sure you can hit 600ft away, but can you spot the enemy 600ft away to use the range?
omfg, started following you with your wow channel, I got into yugioh and watch you regularly and now I find out that you have a D&D channel! Awesome dude! great content
I was watching one of your YGO top tens, dropped my phone by accident, and somehow ended up clicking this. I was so confused hearing your voice talking about D&D! Instant sub, I've been getting really into DND in the last year, and it's great that you made a channel for it!!!
"Traps don't usually do damage" Have you ever played or run Tomb of Anihilation? The Dungeon Delver feat is A GODSEND in a campaign where traps can kill you SO HARD that if you drop to 0hp you are reduced to a pile of goop
Yep, Spell Sniper + Eldritch Spear. I have that on my warlock (and agonizing blast ofc) and it's actually come in handy a few times with flying enemies where they are quite high up and horizontally far away. Plus just doubling the range of other spells and ignoring cover has been relevant more often than not but maybe that's just my table.
Tavern Brawler truly shines when you get LARGE improvised weapons, or even just HEAVY improvised weapons (depends on DM, from personal experience most DMs will consider give these properties to improvised weapons.) because then you can cheese it and use GWM, though I agree that this would mostly just be for flavor. Your dm will love the creativity though!
@@TheSinBin512 You cannot deal “serious damage” with that combo, but you can deal decent damage, but that is probably still among the lowest amongst offensive members of the party.
@@WearingGoldluck but fun is also the reason and if u multiclass right u can get a ton of extra from it such as sneak attack flurry of blows(if ur dm allows you to have the monks d4 and the tavern brawler d4 as separated so 2d4 or the monk die plus the d4) a ton of combos can be done with the grappler tavern brawler combo if u wanna do lots of dmaage u still can. But also fun its funny watching the barbarian suplex a dragon to death because it cant fly as its pinned meaning it takes a ton of falling damage
@@Soraking007 Sure, with homebrew rulings you can make a lot of stuff really good, but we’re talking about RAW, so you can’t sneak attack as the attack is not a ranged weapon and it doesn’t have finesse, and the Martial Arts damage and Tavern Brawler damage don’t stack since they both replace your normal unarmed damage.
I know it's far from optimal, but I love my two "weapon" fighting style fighter/barbarian with tavern brawler. The bonus action is overburdened, but the freestyle striking, grappling and throwing stuff is super fun.
Of note for improvised weapons: they're specifically described to deal more damage in some situations, based on the kind of item they are. A very large stick would likely be considered a club (or even bigger) and deal more than 1d4. A raw metal plank would possibly also be considered a shortsword for improvisation. Proficiency in improvised weapons basically gives you proficiency with any and all weapons as long as you can come up with items to use as weapons.
I don't use spell sniper on my own characters, but I do use it on some of the bbeg's henchmen. Warlock with sniper and metamagic adept and you have a minion picking off players from insane range.
I play Pathfinder 1e and thought both skilled and prodigy looked good. I like having a character who can do more than just combat and 1 or 2 other things. It helps if the party does get split or so more than one person can make an attempt if the main guy fails.
As a DM if i ever need to kill my players... i ll just send them one 360feet(120m not sure if i did the math right) away assasin with a longbow, sneak attack, the skulker feat and the sharpshooter feat
22:04 - A word on the "Skilled" feat and a skill money build. With XGE it is possible to build a character proficient in all 18 skills without ever touching the Skilled feat. So even if you want a gimmick build (which I did), there is no reason to choose Skilled over a better feat or an ASI. The "Jacqueline (of All Trades)" build involves: Starting as an Half-Elf (I picked Sleight of Hand & Stealth); Pick your background (I chose Pirate, so Athletics & Perception); At Rogue 3, pick Scout as your archetype (Nature & Survival); Multiclass into Knowledge Domain Cleric (Arcana & History); Multiclass into Warlock 2, choose Beguiling Influence as your Eldritch Invocation (Deception & Persuasion); Multiclass into Bard 1, gain one proficiency upon multiclassing (Medicine); At Bard 3, choose College of Lore, gain 3 more proficiencies (Animal Handling, Performance, Religion). So a Half-Elf character at a total level of 9 (Rogue 3, Cleric 1, Warlock 2, Bard 3) will get you proficiency in all 18 skills, which expertise in Nature, Survival, Arcana, History, 2 Rogue skills of your choice (from Rogue 1), and 2 other skills of your choice (from College of Lore Bard 3). What Skilled?
And if your DM do not allow multiclassing? or you do not wish to break your Main class leveling. Skilled is for fleshing out a few skills you might want for your character. This is why you are stupid for even suggesting this and the video creator or even thinking Skilled or the other feats on this list are the worst.
why does everyone misread that Eldritch Adept? it says "If the Invocation has a Prerequiste you can choose that Invocation ONLY if you are a Warlock AND ONLY if you meet the Prerequiste"... *AND* not *OR!*
personally i think Eldritch Adept is pretty disappointing in that regard, as most of the good invocations have a prereq of "x levels of warlock" or something anyway, so really the only useful one you'd be able to meet the prereq for would be Agonizing Blast or Repelling Blast (granted, both are pretty good, but it's also a feat thus you're missing out on an ASI for it)
@@charger1369 i know. i'm saying it should work differently than it does, because most of the really good invocations require a certain amount of levels in warlock anyway, so it wouldn't be too strong imo.
That's his reason for everything. "Now this feat is good, but only if you don't IGNORE THE RULES" Read this shit guys, it fixes like 99% of your balance complaints. Banishment isn't a get out of jail free spell! READ IT! I can't wait until I'm ready to be a DM. It's gonna be awesome and rewarding because I don't ignore half the rules to make the game easier. BUY A TORCH YA LAZY BUGGERS!
Spell Sniper is good for Druids. It gives good range to your cantrips like Produce flame and thornwhip. Plus another cantrip with long range like toll the dead.
Ummm. No? I know I'm commenting on a year old post but... Spell Sniper doubles the range of ranged spell attacks. RAW Produce Flame is a range self spell, and Toll the Dead is a saving throw, not an attack roll. Matter of fact the *only* cantrip from the druid list that does qualify for range doubling is Thorn Whip. (playing a stars druid, took sniper to ignore cover on archery constellation)
Skullker is a great feat, it's really unfair to put it here because of incompetent DM's. Same reason many people think Darkvision is overpowered, when in reality you never want to rely on it if possible because of the penalty to perception.
It's interesting, a lot of these feats are useful in BG3 because the game runs stricter rules, and because you kind of need to "skill monkey" one character to be the "face of the party."
I can actually see charger being useful fairly frequently. It's good for frontline fighter-types when the enemy is just outside of a normal move action to reach. This would let the player dash to reach the enemy due to dash being used to double move and still be able to so some damage rather than none.
@@Septimus_ii It nice as if its a range your charging you just made them lose a lot of opportunity and if its a melee you got first strike and that is worth a good amount.
We changed charger to "when you move 10ft in a straight line your next melee attack has +5 damage. You can make a melee attacks as part of the dash action" made our monk feel really strong as she could zip around the battle filed hitting multiple people for bonus damage
Then tell me how im supposed to pick up a damn tree straight out of the root and smack a dragon with said tree without tavern brawler. Keep in mind im a barbarian
"you pick the tree up with your 20str as Goliath and throw it at dragon using Reckless Attack while Raged." Range 20ft. Attack roll is pure d20 with advantage. Dmg is 1d12+str+rage. Max tree weigh 544kg or 1200 pounds ~24ft tall log. Need anything else? I mean only thing proficiency does is give bonus to hit chance :\ the 1d4dmg effects on items that are small like fork, knife, bread, rock, bread, billow, glass bottle.... Currently playing Goliath Barbarian with Tavern Brawler. I have also thrown sand to enemies eyes. The proficiency bonus helps to hit ~ combined with Reckless attack and the chance to blind is high. you can either kick or throw the sand. how about throwing a cape or bag ~ thous are things which gave me advantage on my follow up attacks which are grapple and shove~ I WISH there was a way to grapple dragons :3 My only item I want from DM is belt of giant which once a day allows be to grow Large doubling my str bonus. >:) for grappling dragons.
@@anthonyp3452 We had this interesting idea of getting belt that allows self cast enlarge once a day for 1min duration you become bigger and then you drink potion that makes you bigger for 1min so you can grapple the dragon. I hope any Bard ever gets their hands on this idea :( Bard + Expertise on Athletics = better at grappling, you know where this idea would go.......
@@xezzee Rune Knight Fighter + Tavern Brawler = Grapple dragons! Fantastic combo! At 10th level, your size permanently increases to large (depending on beginning size and DM ruling. Otherwise, it is available at higher level). Add giant's might up to twice a day to grow to huge. You can now grapple any size creature!
@@mason4469 That's cool ... Old way would be to cast "Enlarge/Reduce" at any medium class to become Large so you can grapple the Adult Dragon ... but this one can become Huge at lvl 18 so you can grapple an Ancient Red Dragon which is Gargantuan...
Kinda wondering what games you're playing at b/c i rarely start encounters without some sort of environmental factor. A bunch of goblins with cover, crossbow, and their cunning actions can really turn deadly at all levels. I rarely play at tables where most combats take place in 30x30ft white room Skilled is also super campaign dependent b/c the only combat applicable skill is athletics, but in any game that has any amount of intrigue or rp focus makes it one of the best feats, as proficiency is one of the few ways to get scaling modifiers in 5e. I agree that prodigy power creeps skilled, but i disagree with your assessment that it's bad.
Regarding Medium Armour Master, it's also very useful if you are (like me) playing a Winged Tiefling. 30ft flying speed while at 18 AC with half-plate? Very nice.
Props for actually getting right to the video without 3 minutes of BS at the start. Apparently that's hard for most youtubers. Charger is decent when you need to chase down an enemy, or when you had to use your action to dash but still want to get some damage in.
