Didn't mention how Skill Expert gives you proficiency in one skill *and* expertise in one skill. Technically you can use this to gain proficiency in a skill and then get expertise in that same skill
I think it specifies that isn't an option. That said you should have gotten the skill you want expertise in to begin with so this should change nothing.
@@WearingGoldluck I just went over it multiple times. The feat has no such limitations. "The skill you choose must be one that isn't already benefiting from a feature, such as expertise, that doubles your proficiency bonus." That means you cannot stack proficiency increases to get a x3 or x4 bonus. However, there is no limitation to choosing the same skill to gain expertise that the very same feat just let you gain proficiency in.
Key selling point to Fey Touched: Misty Step has no Somatic Component. This means you can teleport with your hands full, or when your character is tied up!
I think it gets underrated too as now (for my tables anyway) you could get Gift of Alacrity, which if you just use it on yourself, is an average of a +4.5 on initiative roles. Which is a really big chunk of the Alert feat, and you get it with an ASI+1 and Misty step free once a day. Other spells are good choices too, like Bless and Hex, but if you already have something you usually concentrate on, then getting that initiative boost (that you can give to others if you wanted too) is insanely powerful for most PCs
It's amazing how little in quantity Tasha's has but what an amazing quality too, a lot of the feats are really cool even when they are so little compared to books like Xanathar.
yeah Tasha's is probably one of my favorite of their recent books, let's hope that Fizban's is just as good (though i'm still sore about the "no rework for Draconic Sorcerer, on the Dragon-themed book" part).
I personally like Telekinetic, as it's a way to use bonus action for a useful effect on non martials. Also heavy armor master. It's absurd at lower levels, but remains a decent damage reduction as the game goes on. It especially stacks with stuff like resistance and other defenses to really get great damage mitigation. And it works well vs multiattacks.
Heavy armor master is always fun with races like the Githyanki or mountain dwarf which give you medium armor proficiencies, this way you can have a heavy armor wizard
@@nathanrex8037 Heavy Armor Master would require combining with Heavily Armored to work that way. It's a neat combo, but a lot of feats to invest. I guess if you're going for a melee oriented wizard it's a neat concept though.
Alert is in both lists. Metamagic adept also deserves a mention imho as quickening/twinning can be broken, plus more meta-magic for sorc's. And if your DM allows it after the first attack shieldmaster. Healer also good if you are short on healing potions/ gold.
I like metamagic adept but quicken and twin both suck, quicken is only good if you have something good to do with your action that isint a spell ( an example would be a cleric that goes action channel divinity + BA bless or spirit guardians) and you only get 2 sorc points from the feat so you can only twin 1st and 2nd level spells which isint very impressive, i think the 3 best options are subtle, extended or distant.
@@hopeforescape884 For combat twin and quicken are far and away the strongest. Extended and distant are trash tier in most campaigns. For extended most combat does not last 10 rounds, for distant most spells have plenty of range to stay out of harms way and still cast them. There are a lot of spells that give you an action for instance such as Earthen Grasp or Sun Beam, plus in the end it is all about action economy in DnD, allowing you to weaponize your bonus action is great. Plus doing Mind Sliver first lowering an enemies DC and then quicken a spell save spell is excellent. And then there are the half casters like Arcane Trickster, Eldritch Knight, Paladin's in general who can now keep their attack actions and still cast that spell by using quicken. Twin basically doubles your spell slots and doubles the power of a spell which is also excellent. Plus twinning things like haste or greater invisibility is insane. I am not saying it is god tier however I do think it is equal at least to some of the feats mentioned here.
@@Hyde_Hill the idea with extended is to rest trick spells with an 8 hour duration deathward, tiny seevant, foresight, etc or if you are a warlock the 1 hour duration spells, distant i'm not a big fan of since you can always just cast touch spells through your familiar, the idea is to be able to cast out of counterspell range but subtle is much better for that, also i don't get why you talked about twining greater invisibility and haste, you need 1 sorc point per level and the feat only gives you 2 so you can't twin any spells of level 3 or higher, all in all i think its an okay feat to pick up late game early game you are better of getting warcaster/res Con or an ASI bump , but i might pick it up at lvl 16 or 19.
Those two are probably the worst you can take as they both can consume BOTH of your points, but on a Sorcerer I agree, but I think on other spellcasters Subtle Spell, Careful Spell, and Distant Spell are the best options as you can use them more than once.