Hey DuelLogs, I love your vids along with your Yu-Gi-Oh videos as well. Could you maybe make a bunch of videos talking about the characters you have played in dnd, or your favourite builds for dnd.
it's kind of amusing that BG3 revamped the Tavern Brawler feat in such a way that it's now one of the most broken feats in the game. It doubles your strength mod when making unarmed, improvised, or thrown weapon attacks. Basically makes strength monks (or "Stronks") into Kenshiro from Fist of the North Star.
I mean, he's trying to look for the best case scenarios for each feat to give them a fair chance. There are always a situation where a feat can be good, maybe even the best. But for a situation like that to occur, you either need to make a character for the feat to be useful or have a specific group/playstyle, enforcing a rule that's not always considered. When you look at some really good feats, like metamagic adept, great weapon master or magic initiate, they give options or mechanics that give some benefit no matter how you play or what character you play. You don't have to tailor a specific situation where it's useful. Edit: granted, I do agree some feats are kinda worse than some of these, like some of the race-specific feats from xanathar's are pretty underwhelming.
Elemental adept is imo the worst feat. It doesn't cancel out immunity and you need to take it multiple times to be versatile with it. Unless you are a tempest cleric... Then take it twice and watch the world get electrified.
@@fledgling9097 Idk about that. Elemental adept is a pretty decent feat (nothing crazy but not terrible). Most of the time u can guess if a monster is gonna be immune to a dmg type (like fire if your fighting a fire elemental or a fire breathing dragon) but resistances r a different story. It’s not something u can guess also theirs spells like absorb elements and protection from energy so it’s hard to tell if they have those spells. And magic items as well. This way if your focusing mainly on one dmg type (like if your a dragonic bloodline sorcerer) then u don’t have to worry about any of this.. Also your min dmg is slightly less since u can make any 1 u roll a 2. Tbh tho u it should be u can Reroll any 1 u roll but u have to use the new roll.
Spell sniper + Distant spell metamagic + shocking grasp = 60ft shocking grasp Advantage if Target is wearing metal. On hit, target can't take reactions. More funny than useful. Doesn't work if you cast through a familiar though.
The case for Grappler on rogue. There are only a limited number of ways for a rogue to gain advantage on an enemy for their sneak attack. In some scenarios, the rogue wants to silently pick a target in the back line, and not the same target that the fighter already engaged. It is very likely that the lighting level doesn't allow the rogue to hide and get advantage every turn. Sometimes, it is desirable for the target not to run away and sound the alarm. Because of that, a creative rogue will often do this: Surprise round: Sneak attack out of hiding. Turn one: initiate grapple. Turn two: shove prone the target to gain advantage. Turns three +: attack + off hand attack with advantage (and sneak attack) until the target manages to break the grapple and use half its movement to get back up from prone. The target can use its action either to attack you with disadvantage because it's prone, or waste a turn fighting your athletics proficiency. This follows from an interpretation of the rules where you can only substitute an attack out of a multi-attack for grapple or a shove (and not your off hand bonus action), and only use your bonus action to attack with your off hand weapon if you have used your action to attack with your main hand weapon. If your DM allows you to substitute a bonus action for a grapple or shove it would look like this: Surprise round sneak attack out of hiding. Turn one initiate grapple, bonus action attack replaced with shove-prone. Turn two: double attack with advantage every turn. Now, with grappler, you don't need to shove the target prone to have advantage on your melee attacks, so it could be faster. Assuming literal rule interpretation: Surprise round: grapple. Turn one+: main hand + off hand attack with advantage (and sneak attack) until the target breaks free from grapple. Of note, it can attack you without disadvantage if it choses to remain grappled. If your DM allows for you to use your bonus action for your off hand attack even if your main action wasn't technically attack, you could do: Surprise round: Sneak attack. Turn one: action grapple, bonus action off hand attack with advantage and sneak attack. Turn two+: main hand and off hand attack with advantage and sneak attack. All in all, grappler allows you to pick the back line targets a whole 6 seconds faster without your fighter's help, at the cost of them not having disadvantage during the struggle, _IF you make a very literal interpretation of the rules and don't allow bonus action off hand attack following a grapple action_ . All in all, it's a good way to build a strong independent rogue who don't need no fighter, and it's a lot more creative than using mage hand to help every turn... But you can probably get away with doing without the perk. Fun fact, expertise in athletics allows for a rogue to win a duel against a fighter of equal level through the grapple-shove strategy, as your 18 AC combined with the disadvantage of being prone will make them miss 75% of their attacks while you land your sneak attack on 93% of rounds. The duel will quickly revolve to both players trying to grapple and shove the other prone to win the advantage, which is extremely flavorful and realistic. Strongly encourage it.
Tavern brawler has some funny synergies with longbows/HeavyCrossbows, and Great Weapon Master. As in, you can make an improvised weapon attack (1d4) with the (-5atk, +10damage) And then use a bonus action to attempt a grapple. Ammunition property allows improvised attacks, turning it into a improvised weapon with it's original properties (ie. Heavy). GWM requires that you make a melee attack(ie. with our ranged weapon, see improvised weapons) With a Heavy weapon(longbow/heavycross) With a weapon your are proficient in(improvised weapons, ie. tavern brawler) So classes like Barbarian can still use a L-bow/HC-bow(in melee range), If they have these two feats. I think it's hilarious.
Eldrich Adapt won't allow you to pick stuff wihh pre-requisite unless you also is a Warlock. Best medium armor is Serpent Armor which as I recall is 14 + Dex.
Eldritch Adept specifically does not allow you to take invocations that have prerequisites regardless of whether you meet them unless you are already a warlock. All of the EB invocations have prerequisites. Although I think a lot of DMs would allow you to ignore that by RAW it would not allow you to buff up EB as anything other than warlock.
Gotta correct you on the Eldritch Adept bit in regards to Spell Sniper. If you are NOT a warlock, THE ONLY invocations you can learn cannot have ANY prerequisites. That includes the prereq of having Eldritch Blast.
Spellsniper is only good on warlocks who focus on EB. Also you need a tabletop representation of occlusions which you can ignore. Warlocks starts with only 2 cantrips, this feat causes your EB to be 240 ft which isn't the best part of the feat but makes more people look away from Eldritch Spear. Ignoring obstacles makes me the best ranged damage dealer in the group and I can hide from ranged enemies. Less risks and more EB.
For the skilled feat this even a new version of it in an unearthed arcana that came out last month that increases any star of your choice by one gives you proficiency in any skill or tool as well as double a proficiency bonus of your any skill or tool of your choice. Technically with this feat, practiced expert, you can have double expertise.
11:06 "This new feat called Eldritch Adept..." sadly it states that you have to be a warlock of any level to choose an invocation that has a prerequisite of ANY KIND. And that means, even IF i meet the prerequisite, well it still has one so sadly i can't pick up agonizing blast with my bard
@@fledgling9097 Please look at the video again, on the screen you can clearly see in the info-card about the UA version that he used. It already reads like the current one. Thats why i raised my voice, to make people aware of that. Otherwise it could ruin entire builds. Edit: Grammar and typos
So. I play DnD 5E in a WoW Conversion on a RP Private Server. (its a REALLY weird Conversion.) With that in mind, areas of combat are far more larger and the game's meta shifts due to the nature of a 3D Environment compared to the 2D of Tabletop, as a result things like Spell Sniper are REALLY useful as most of the time you will engage enemies that are beyond your range. Sometimes even Longbows are found to be out of range depending on the scenario of our campaign. Edit: Along with that, enemies are more likely to use cover as we mostly encounter Humanoid/Undead Threats rather than mindless beasts that wouldnt use cover, so having the negation of cover for ranged attacks of magic and crossbow alike is very useful.
Skulker doesn't belong on this list imo. It's a great feat, fantastic, arguably a must-have, by the game's definition. Other people playing the game wrong (or for the more sensitive folk, not understanding the way the game was designed,) doesn't mean the feat itself is bad, it just means that you have to be mindful of the group you're playing with.
Agreed, skulker on a rogue or Twilight cleric is epic. Twilight cleric for 300 feet of normal perception checks, and rogue for the hide as a bonus action, although steady aim is now a thing hide becomes more versatile than just gaining advantage on attacks.
@@fledgling9097 personally I'm not a huge fan of steady aim, especially since rogues have so many other things to use their bonus action on. I'd rather attack with an offhand weapon 9 times out of 10
Wood elf dexbarian mask of the wild would combo with skulker hulking barbarian popping out of light fog while raging landing on you. But really Skulker can combo with mask of the wild opening up basically any type of natural phenomenon allowing easier hiding anywhere. Wood elf ranger or rogue could be hidden in nothing but light mist or a tiny bit of rain, a small Bush or pollen in the air. Constantly hidden. It makes taking that feat somewhat worth it as now you can hide behind almost anything in the wilderness and not be found.
I’d argue Tavern Brawler is DM specific, since depending on how creative you are you could get things like 1d8 planks of wood or using curtains as nets without needing martial weapons proficiencies would be pretty decent, especially if you were allowed to make your own improv weapons and put nails on the end of that plank of wood. You may also be able to pull shenanigans like using wire as a garrote and being able to get prof on the check regardless of your athletics. you might even be able to convince the DM to let you add double your prof or give advantage if your already proficient with grapples. It’s really only limited by your creativity and how much of your shenanigans your DM is willing to put up with.
I'm thinking an Artillerist Artificer might get good mileage out of Spell Sniper and Artificer in general might benefit from Skilled to be better suited to craft a range of magic items.
Just discovered your channel. Great breakdown on the feats. One point, you state that Charger eliminates your multi attacks by using the dash action. What you didn’t mention is that if your character is outside normal closing range, this feat doubles your closing range (move + dash) AND still allows an attack whereas other characters would have no attack at all. Certainly situational, but still a benefit.
Use for weapon master: A War Mage Wizard. Could be fun if you're out of spell slots, and you draw a longsword and charge in casting cantrips like booming blade or green flame blade.
Hahaha I have a Death Cleric with a passive perception of 32 as well XD It's always fun when a DM who's never DM-ed that character to ask me what's my PP and I reply with 32. AKA DM going "yeah you pretty much see everything" And the rest of the table going "32 wait how"
My favorite thing about Skulker is that you literally two of the benefits just by being a wood-elf Mask of the Wilds lets you hide while lightly obscured and Darkvision never imposes disadvantage on perception checks unless of course you're in magical darkness.
Darkvision turns Dim Light into Bright Light and Darkness into Dim Light within a specific radius. Darkvision doesn't remove the disadvantage on Perception checks made in lightly obscured areas, aka dim light.
@@branhan215124 in dim light it would because as you said yourself Darkvision makes it so that you can see in dim light as if it were bright light within a certain radius as you specified, I thought that part was obvious thus neglected to include it in my previous comment
@@joshuahendershot196 No, Darkvision doesn't remove the penalty for Perception checks in dim light, it changes the definition of "darkness" to "dim light" but you still suffer disadvantage seeing in dim light- Skulker removes that, not Darkvision.
@@branhan215124 The point I'm making has nothing to do with Darkness, I'm focusing solely on dim light itself, not the darkness that darkvision allows you to treat as dim light, but the dim light that darkvision allows you to treat as bright light.
@@joshuahendershot196 But you said that Darkvision never imposes disadvantage on perception checks but it does- that was my point, I'm sorry if I was just misinterpreting you.
So Spell Sniper is useful in my campaign as my DM gives -2 cover to any attack attack roll on a target in melee range of an ally or if an ally in the line of fire. So many characters in our campaign have it.
Unless you happen to meet the prerequisite for Prodigy, Skilled is the only way to get proficiency in the Herbalist Kit, unless you background as a Hermit, which also sucks. Being able to create potions of healing and antitoxins is super useful if you don't have a healer in the party.
Devils advocate for tavern brawler if you use grappler as well and you are building a fist fighter or a str monk (or spectral arms monk with high wisdom) thats quite good you have advantage on your attacks while grapleing a creature and you can graple as a bonus action plus you are proficient with improv weapons
Some ways to make grappler better, take the new unarmed fighting fighting style and the new grappling stike from the battle master fighter. Now you can grapple people as a bonus and have advantage on your attacks, while also dealing automatic damage every round.
Weapon Master is an excellent feat if you’re a rogue in Icewindale: Rime of the Frost Maiden, you’ve acquired one of the laser rifles from the crashed spaceship, and you want to use that rifle against Auril without using all you shots (there are no reloads) to try to learn how to use the weapon. You “study the weapon” until you can pick up the feat, and now it’s available for inflicting surprise damage. I’m sure there are other situations in which Weapon Master becomes highly desirable.
Have a character I plan taking medium armor master on that is exactly that edge case. Not sure if it's going to be incredibly useful or even more so than taking another better feat, but we'll see how it plays out.
Grappler is also a good combo with tavern brawler with extra attack you could make an unarmed strike and grapple as your action then go for the pin as your bonus action.
I just found out you made this new chanell and i am really amazed! I really like dnd and you are one of my favorite youtubers! I hope you keep making more content but don't burn yourself out. Take care of yourself Hiruma!
The PHB mentions a Dead Goblin as an example of items that can be used as an improvised weapon. I doubt your DM's gonna tell you that you can't bash with your shield as an improvised weapon
Gotta' say, I love my "Mr. Mobility" build with medium armor master. 4 levels of rogue for cunning bonus action dashes & disengages and an ASI, 16 levels of battlemaster fighter for 16 DEX, 20 STR, and polearm mastery for a ridiculous wealth of options: attack on your turn, attack on your opponent's turn, when they enter combat, when they leave combat, attack at 15' reach with a lunge, then attack again when they come with 10' with a reaction, throw handaxes across the battlefield as a bonus with quick toss while you're in melee at 10' without disadvantage... the list goes on! For one specific build, namely the 16 DEX fighter that started in rogue and wants to get all the mileage he can out of it, medium armor master is a great feat. In all other cases, it's meh at best.
I played a monk whose story was that they worked as a fighter in a bar that had a fighting pit. I took the Mobile and Tavern Brawler feat and I was killing it every encounter and having the best time. I genuinely felt like a true MMA fighter.
The new monk feature that lets you make a weapon that you are proficient with become a monk weapon could be the one useful application of the Weapon Master feat. You could have a morningstar, whip, or other niche weapon as a monk weapon without being a Kensei monk
Grappler is an amazing feat for a rune knight fighter. Bonus action get big, then grapple, then attack at advantage until the target dies. Because you have advantage on strength checks they will likely never escape, especially if you also get the skill expert feat to have expertise with athletics.
Its actually not amazing for a rune knight, if you want something actually amazing just grab fey touched, you will get hex which you can use to make whatever you are grappling have disadvantage in athletics checks or whatever else is needed. You also get misty step.
@@fledgling9097 nobody is ignoring what this horrible basically useless feat gives you. everyone knows grappling is part of the attack action. you didnt know? what does that have anything to do with how horrible the feat is? you can get the same advantage on attack rolls and a lot more important stuff like giving everyone else advantage on their attacks and making your target have disadvantage on attacks against everyone if you shove and grapple. everyone wanting to grapple is already going to do this. have you ever played a rune knight or any character that grapples? i really hope no one has ever followed your bad advice. fey touched is in any way shape or form better than a trash feat like grappler
@@friskscipio Nah, it's fine, go ahead and try to stamp out passivity by being a pessimistic min maxer. Enjoy the game however you want and I will do the same. I've had fun using the grappler feat as a Grung rune knight.
The cover bonus might come up in tight dungeons due to having to shoot around enemies and allies; but very situational. Also, if there is cover being used, a creature will just move 5-10 feet to attack and then 5-10 feet back afterward for full cover. A tactical negative/positive with cover is creatures being able to split their moves.
If your enemies rarely have half cover, your dm hasn't realized that other players/enemies grant half cover. I'm not sure theres been a session in my campaign where half cover wasn't relevant.
OR it's considered to be a bad rule thqt nobody cares about. I mean... What does it bring to the table? it just complicates things and forces players and dms to rules lawyer about the positioning of every character in a fight. I prefer to only use it when it is obvious, like with large or larger characters. A medium ally that can move away easily should never provide cover for an enemy in my opinion
Don't underestimate tavern brawler grabs. I made a monk and turned improvised weapons into my monk weapon (it remove the point of the D4 but it gives you the ability to do d10 with a pan)
@@louiesatterwhite3885 I mean technically, being able to pick any random rock off the ground and being able to do the same damage as a longsword is a legitimate benefit. But unless you have a DM that's constantly taking your weapons away...
Where is Keen Mind on this list? I can only think of using this for roleplay elements. The feats listed are really much better than he portrays them too.
@@timob1681 It started as an open source version of 3.5, yes, but the more stuff people added the more it became it's own thing, to the point they're now considerably different games with just the same core mechanics, And PF 2ed even more so.
I have to defend Spell Sniper, because I'm currently playing an Asimaar Warlock in an Eberron campaign and our DM has most encounters occur out in the world on large maps (Roll20). So the first part of any encounter is the two sides getting in range of each other, and that's when I can E-Blast to get the initial damage in while keeping my distance. It also helps keep enemies in range when I transform and fly around. A feat I thought would be on the list is Mage Slayer. Yes it is good for melee classes who get up close to spellcasters and gives them disadvantage on concentration checks but that's about it. The other 2 benefits of the feat are only applicable if the caster is within 5 feet of you. Most casters will want to keep their distance, and will have options to get away from you before they try casting a spell, so that renders those parts of the feat useless. Did I mention it's a full feat with no ASI?
Under a very specific set of circumstances, spell sniper can be game breaking. I once had a DM who, got whatever reason, didn’t like dungeons. So almost all of our combat encounters were set in the overworld. I was playing an aarakocra warlock. I noticed I could just fly 120 feet up and shoot enemies, since most of them didn’t have the range to hit me that far away. Trouble is, some monsters have 120 foot range on attacks. Eldritch spear increases EB’s range to 300 feet, but once in a blue moon we’d get an enemy that could shoot that far. Eldritch spear + spell sniper gets you a 600 foot attack range. So now I could dimension door 500 feet in the air at the start of combat and just stay there. I don’t think I took damage a single time once I started doing this.
One thing a few of my dm friends and I have sorta reasoned with on spell sniper is that, since they’re bigger warhammer nerds than me, that conic spells originating from you have increased dimensions. So cold of cold and burning hands.
Unarmed fighting style with tavern brawler gives you a 1d6 or 1d8 damage, not just 1d4. Yes, it's not just the feat which is what the video is about, but it makes it a LOT better.
Very interesting that you mentioned the exact circumstance where Medium Armor Master is actually useful, as you perfectly described my Hexblade. Taking this feat and acquiring half-plate would raise my current AC by 3 from 17-20. (Currently using studded leather and shield with 16 dex)
Even in that case, it only raises your AC by 2, because instead of using "studded leather AC 12, shield +2, dex16 +3 = 17", there is no reason to not use "breastplate AC 14, shield +2, dex16 +2 = 18", as breastplate also does not give disadvantage on stealth checks.
A good alt to Skilled is Skill Master bc it also still gives you an ASI and you can gain a proficiency and an expertise, and in most homebrew games I’ve played there’s a bit less focus on combat and I feel I use skills fairly often so fuck it
I disagree with Spell Sniper, but I also enforce half and three quarter cover rules when shooting through other creatures or trying to get around really cluttered cover. It only takes one corner of a square blocked from line of sight to grant half cover, and you only need one corner with line of sight to be 3/4 cover instead of full cover. It can be surprisingly relevant, and surprisingly valuable, especially if the party's lacking bless and means of gaining advantage (or if you are the only means of gaining advantage, such as with Guiding Bolt).