No, but It can restore willpower and energy reserves if you're exhausted. HP is not just blood. Hit points are a combination Of luck, willpower, and fatigue. In my campaigns, blade doesn't meet flesh until 0 HP- everything before that is bruises through armor, muscle fatigue from working to defend against strong attacks, and a sense of hopelessness from being overpowered or outmaneuvered. These things can be helped to overcome with rest, food, and some basic first aid.
I took Crusher on my 1 Bard / X Monk, just because it let me boost my CON while also giving me the ability to shove people around. Maybe not optimal but seems good enough plus some nice flavour!
This video gave me some fantastic ideas. I forgot Compelled Duel can be picked with Fey-Touched, which is my favorite spell in the game, and I somehow completely missed that Alert gives you 20 DEX worth of bonus to your initiative, which is the worst part of the heavily-armored DEX-tanking martial builds I love. I should be picking Alert more on my knights and soldiers. Granted, it won't help them against Fireball, but I always pick high hit-dice classes, I can tank it.
I am glad I picked Skill Expert I thought it seemed good and you have confirmed that for me. Kenku Way of Mercy Monk with Medicine as my skill and going with full plague doctor theme it's been pretty fun.
skill expert is amazing on any character that wants to make athletics checks for grappling or shoving especially when you also have shield master feat for the bonus action shove.
Shield master is underrated. Took it with my high elf gunslinger and it has saved my bacon more than a few times. Hopefully it will in the future as well.
Eldritch Adept has and always will be my way of getting free Mage Armour on my casters. My unarmoured Dex based Paladin was fun, would definitely recommend. With a Variant Human, it's basically plate armour at 2nd level. I played a goblin though, so I had to wait til 4th level, but that was still a fun build. Scuffed as hell, but fun
If you’re allowed to take it, Gift of Alacrity is better, IMO. For any character, action economy is everything, and that initiative boost is action economy. Also, high initiative allows you to avoid surprise-round attacks, often.
I played an Eldritch Knight with low Dex that took Fey Touched and I found casting Hex before combat and targeting the biggest guy in the room with it and targeting Dex so they roll worse on Initiatve was a fun move
I was planning on taking magic initiate for one of my martial characters, but now that I know about Aberrant Dragonmark...man eberron is something else!
Fey Touched is actually incredibly strong. I think it is a contender for top 10 feats overall. Even if it didn't come with the asi it'd be super strong. Taking it on an eldritch knight was the best thing I could've ever done
One thing to consider about an Aberrant Dragonmark is that in Eberron it comes with a heavy cost. As Dragonmarks are part of the Draconic Prophecy, an Aberrant one will rouse much negative suspicion or even violence from members of the Twelve.
Piercer also works with spells. I really want to play a Druid with Piercer that mostly attacks with Thorn Whip and other Piercing damaging spells. Being able to reroll the worst dice is great for spells
@@heitorsouzademoura7747 Piercer is SO good with Wildshape. Many animals dont have Multiattack but their one remaining attack is very powerful. Especially those that use d10s since getting a low number on those really sucks. Are there any beasts that use a d12 in their attacks?
@@heitorsouzademoura7747 FOUR d12s. Yebb. T-Rex is definitely one of the better Piercer users. Be a Half-Orc as well with their Savage Critical and your bite will do TEN d12 damage
Love your vids. D&D is a very intriguing universe, and the way you format all the mechanics and describe them is just so satisfying. You deserve 10x as many subs.
Just to let you know, TheD&DLogs, I came over to this channel because I watch your Duel Logs channel and I like TTRPGs, but I only started running a 5e campaign. I will be here a lot more now.
Piercer is not a very good feat. for ranged, you have other feats to pick up, for melee, your damage is likely a d8 from spear or rapier. So on a crit, that is 5% of your attacks, you deal an extra 1d8 damage. So that is an average of 4.5 *0.05 = 0.225 damage per attack. Rerolling all d8 below average means your average damage increases by a whooping 1 damage. Let us say you do 3 attacks in a round, so that is 1.675 extra damage per turn (assuming at least one of your attacks hit. Most tough combats are maybe 6 rounds. That is 10 damage for a whole combat. If the bludgeoning feat gives your 1 extra hit from advantage, it has already outdamaged piercer, if it pushes 1 enemy into spirit guardian during a fight, it has outdamaged piercer, if it pushes one enemy into a web spell, and the target can't attack because of it, it has prevented more damage than piercer deals. If it prevents just one opportunity attack by pushing an enemy out of reach of an ally that must move it has outperformed piercer. If it does 2 of these things in a 6 round combat, it blows piercer out of the water.