Fighter taking unarmed fighting style and tavern brawler: 1d8+strength punches and you can grapple on a bonus action, giving you some bonus action economy Also could add Grappler to this so you can just keep punching them and.pin on a bonus action
My group's previous campaign actually had a character built around Tavern Brawler, and ended up getting a LOT of good use out of it (partially thanks to the homebrew settings/rules). Big dude with max strength, would punch something and proc the grapple, then proceed to USE THAT BITCH AS A WEAPON TO BEAT OTHER BITCHES, hurting two enemies at once in the process. The lovable meathead became a big ball of violent joy when my Bard took the Magic Initiate (Warlock) feat to gain access to Hex to basically ensure he won the grapple checks which we dubbed our "Wombo Combo". Side note, other combos included: - Baiting a tough enemy to come at me or otherwise positioning them for a Dissonant Whispers to have them run away through a gauntlet of Opportunity Attacks. - Despite being built around the support role idea of "No, stop that" (liberal usage of Bane, Cutting Words, and Calm Emotions), some bosses got my "Fuck that guy in particular" combo of Hex (Magic Initiate), Eldritch Blast (also Magic Initiate), and Spiritual Weapon (Early Magical Secrets) thanks to home rule allowing multiple leveled spells cast in a turn and downgrading actions to bonus actions.
Skulker on rogue got a big buff. Because if the rogue doesn't move he can get sneak attack. Meaning the "stay hidden when you miss" becomes much better because next round you will get advantage if you don't move
The problem with the spell sniper and eldritch adept combo for players who want eldritch blast without being a warlock is that the eldritch adept feat doesn’t allow any invocations with prerequisites unless you’re a warlock with the prerequisites met. Any invocation improving eldritch blast has the prerequisite need of knowing eldritch blast. What this means is you can take the feats for spell sniper and eldritch adept, but you can’t take any eldritch blast invocation. The eldritch adept feat loses a bunch of value if you’re not actually a warlock just looking for an extra invocation although there still are some good ones: EX: any invocation allowing you to cast a specific 1st level spell at will without material components or spell slots.
Devil's advocating for Skilled: If you are a tier 3 rogue, you have three more skills you never roll under 10
Devil's advocating for Skilled(II): are you building a skill monkey? If so take it as a variant human at lv1 and you'll be useful out of combat
Skill monkey build 11 Rogue (Scout), 1 Cleric (Knowledge), and Bard 3 (Lore).
Take Skilled and you have every skill proficiency in the game + Thieves Tools + a random instrument. Also you have Reliable Talent for minimum 10 on every skill check.
@@Salt_Mage don't alchemists just get proficiency in all tool kits as a class feature? If you truly want a skill monkey it seems like an alchemist build would be your best option. Admittedly an alchemist has less combat effectiveness than a rogue in a lot of situations but that's not generally a goal with a skill monkey build.
Kind of neat but the multi purpose tool from tashas gives you proficiency on whatever tool it takes but needs to be attuned on an artificer. Also increases spell save dc and spell atk so also somewhat functional in combat. Just gotta get one or craft it.
@@davidpritchett855 no they do not, they do get quite a few though
"Traps dont do a lot of damage"
Dragon of the Icespire module: "4d10 damage, halved on a dc15 dex save. On a level 1 party. Right after fighting multiple cr2 monsters"
They'll just brush that off!!!
And the only way to get around that is if they have a mage hand or something to use it pull that lever
I’m sorry
Where?
@@pensivecrow I think it might be the Gnomengarde quest in Dragon of Icespire Peak
@@laithalabri8456 Wow. Yeah we’re hoping to be level 5 by then, just hit 4 and haven’t gone yet lol
14:12 "Unless you know your DM _loves_ traps..."
So basically, take the feat when your DM is Freddy from Scooby Doo.
Or the Home Alone kid
Or to mock a weeb DM who likes Astolfo. I'd give my player a reward for that.
@@slydoorkeeper4783 Am I missing something or are you just venting
@@GunkedUpGoober I think you missed the joke I made against myself.
@@slydoorkeeper4783 i cant read sorry
It sounds like you've never lobbed a 600ft Eldritch Blast with a Telescope lol. I played a Warlock hitman one time who basically used EB like a sniper rifle. Good times
A Snipelock is a terrifying opponent for most low and mid level groups. Have a high level snipelock target the party from a tower in a open field, and watch the party panic.
I went pact of the chain and used my psuedodragon to help locate enemies a mile out and aim. Sorlock with spell sniper, eldritch spear, and distant spell metamagic. Was badass.
Not to mention if you are in a sea fairing campaign sniping from the crow's nest
@@Lord_necromancer That's something I did as well, when asked why I'd say. I like to make my enemies question what "a safe distance" means.
Error: Eldritch Adept(UA) does not allow non warlocks to pick up invocations that have prerequisites. So if you pick up Eldritch Adept and Spell Sniper , you still can't get agonizing blast on a non warlock
This remains true in the final version of the feat found in Tasha's Cauldron. The wording specifically states you cannot take an invocation if it has a prerequisite of any kind unless you are a Warlock that meets the prerequisite. Honestly, if you take Eldritch Adept, your best bets are to take Devil's Sight more often than not so you get 120 feet of darkvision that works even on magical darkness. Though Eyes of the Rune Keeper has some fun uses as well...
@@Xeranad can’t u get it if u take magic initiate as well?
@@therandom58 Nope. It specifically says in the feat description that if it requires any prerequisite, you must be a WARLOCK that meets that requirement. So a dip into Warlock is required. That said, Rule Zero in the DMG can still apply... if the DM is cool with it...
I also took the opportunity to see how many Invocations you can take with this feat without a Warlock level... of the 54 invocations... only 12 are available with no Warlock levels.
@@Xeranad Actually, you DON'T "get darkvision" from Devil's Sight. You get to see in darkness, even magical darkness, yes. But darkvision is never mentioned in that Invocation ... which means, RAW, it works ONLY in total darkness and you get no benefit from it in dim light.
Still an attractive option for a non-warlock, though I'm also quite fond of Mask of Many Faces, Misty Visions and Fiendish Vigor. Basically any invocation that treats a 1st-level spell like a cantrip can be a good one. ;)
@@morganpetros9635 That's fair. And yes, Mask of Many Faces and Misty Visions are very nice. Fiendish Vigor gets more useful if you're playing a front line fighter, but overall having the extra HP is good. The others require a certain setup. Eldritch Mind from Tasha's as an example: only useful for spellcasters, and especially ones that have concentration spells... lord knows how irritating it is when you cast Faerie Fire only for you to fail the CON save after getting hit with an attack.
Eyes of the Rune Keeper is mostly there if you want an unconventional way to make your DM cry. (You'd be surprised how the ability to read ANYTHING you come across really cramps his ability to keep secrets, thus negating reveals)
A lot of people don't realize that when you are attacking past a party member with a ranged attack the creature has cover. I have had DM's that enforce that and that made spell sniper very useful.
Wish more DMs would enforce very obvious penalties for trying things that are difficult in reality. Like athletics checks to do 1-arm pull ups if you try to turn 2 immovable rods as a ladder.
better still is the fact that, if you do miss the attack roll by less than the amount of cover your enemy got from your party member standing in the way, you hit your own party member.
@@windhelmguard5295 that is strictly a house rule. That is not RAW.
@@micahg196 i'm pretty sure it was in older editions though.
@@windhelmguard5295 maybe but this is about 5e so older editions don't count for this.
Personally, I love spell sniper. I play a warlock, picked up eldritch blast with it. I designed my character for more social interactions, and used all my class cantrips on things to mess with people. with spell sniper i was able to get eldritch blast, gain more general cantrips, and in hallways ignore my party members being in the way of enemies. I think it was under rated in this
I play a fighter/sorcerer took spell sniper for eldritch blast. I use my glave like a gun and I've killed shit well over the 120ft mark several times! Pew Pew Pew
I've mixed Spell Sniper with Distant Metamagic for my Shadow Sorcerer to make the spell Witch Bolt viable.
I have been thinking about eldritch spear combinated with spell sniper... you'll become a true sniper with 600 ft range :D
It's very situational, but it could be fun :D
@@Shildran I have used the meta magic distant spell to hit enemies at 1000 ft. Also if you can fly you can use grasp of hadar to pull them 10 ft closer to you and if you are flying above them thats an extra 1d6 fall dmg on top of hex. Or you can use it to pull enemies off of cliffs or out of towers.
@@giggty1994 Falling 10ft doesn’t deal any dmg. It’s every 10 ft after 15. Once u hit 15ft u take a d6 worth of dmg and an extra d6 10ft after that (so 25,35,etc).
If a feat (e.g. Skulker) isn't proving useful because the DM is actively misreading or ignoring the rules even after having their error pointed out, that's describing a flawed DM, not a flawed feat.
The thing is MOST DM's don't follow RAW on hiding because, frankly, it's complicated and doesn't necessarily make a whole lot of sense. I try to follow RAW as much as possible, but instead of flipping through the book to check the rules, I might just say "yeah, makes sense that you can hide here" and let them roll. Also DM's don't have to follow the rules, even when pointed out. Whether or not that's okay depends on their justification for deviating from RAW.
Whether or not it's okay depends not only on their justification, but also their process. You don't like a rule? Sure, change it. But if *you* changed it, it's part of *your* responsibility to consider how that change is going to affect player-facing mechanics and be sure you're not penalizing players who expect to interact with those mechanics; it's also something you need to discuss with those players *before* the issue ever comes up in play -- no {C should ever be in the position of (e.g.) taking the Stalker feat *not knowing* it's not going to be treated RAW.
TL;DR Sure, you can change any rule you like as a DM. But if it breaks something, YOU broke it, not the game writers.
@@laithalabri8456 not completely, and i get that, but skulker makes it a lot easier to be allowed to hide in many situations. so even if you dont follow all apects of RAW, Skulker is a very useful feat. especially for rogues who can hide as a bonus action.
@@mirtos39 that's fair, I wouldn't say that Skulker is an awful feat. I just mean that a DM isn't bad because they don't follow RAW for hiding.
How people homebrew their game should never be considered when evaluating a talent universally. It's like saying:- "Warlock is a bad class since my dm only gives us one big encounter a day".
If you're grappling a flying dragon, you can use Pin to disable its wings and make it crash to the ground. Shove can't do that.
Which is both practical, and cool as fuck to describe.
@@That_Guy_Ty you can shove someone into a cloud of daggers.
If you're a monk you can also have 3 attacks with advantage, I think that's pretty neat
Grappling already does do that. If it’s speed is zero it’s fly speed is zero and it falls.
And knocking an enemy prone, does also knock flying creatures don’t
"If you're grappling a flying dragon"
Oh so that thing you'll probably never do or only do once, cool.
*So It's Bad*
I love hearing your voice talk about stuff i like- subbed
A lot of these feats become way more useful when you consider them in the context of sidekicks (which are UA right now, but will he officially in Tasha’s Cauldron). For example, imagine if you have an animal companion with warrior sidekick levels, and they reach 4th level and gain their ASI or feat. Imagine giving that companion weapon master and suddenly you have that meme of the dog with the flail in his mouth or a goat with a glaive taped to its side or a bird with scimitars in its talons. The possibilities are endless.
"A lot of these feats are better when they're not on your actual PC".
Okay so they're bad, got it.
@@Hawaii_Foxx-0 It’s the same logic behind the high level spells and items that clearly exist for NPC villains and things of that nature. Just because an option can be taken for a player character doesn’t mean that the most optimal way to use that option is on a player character. There are other aspects of the game that are fun than just playing your own character. I don’t think any option in D&D is “bad”. There are optimal ways to use everything, and honestly my favorite way to play D&D is by taking things widely regarded to be sub-optimal and turning them into game-breaking monstrosities. Be that for my own PC, or for an NPC/monster that our DM can use to interact with us. To look at any feature or ability and say “Well I can’t abuse this as obviously as other features, so this one is bad”, is honestly just kind of close-minded.
@@redstoneraptor8101 nah it just sounds like they are really bad and there is an insane difference between “Well I can’t abuse this as obviously as other features, so this one is bad” that nobody says and bad feats that only become a "good gimmick" if someone else has it but you control it.
What about the Eldritch Spear Invocation? 600ft Blast, no one gets away...
Bro pair this with the illusionists bracers and the other eldritch blast invocations and if you're feeling spicy mix in meta magic to double the range again and then you can double cast a 1200ft range 1d10+Cha eldritch blast for 10d10 bolts a round that add 5 damage or more per bolt. Further more take three levels of rouge and pick up the assasin archetype which always crits a suprised opponent, And then smack people behind three fourths cover over a thousand feet away for ten sneak attack crits a fucking round
@@commissardaniel9500 You get it
Meet the sniper
@@miguelgp8607 More or less
The problem with max range builds is numbered sight ranges like darkvision. Sure you can hit 600ft away, but can you spot the enemy 600ft away to use the range?
omfg, started following you with your wow channel, I got into yugioh and watch you regularly and now I find out that you have a D&D channel! Awesome dude! great content
I was watching one of your YGO top tens, dropped my phone by accident, and somehow ended up clicking this. I was so confused hearing your voice talking about D&D!
Instant sub, I've been getting really into DND in the last year, and it's great that you made a channel for it!!!
He has a Warcraft channel to. He's nutty
"Traps don't usually do damage"
Have you ever played or run Tomb of Anihilation? The Dungeon Delver feat is A GODSEND in a campaign where traps can kill you SO HARD that if you drop to 0hp you are reduced to a pile of goop
Not gonna lie, I like spell sniper, allows eldritch blast to be 600 ft range and up to 1.2 k ft
Yep, Spell Sniper + Eldritch Spear. I have that on my warlock (and agonizing blast ofc) and it's actually come in handy a few times with flying enemies where they are quite high up and horizontally far away. Plus just doubling the range of other spells and ignoring cover has been relevant more often than not but maybe that's just my table.
Add in Metamagic initiate for the distant spell Metamagic option
@@evannibbe9375 You can't get to 1200 feet without Distant Spell. It's absolutely necessary.
Tavern Brawler truly shines when you get LARGE improvised weapons, or even just HEAVY improvised weapons (depends on DM, from personal experience most DMs will consider give these properties to improvised weapons.) because then you can cheese it and use GWM, though I agree that this would mostly just be for flavor. Your dm will love the creativity though!
Sounds like someone has never taken Grappler and Tavern Brawler together.
hell yeah and play a barbarian with fist alone and you can some serious damage
@@TheSinBin512 You cannot deal “serious damage” with that combo, but you can deal decent damage, but that is probably still among the lowest amongst offensive members of the party.
@@WearingGoldluck but fun is also the reason and if u multiclass right u can get a ton of extra from it such as sneak attack flurry of blows(if ur dm allows you to have the monks d4 and the tavern brawler d4 as separated so 2d4 or the monk die plus the d4) a ton of combos can be done with the grappler tavern brawler combo if u wanna do lots of dmaage u still can. But also fun its funny watching the barbarian suplex a dragon to death because it cant fly as its pinned meaning it takes a ton of falling damage
@@Soraking007 Sure, with homebrew rulings you can make a lot of stuff really good, but we’re talking about RAW, so you can’t sneak attack as the attack is not a ranged weapon and it doesn’t have finesse, and the Martial Arts damage and Tavern Brawler damage don’t stack since they both replace your normal unarmed damage.
@@Soraking007 ah yes, "with homebrew this is actually really good" so it's bad
I know it's far from optimal, but I love my two "weapon" fighting style fighter/barbarian with tavern brawler.
The bonus action is overburdened, but the freestyle striking, grappling and throwing stuff is super fun.
Of note for improvised weapons: they're specifically described to deal more damage in some situations, based on the kind of item they are. A very large stick would likely be considered a club (or even bigger) and deal more than 1d4. A raw metal plank would possibly also be considered a shortsword for improvisation.
Proficiency in improvised weapons basically gives you proficiency with any and all weapons as long as you can come up with items to use as weapons.
I don't use spell sniper on my own characters, but I do use it on some of the bbeg's henchmen. Warlock with sniper and metamagic adept and you have a minion picking off players from insane range.
*Sweats in person who played a Rogue with Skilled and Prodigy.*
I play Pathfinder 1e and thought both skilled and prodigy looked good. I like having a character who can do more than just combat and 1 or 2 other things. It helps if the party does get split or so more than one person can make an attempt if the main guy fails.
I mean Rogue is one of the few situations where it's fine tbh
The Skulker feat is basically a sneak 100 stealth archer from Skyrim.
As a DM if i ever need to kill my players... i ll just send them one 360feet(120m not sure if i did the math right) away assasin with a longbow, sneak attack, the skulker feat and the sharpshooter feat
@@zinogrevz7389 With a longbow sharpshooter you can be up to 600 feet away
@@evannibbe9375 thanks
22:04 - A word on the "Skilled" feat and a skill money build.
With XGE it is possible to build a character proficient in all 18 skills without ever touching the Skilled feat.
So even if you want a gimmick build (which I did), there is no reason to choose Skilled over a better feat or an ASI.
The "Jacqueline (of All Trades)" build involves:
Starting as an Half-Elf (I picked Sleight of Hand & Stealth);
Pick your background (I chose Pirate, so Athletics & Perception);
At Rogue 3, pick Scout as your archetype (Nature & Survival);
Multiclass into Knowledge Domain Cleric (Arcana & History);
Multiclass into Warlock 2, choose Beguiling Influence as your Eldritch Invocation (Deception & Persuasion);
Multiclass into Bard 1, gain one proficiency upon multiclassing (Medicine);
At Bard 3, choose College of Lore, gain 3 more proficiencies (Animal Handling, Performance, Religion).
So a Half-Elf character at a total level of 9 (Rogue 3, Cleric 1, Warlock 2, Bard 3) will get you proficiency in all 18 skills, which expertise in Nature, Survival, Arcana, History, 2 Rogue skills of your choice (from Rogue 1), and 2 other skills of your choice (from College of Lore Bard 3).
What Skilled?
And if your DM do not allow multiclassing? or you do not wish to break your Main class leveling. Skilled is for fleshing out a few skills you might want for your character. This is why you are stupid for even suggesting this and the video creator or even thinking Skilled or the other feats on this list are the worst.
And if you want you can put the rest of the levels into rogue for Reliable talent and expertise.
why does everyone misread that Eldritch Adept?
it says "If the Invocation has a Prerequiste you can choose that Invocation ONLY if you are a Warlock AND ONLY if you meet the Prerequiste"... *AND* not *OR!*
personally i think Eldritch Adept is pretty disappointing in that regard, as most of the good invocations have a prereq of "x levels of warlock" or something anyway, so really the only useful one you'd be able to meet the prereq for would be Agonizing Blast or Repelling Blast (granted, both are pretty good, but it's also a feat thus you're missing out on an ASI for it)
Both have a prerequisite of having Eldritch blast, which means you can't pick it using this feat. Anything with a prerequisite.
@@charger1369 i know. i'm saying it should work differently than it does, because most of the really good invocations require a certain amount of levels in warlock anyway, so it wouldn't be too strong imo.
Nice pfp
That's his reason for everything.
"Now this feat is good, but only if you don't IGNORE THE RULES"
Read this shit guys, it fixes like 99% of your balance complaints.
Banishment isn't a get out of jail free spell! READ IT!
I can't wait until I'm ready to be a DM. It's gonna be awesome and rewarding because I don't ignore half the rules to make the game easier. BUY A TORCH YA LAZY BUGGERS!
Spell Sniper is good for Druids. It gives good range to your cantrips like Produce flame and thornwhip. Plus another cantrip with long range like toll the dead.
Ummm. No? I know I'm commenting on a year old post but...
Spell Sniper doubles the range of ranged spell attacks. RAW Produce Flame is a range self spell, and Toll the Dead is a saving throw, not an attack roll. Matter of fact the *only* cantrip from the druid list that does qualify for range doubling is Thorn Whip. (playing a stars druid, took sniper to ignore cover on archery constellation)
Skullker is a great feat, it's really unfair to put it here because of incompetent DM's. Same reason many people think Darkvision is overpowered, when in reality you never want to rely on it if possible because of the penalty to perception.
It's interesting, a lot of these feats are useful in BG3 because the game runs stricter rules, and because you kind of need to "skill monkey" one character to be the "face of the party."
I can actually see charger being useful fairly frequently. It's good for frontline fighter-types when the enemy is just outside of a normal move action to reach. This would let the player dash to reach the enemy due to dash being used to double move and still be able to so some damage rather than none.
But I don't think that single attack about once per 2 combats is worth a feat
@@Septimus_ii It nice as if its a range your charging you just made them lose a lot of opportunity
and if its a melee you got first strike and that is worth a good amount.
Would it stack with Great weapon master? If so +15 to damage is nothing to scoff at 😂
@@fledgling9097 it does indeed.
We changed charger to "when you move 10ft in a straight line your next melee attack has +5 damage. You can make a melee attacks as part of the dash action" made our monk feel really strong as she could zip around the battle filed hitting multiple people for bonus damage
"Just" a -5 to hit...
Then tell me how im supposed to pick up a damn tree straight out of the root and smack a dragon with said tree without tavern brawler. Keep in mind im a barbarian
"you pick the tree up with your 20str as Goliath and throw it at dragon using Reckless Attack while Raged."
Range 20ft. Attack roll is pure d20 with advantage. Dmg is 1d12+str+rage. Max tree weigh 544kg or 1200 pounds ~24ft tall log.
Need anything else? I mean only thing proficiency does is give bonus to hit chance :\ the 1d4dmg effects on items that are small like fork, knife, bread, rock, bread, billow, glass bottle....
Currently playing Goliath Barbarian with Tavern Brawler. I have also thrown sand to enemies eyes. The proficiency bonus helps to hit ~ combined with Reckless attack and the chance to blind is high. you can either kick or throw the sand. how about throwing a cape or bag ~ thous are things which gave me advantage on my follow up attacks which are grapple and shove~
I WISH there was a way to grapple dragons :3 My only item I want from DM is belt of giant which once a day allows be to grow Large doubling my str bonus. >:) for grappling dragons.
@@xezzee You want to grapple dragons? There's a charm that turns you into a giant!
@@anthonyp3452 We had this interesting idea of getting belt that allows self cast enlarge once a day for 1min duration you become bigger and then you drink potion that makes you bigger for 1min so you can grapple the dragon. I hope any Bard ever gets their hands on this idea :( Bard + Expertise on Athletics = better at grappling, you know where this idea would go.......
@@xezzee Rune Knight Fighter + Tavern Brawler = Grapple dragons! Fantastic combo! At 10th level, your size permanently increases to large (depending on beginning size and DM ruling. Otherwise, it is available at higher level). Add giant's might up to twice a day to grow to huge. You can now grapple any size creature!
@@mason4469 That's cool ... Old way would be to cast "Enlarge/Reduce" at any medium class to become Large so you can grapple the Adult Dragon ... but this one can become Huge at lvl 18 so you can grapple an Ancient Red Dragon which is Gargantuan...
Kinda wondering what games you're playing at b/c i rarely start encounters without some sort of environmental factor. A bunch of goblins with cover, crossbow, and their cunning actions can really turn deadly at all levels. I rarely play at tables where most combats take place in 30x30ft white room
Skilled is also super campaign dependent b/c the only combat applicable skill is athletics, but in any game that has any amount of intrigue or rp focus makes it one of the best feats, as proficiency is one of the few ways to get scaling modifiers in 5e. I agree that prodigy power creeps skilled, but i disagree with your assessment that it's bad.
I absolutely love your slightly condescending school teacher tone of voice when you talk about stuff. Glad you started a channel for DnD stuff!
Came from your YGO channel. I had no idea you played DnD! :D
Regarding Medium Armour Master, it's also very useful if you are (like me) playing a Winged Tiefling. 30ft flying speed while at 18 AC with half-plate? Very nice.
I don't feel like +1 to ac is worth an asi, especially if you're already flying which means less attacks are coming towards you
@@louiesatterwhite3885 Unless you're playing with my DM, which means more attacks are headed your way.
You’re playing a flying race… you can be completely unoptimized n still trivialize most encounters.
Props for actually getting right to the video without 3 minutes of BS at the start. Apparently that's hard for most youtubers.
Charger is decent when you need to chase down an enemy, or when you had to use your action to dash but still want to get some damage in.
Hey DuelLogs, I love your vids along with your Yu-Gi-Oh videos as well. Could you maybe make a bunch of videos talking about the characters you have played in dnd, or your favourite builds for dnd.
Tldr: if people don't play by rules, things balanced by rules suck
the fact that I have builds for all of these feats is amazing to me
it's kind of amusing that BG3 revamped the Tavern Brawler feat in such a way that it's now one of the most broken feats in the game. It doubles your strength mod when making unarmed, improvised, or thrown weapon attacks.
Basically makes strength monks (or "Stronks") into Kenshiro from Fist of the North Star.
There are so many worse feats and you've specifically given so many reasons why these feats can be decent... Why!?!
I mean, he's trying to look for the best case scenarios for each feat to give them a fair chance. There are always a situation where a feat can be good, maybe even the best. But for a situation like that to occur, you either need to make a character for the feat to be useful or have a specific group/playstyle, enforcing a rule that's not always considered.
When you look at some really good feats, like metamagic adept, great weapon master or magic initiate, they give options or mechanics that give some benefit no matter how you play or what character you play. You don't have to tailor a specific situation where it's useful.
Edit: granted, I do agree some feats are kinda worse than some of these, like some of the race-specific feats from xanathar's are pretty underwhelming.
@@99sonder Hey, maybe he'll make a 10 worst racial feats.
maybe...
Elemental adept is imo the worst feat. It doesn't cancel out immunity and you need to take it multiple times to be versatile with it. Unless you are a tempest cleric... Then take it twice and watch the world get electrified.
@@fledgling9097 Idk about that. Elemental adept is a pretty decent feat (nothing crazy but not terrible). Most of the time u can guess if a monster is gonna be immune to a dmg type (like fire if your fighting a fire elemental or a fire breathing dragon) but resistances r a different story. It’s not something u can guess also theirs spells like absorb elements and protection from energy so it’s hard to tell if they have those spells. And magic items as well. This way if your focusing mainly on one dmg type (like if your a dragonic bloodline sorcerer) then u don’t have to worry about any of this.. Also your min dmg is slightly less since u can make any 1 u roll a 2. Tbh tho u it should be u can Reroll any 1 u roll but u have to use the new roll.
Open fields and large wars, that was a good one mate
Spell sniper + Distant spell metamagic + shocking grasp
=
60ft shocking grasp
Advantage if Target is wearing metal.
On hit, target can't take reactions.
More funny than useful.
Doesn't work if you cast through a familiar though.
The case for Grappler on rogue.
There are only a limited number of ways for a rogue to gain advantage on an enemy for their sneak attack. In some scenarios, the rogue wants to silently pick a target in the back line, and not the same target that the fighter already engaged. It is very likely that the lighting level doesn't allow the rogue to hide and get advantage every turn. Sometimes, it is desirable for the target not to run away and sound the alarm. Because of that, a creative rogue will often do this:
Surprise round: Sneak attack out of hiding. Turn one: initiate grapple. Turn two: shove prone the target to gain advantage. Turns three +: attack + off hand attack with advantage (and sneak attack) until the target manages to break the grapple and use half its movement to get back up from prone. The target can use its action either to attack you with disadvantage because it's prone, or waste a turn fighting your athletics proficiency.
This follows from an interpretation of the rules where you can only substitute an attack out of a multi-attack for grapple or a shove (and not your off hand bonus action), and only use your bonus action to attack with your off hand weapon if you have used your action to attack with your main hand weapon. If your DM allows you to substitute a bonus action for a grapple or shove it would look like this:
Surprise round sneak attack out of hiding. Turn one initiate grapple, bonus action attack replaced with shove-prone. Turn two: double attack with advantage every turn.
Now, with grappler, you don't need to shove the target prone to have advantage on your melee attacks, so it could be faster. Assuming literal rule interpretation:
Surprise round: grapple. Turn one+: main hand + off hand attack with advantage (and sneak attack) until the target breaks free from grapple. Of note, it can attack you without disadvantage if it choses to remain grappled.
If your DM allows for you to use your bonus action for your off hand attack even if your main action wasn't technically attack, you could do:
Surprise round: Sneak attack. Turn one: action grapple, bonus action off hand attack with advantage and sneak attack. Turn two+: main hand and off hand attack with advantage and sneak attack.
All in all, grappler allows you to pick the back line targets a whole 6 seconds faster without your fighter's help, at the cost of them not having disadvantage during the struggle, _IF you make a very literal interpretation of the rules and don't allow bonus action off hand attack following a grapple action_ .
All in all, it's a good way to build a strong independent rogue who don't need no fighter, and it's a lot more creative than using mage hand to help every turn...
But you can probably get away with doing without the perk.
Fun fact, expertise in athletics allows for a rogue to win a duel against a fighter of equal level through the grapple-shove strategy, as your 18 AC combined with the disadvantage of being prone will make them miss 75% of their attacks while you land your sneak attack on 93% of rounds. The duel will quickly revolve to both players trying to grapple and shove the other prone to win the advantage, which is extremely flavorful and realistic. Strongly encourage it.
Tavern brawler has some funny synergies with
longbows/HeavyCrossbows, and Great Weapon Master.
As in,
you can make an improvised weapon attack (1d4) with the (-5atk, +10damage)
And then use a bonus action to attempt a grapple.
Ammunition property allows improvised attacks, turning it into a improvised weapon with it's original properties (ie. Heavy).
GWM requires that you make a melee attack(ie. with our ranged weapon, see improvised weapons)
With a Heavy weapon(longbow/heavycross)
With a weapon your are proficient in(improvised weapons, ie. tavern brawler)
So classes like Barbarian can still use a L-bow/HC-bow(in melee range),
If they have these two feats.
I think it's hilarious.
only 20 seconds in and I’m so happy about how you just get straight into the video, no fluff
Eldrich Adapt won't allow you to pick stuff wihh pre-requisite unless you also is a Warlock.
Best medium armor is Serpent Armor which as I recall is 14 + Dex.
Eldritch Adept specifically does not allow you to take invocations that have prerequisites regardless of whether you meet them unless you are already a warlock. All of the EB invocations have prerequisites. Although I think a lot of DMs would allow you to ignore that by RAW it would not allow you to buff up EB as anything other than warlock.
Gotta correct you on the Eldritch Adept bit in regards to Spell Sniper. If you are NOT a warlock, THE ONLY invocations you can learn cannot have ANY prerequisites. That includes the prereq of having Eldritch Blast.
Spellsniper is only good on warlocks who focus on EB. Also you need a tabletop representation of occlusions which you can ignore. Warlocks starts with only 2 cantrips, this feat causes your EB to be 240 ft which isn't the best part of the feat but makes more people look away from Eldritch Spear. Ignoring obstacles makes me the best ranged damage dealer in the group and I can hide from ranged enemies. Less risks and more EB.
For the skilled feat this even a new version of it in an unearthed arcana that came out last month that increases any star of your choice by one gives you proficiency in any skill or tool as well as double a proficiency bonus of your any skill or tool of your choice. Technically with this feat, practiced expert, you can have double expertise.
11:06 "This new feat called Eldritch Adept..." sadly it states that you have to be a warlock of any level to choose an invocation that has a prerequisite of ANY KIND. And that means, even IF i meet the prerequisite, well it still has one so sadly i can't pick up agonizing blast with my bard
This video was made when Eldritch adept was UA and didn't have that restriction.
@@fledgling9097 Please look at the video again, on the screen you can clearly see in the info-card about the UA version that he used. It already reads like the current one. Thats why i raised my voice, to make people aware of that. Otherwise it could ruin entire builds.
Edit: Grammar and typos
So skulker is actually useful but because a huge chunk of the community doesn't understand the rules it's "bad"
If 90% of the games you play don’t use something, then yes, it’s a bad feat, because it’s to situational
So. I play DnD 5E in a WoW Conversion on a RP Private Server. (its a REALLY weird Conversion.) With that in mind, areas of combat are far more larger and the game's meta shifts due to the nature of a 3D Environment compared to the 2D of Tabletop, as a result things like Spell Sniper are REALLY useful as most of the time you will engage enemies that are beyond your range. Sometimes even Longbows are found to be out of range depending on the scenario of our campaign.
Edit: Along with that, enemies are more likely to use cover as we mostly encounter Humanoid/Undead Threats rather than mindless beasts that wouldnt use cover, so having the negation of cover for ranged attacks of magic and crossbow alike is very useful.
Skulker doesn't belong on this list imo. It's a great feat, fantastic, arguably a must-have, by the game's definition. Other people playing the game wrong (or for the more sensitive folk, not understanding the way the game was designed,) doesn't mean the feat itself is bad, it just means that you have to be mindful of the group you're playing with.
Agreed, skulker on a rogue or Twilight cleric is epic. Twilight cleric for 300 feet of normal perception checks, and rogue for the hide as a bonus action, although steady aim is now a thing hide becomes more versatile than just gaining advantage on attacks.
@@fledgling9097 personally I'm not a huge fan of steady aim, especially since rogues have so many other things to use their bonus action on. I'd rather attack with an offhand weapon 9 times out of 10
Wood elf dexbarian mask of the wild would combo with skulker hulking barbarian popping out of light fog while raging landing on you.
But really
Skulker can combo with mask of the wild opening up basically any type of natural phenomenon allowing easier hiding anywhere.
Wood elf ranger or rogue could be hidden in nothing but light mist or a tiny bit of rain, a small Bush or pollen in the air. Constantly hidden.
It makes taking that feat somewhat worth it as now you can hide behind almost anything in the wilderness and not be found.
I’d argue Tavern Brawler is DM specific, since depending on how creative you are you could get things like 1d8 planks of wood or using curtains as nets without needing martial weapons proficiencies would be pretty decent, especially if you were allowed to make your own improv weapons and put nails on the end of that plank of wood. You may also be able to pull shenanigans like using wire as a garrote and being able to get prof on the check regardless of your athletics. you might even be able to convince the DM to let you add double your prof or give advantage if your already proficient with grapples. It’s really only limited by your creativity and how much of your shenanigans your DM is willing to put up with.
I'm thinking an Artillerist Artificer might get good mileage out of Spell Sniper and Artificer in general might benefit from Skilled to be better suited to craft a range of magic items.
Just discovered your channel. Great breakdown on the feats. One point, you state that Charger eliminates your multi attacks by using the dash action. What you didn’t mention is that if your character is outside normal closing range, this feat doubles your closing range (move + dash) AND still allows an attack whereas other characters would have no attack at all. Certainly situational, but still a benefit.
Use for weapon master: A War Mage Wizard. Could be fun if you're out of spell slots, and you draw a longsword and charge in casting cantrips like booming blade or green flame blade.
"But we won't next time with the cleric with upwards of 35 passive perception" Glad to be noticed xP
Hahaha I have a Death Cleric with a passive perception of 32 as well XD
It's always fun when a DM who's never DM-ed that character to ask me what's my PP and I reply with 32.
AKA DM going "yeah you pretty much see everything"
And the rest of the table going "32 wait how"
@@Zlowpoke Twilight Cleric 17/Scout Rogue 3 by the end of the game. Had 38 passive perception
My favorite thing about Skulker is that you literally two of the benefits just by being a wood-elf
Mask of the Wilds lets you hide while lightly obscured and Darkvision never imposes disadvantage on perception checks unless of course you're in magical darkness.
Darkvision turns Dim Light into Bright Light and Darkness into Dim Light within a specific radius. Darkvision doesn't remove the disadvantage on Perception checks made in lightly obscured areas, aka dim light.
@@branhan215124 in dim light it would because as you said yourself Darkvision makes it so that you can see in dim light as if it were bright light within a certain radius as you specified, I thought that part was obvious thus neglected to include it in my previous comment
@@joshuahendershot196 No, Darkvision doesn't remove the penalty for Perception checks in dim light, it changes the definition of "darkness" to "dim light" but you still suffer disadvantage seeing in dim light- Skulker removes that, not Darkvision.
@@branhan215124 The point I'm making has nothing to do with Darkness, I'm focusing solely on dim light itself, not the darkness that darkvision allows you to treat as dim light, but the dim light that darkvision allows you to treat as bright light.
@@joshuahendershot196 But you said that Darkvision never imposes disadvantage on perception checks but it does- that was my point, I'm sorry if I was just misinterpreting you.
So Spell Sniper is useful in my campaign as my DM gives -2 cover to any attack attack roll on a target in melee range of an ally or if an ally in the line of fire. So many characters in our campaign have it.
People often forget this. If you're shooting through allies, the enemy technically has some measure of cover.
Unless you happen to meet the prerequisite for Prodigy, Skilled is the only way to get proficiency in the Herbalist Kit, unless you background as a Hermit, which also sucks. Being able to create potions of healing and antitoxins is super useful if you don't have a healer in the party.
Devils advocate for tavern brawler if you use grappler as well and you are building a fist fighter or a str monk (or spectral arms monk with high wisdom) thats quite good you have advantage on your attacks while grapleing a creature and you can graple as a bonus action plus you are proficient with improv weapons
"Oh hey I wonder what the worst feats are."
>Number 1 is something I picked at chargen in a recent game
...
Some ways to make grappler better, take the new unarmed fighting fighting style and the new grappling stike from the battle master fighter. Now you can grapple people as a bonus and have advantage on your attacks, while also dealing automatic damage every round.
Weapon Master is an excellent feat if you’re a rogue in Icewindale: Rime of the Frost Maiden, you’ve acquired one of the laser rifles from the crashed spaceship, and you want to use that rifle against Auril without using all you shots (there are no reloads) to try to learn how to use the weapon. You “study the weapon” until you can pick up the feat, and now it’s available for inflicting surprise damage.
I’m sure there are other situations in which Weapon Master becomes highly desirable.
Have a character I plan taking medium armor master on that is exactly that edge case. Not sure if it's going to be incredibly useful or even more so than taking another better feat, but we'll see how it plays out.
Grappler is also a good combo with tavern brawler with extra attack you could make an unarmed strike and grapple as your action then go for the pin as your bonus action.
Your beautiful. The way you just started the video. You didnt spend 3 minutes being hilarious. Thank you. More people should be like you.
I just found out you made this new chanell and i am really amazed! I really like dnd and you are one of my favorite youtubers! I hope you keep making more content but don't burn yourself out. Take care of yourself Hiruma!
Had no idea about the unarmed strikes errata. Thank you D&DLogs, very cool
The PHB mentions a Dead Goblin as an example of items that can be used as an improvised weapon. I doubt your DM's gonna tell you that you can't bash with your shield as an improvised weapon
Gotta' say, I love my "Mr. Mobility" build with medium armor master. 4 levels of rogue for cunning bonus action dashes & disengages and an ASI, 16 levels of battlemaster fighter for 16 DEX, 20 STR, and polearm mastery for a ridiculous wealth of options: attack on your turn, attack on your opponent's turn, when they enter combat, when they leave combat, attack at 15' reach with a lunge, then attack again when they come with 10' with a reaction, throw handaxes across the battlefield as a bonus with quick toss while you're in melee at 10' without disadvantage... the list goes on!
For one specific build, namely the 16 DEX fighter that started in rogue and wants to get all the mileage he can out of it, medium armor master is a great feat. In all other cases, it's meh at best.
Interestingly, if people actually remembered the rules for dim light and cover then Skulker would be a great Feat.
Skilled is also good if your a wizard who actively uses Fabricate, since it lets you make more specific stuff.
I played a monk whose story was that they worked as a fighter in a bar that had a fighting pit.
I took the Mobile and Tavern Brawler feat and I was killing it every encounter and having the best time.
I genuinely felt like a true MMA fighter.
The new monk feature that lets you make a weapon that you are proficient with become a monk weapon could be the one useful application of the Weapon Master feat. You could have a morningstar, whip, or other niche weapon as a monk weapon without being a Kensei monk
Grappler is an amazing feat for a rune knight fighter. Bonus action get big, then grapple, then attack at advantage until the target dies. Because you have advantage on strength checks they will likely never escape, especially if you also get the skill expert feat to have expertise with athletics.
Except you don't need grappler to do that...
Skill Expert athletics is a much better choice.
Its actually not amazing for a rune knight, if you want something actually amazing just grab fey touched, you will get hex which you can use to make whatever you are grappling have disadvantage in athletics checks or whatever else is needed. You also get misty step.
@@friskscipio sure, let's just ignore the fact the grappling is part of the attack action and the grappler feat gives you advantage on attacks.
@@fledgling9097 nobody is ignoring what this horrible basically useless feat gives you.
everyone knows grappling is part of the attack action. you didnt know? what does that have anything to do with how horrible the feat is?
you can get the same advantage on attack rolls and a lot more important stuff like giving everyone else advantage on their attacks and making your target have disadvantage on attacks against everyone if you shove and grapple. everyone wanting to grapple is already going to do this.
have you ever played a rune knight or any character that grapples? i really hope no one has ever followed your bad advice.
fey touched is in any way shape or form better than a trash feat like grappler
@@friskscipio Nah, it's fine, go ahead and try to stamp out passivity by being a pessimistic min maxer. Enjoy the game however you want and I will do the same. I've had fun using the grappler feat as a Grung rune knight.
The cover bonus might come up in tight dungeons due to having to shoot around enemies and allies; but very situational. Also, if there is cover being used, a creature will just move 5-10 feet to attack and then 5-10 feet back afterward for full cover. A tactical negative/positive with cover is creatures being able to split their moves.
If your enemies rarely have half cover, your dm hasn't realized that other players/enemies grant half cover. I'm not sure theres been a session in my campaign where half cover wasn't relevant.
OR it's considered to be a bad rule thqt nobody cares about. I mean... What does it bring to the table? it just complicates things and forces players and dms to rules lawyer about the positioning of every character in a fight. I prefer to only use it when it is obvious, like with large or larger characters. A medium ally that can move away easily should never provide cover for an enemy in my opinion
Don't underestimate tavern brawler grabs. I made a monk and turned improvised weapons into my monk weapon (it remove the point of the D4 but it gives you the ability to do d10 with a pan)
Spending a feat to do the same damage as a longsword...I'm reminded everyday of just how bad Monks get shafted
@@louiesatterwhite3885 I mean technically, being able to pick any random rock off the ground and being able to do the same damage as a longsword is a legitimate benefit. But unless you have a DM that's constantly taking your weapons away...
Where is Keen Mind on this list? I can only think of using this for roleplay elements. The feats listed are really much better than he portrays them too.
on the medium armor master, a person with 16 dex would take breastplate for 16ac instead of halfplate for 17 if they wanted to stealth
I know this is technically "The D&D Logs" but I was wondering: any chance of seeing other rpgs as well? Like Pathfinder or World of Darkness?
isn't pathfinder just a remake of d&d 3.5? i could be wrong here i just don't really know the difference between them
@@timob1681 It started as an open source version of 3.5, yes, but the more stuff people added the more it became it's own thing, to the point they're now considerably different games with just the same core mechanics, And PF 2ed even more so.
@@toropazzoide ok, thanks for clearing that up lol. i'm pretty new to the game, just started back in september :)
@@timob1681 It's amazing to see new players, welcome!
@@toropazzoide thanks! :)
I have to defend Spell Sniper, because I'm currently playing an Asimaar Warlock in an Eberron campaign and our DM has most encounters occur out in the world on large maps (Roll20). So the first part of any encounter is the two sides getting in range of each other, and that's when I can E-Blast to get the initial damage in while keeping my distance. It also helps keep enemies in range when I transform and fly around.
A feat I thought would be on the list is Mage Slayer. Yes it is good for melee classes who get up close to spellcasters and gives them disadvantage on concentration checks but that's about it. The other 2 benefits of the feat are only applicable if the caster is within 5 feet of you. Most casters will want to keep their distance, and will have options to get away from you before they try casting a spell, so that renders those parts of the feat useless. Did I mention it's a full feat with no ASI?
Under a very specific set of circumstances, spell sniper can be game breaking.
I once had a DM who, got whatever reason, didn’t like dungeons. So almost all of our combat encounters were set in the overworld.
I was playing an aarakocra warlock. I noticed I could just fly 120 feet up and shoot enemies, since most of them didn’t have the range to hit me that far away. Trouble is, some monsters have 120 foot range on attacks. Eldritch spear increases EB’s range to 300 feet, but once in a blue moon we’d get an enemy that could shoot that far.
Eldritch spear + spell sniper gets you a 600 foot attack range. So now I could dimension door 500 feet in the air at the start of combat and just stay there. I don’t think I took damage a single time once I started doing this.
DMs you're gonna hate me but
Spell sniper
Eldritch Spear
Eldritch Blast
Have fun with your 600 feet magic sniper
With nothing but full cover having a chance to protect you
One thing a few of my dm friends and I have sorta reasoned with on spell sniper is that, since they’re bigger warhammer nerds than me, that conic spells originating from you have increased dimensions. So cold of cold and burning hands.
Unarmed fighting style with tavern brawler gives you a 1d6 or 1d8 damage, not just 1d4. Yes, it's not just the feat which is what the video is about, but it makes it a LOT better.
Very interesting that you mentioned the exact circumstance where Medium Armor Master is actually useful, as you perfectly described my Hexblade. Taking this feat and acquiring half-plate would raise my current AC by 3 from 17-20. (Currently using studded leather and shield with 16 dex)
Even in that case, it only raises your AC by 2, because instead of using
"studded leather AC 12, shield +2, dex16 +3 = 17", there is no reason to not use
"breastplate AC 14, shield +2, dex16 +2 = 18", as breastplate also does not give disadvantage on stealth checks.
@@Spacemongerr Well I did include "and acquiring half-plate". I guess the feat only gets me 1AC and no penalty to stealth.
This was a very interesting video and a great one. I never hear about bad feats really.
A good alt to Skilled is Skill Master bc it also still gives you an ASI and you can gain a proficiency and an expertise, and in most homebrew games I’ve played there’s a bit less focus on combat and I feel I use skills fairly often so fuck it
I disagree with Spell Sniper, but I also enforce half and three quarter cover rules when shooting through other creatures or trying to get around really cluttered cover. It only takes one corner of a square blocked from line of sight to grant half cover, and you only need one corner with line of sight to be 3/4 cover instead of full cover. It can be surprisingly relevant, and surprisingly valuable, especially if the party's lacking bless and means of gaining advantage (or if you are the only means of gaining advantage, such as with Guiding Bolt).
Fighter taking unarmed fighting style and tavern brawler:
1d8+strength punches and you can grapple on a bonus action, giving you some bonus action economy
Also could add Grappler to this so you can just keep punching them and.pin on a bonus action
My group's previous campaign actually had a character built around Tavern Brawler, and ended up getting a LOT of good use out of it (partially thanks to the homebrew settings/rules). Big dude with max strength, would punch something and proc the grapple, then proceed to USE THAT BITCH AS A WEAPON TO BEAT OTHER BITCHES, hurting two enemies at once in the process. The lovable meathead became a big ball of violent joy when my Bard took the Magic Initiate (Warlock) feat to gain access to Hex to basically ensure he won the grapple checks which we dubbed our "Wombo Combo".
Side note, other combos included:
- Baiting a tough enemy to come at me or otherwise positioning them for a Dissonant Whispers to have them run away through a gauntlet of Opportunity Attacks.
- Despite being built around the support role idea of "No, stop that" (liberal usage of Bane, Cutting Words, and Calm Emotions), some bosses got my "Fuck that guy in particular" combo of Hex (Magic Initiate), Eldritch Blast (also Magic Initiate), and Spiritual Weapon (Early Magical Secrets) thanks to home rule allowing multiple leveled spells cast in a turn and downgrading actions to bonus actions.
Skulker on rogue got a big buff. Because if the rogue doesn't move he can get sneak attack.
Meaning the "stay hidden when you miss" becomes much better because next round you will get advantage if you don't move
The problem with the spell sniper and eldritch adept combo for players who want eldritch blast without being a warlock is that the eldritch adept feat doesn’t allow any invocations with prerequisites unless you’re a warlock with the prerequisites met. Any invocation improving eldritch blast has the prerequisite need of knowing eldritch blast. What this means is you can take the feats for spell sniper and eldritch adept, but you can’t take any eldritch blast invocation.
The eldritch adept feat loses a bunch of value if you’re not actually a warlock just looking for an extra invocation although there still are some good ones: EX: any invocation allowing you to cast a specific 1st level spell at will without material components or spell slots.