Another point about Dragonmark; taking Silvery Barbs. A free SB once per short rest is good on any character, it uses a reaction which some classes struggle to find a use for, and can make an enemy drop concentration, fail a save, or miss with an attack, which you can then dump advantage onto someone else. Mix this with the hit die effect of the Dragonmark, and you basically can help an enemy fuck up a D20 roll, hurt them or heal yourself, then give yourself or a buddy advantage on your next attack. It's fucking amazing.
The party I am in for a Curse of Strahd Campaign has this combo. It is amazing how well we recover, I've only used more than one hit dice in a rest once or twice.
Great video 👍 I am glad that Aberrant Dragon Mark made it in to a top 20 video. It's a great feat (and additional optional rule ftw) and one I often go to. With Eldritch Adept, it can be thought as a feat that can grant mini feats that you can swap. Mask of many faces can replace Actor, Beguiling influence can replace Skilled for deception and persuasion, Eldritch mind is the same to Warcaster with CON saves
Not sure how piecer out classes then other 2. The extra damage isn't guaranteed, you must use the new roll which means it could be potentially worse damage then the original roll. Only add extra damage on crits. While Crusher is a guaranteed push no str save while also creating advantage for your entire team on crits.
eldritch adept gives access to armor of shadows, having at will mage armor may not seem like much, until your stuck in a situation where you have no armor
Piercer is awesome for Rogues, since pretty much every attack by a Rogue does piercing damage (Bows, Crossbows, Daggers, Rapiers Shortswords). Combine that with Sneak Attack and a smart play-style where you almost always attack with advantage. Ooh, a Bear Totem Warrior Barbarian with a dip in Assassin Rogue who attacks recklessly with a rapier and takes the Piercer feat. That sounds like fun. Last I checked, attacking with a finesse weapon allows you to use your Sneak Attack bonus even if you’re using your strength to attack. Rage and Reckless Attack with a Rapier and the Piercer Feat, which should trigger your Sneak Attack on the first attack on your turn, and you’ll do a lot of damage.
Just one thing...Skill expert in a grappler build is also great. So athletics and Acrobatics also are good options...to be honest this feat shouldn't even be look at what are the better. And just the sheer versatile you can turn something at the best possible.
I'm surprised you mentioned devil's sight for eldritch adept but not misty visions which is simply a better version of the darkness + devil's sight combo and the main reason to take eldritch adept. Both work the same way. advantage for you, disadvantage for your enemies, enemies can't target you with sight spells. Both are concentration. both take 1 action to cast. the main bonuses of silent image are as follows: 1. you can have your allies break the illusion before combat continuously while travelling so that they can gain the same benefits without needing to pick up an feat/invocation. 2. darkness casting are limited by spell slots. silent image isn't. 3. silent image can be better action economy wise as you can have it on while travelling (changing the illusion as needed to suit changes in the environment you are travelling in by re-casting which also makes it mobile like darkness) so you don't need to waste your 1st action in combat. 4. having at will illusions just has many out of combat applications, especially when combined with minor illusion or other cantrips. 5. since you can have the illusion on while travelling, this is a great surprise generator as enemies don't notice a threat while you initiate combat (which then triggers surprise). this is makes this feat a must have for any assassin. 6. if your opponents waste san action to investigate the illusion and break it, you can mess with their heads and cast the real thing next time and they will continually use their actions in following turns trying to investigate the "illusion" when you actually cast the real thing. for example, silent imaging a fog cloud. Opponent wises up and investigates and breaks it and realizes he can see you afterwards and that you cast an illusion. next turn, you cast an actual fog cloud. opponent decides to spend their action to investigate and break it again but "fails." they will try again on the following turns thinking that they might have just missed something the previous round. Of course, this only works if the DM doesn't metagame against you. Remember, an illusion is treated as real, they will react appropriately to the illusion, unless the illusion is broken/successful investigation. misty visions is simply one of the best ways to gain perfect obscurement in the game.
Love the videos man! Remember to take life at your own pace. Don’t feel like you need to rush out videos or anything like that, your happiness is most important to you. Have a good weekend!
Another good point for Aberrant Dragonmark is the fact that if the DM wants to, it includes a way to get an Epic Boon early. And Epic Boons are good. Like, with a single Boon, a Wizard/Fighter multiclass can throw two Meteor Swarm in 1 turn. Or a Rogue can get Reliable Talent on every skill check, always, with nothing more than 1 Boon, for a minimum result of 9 ( assuming a -5 in the used stat ).
For a martial character who wants to get the most out of grapple and shove attacks, Skill Expert is a great way to get Expertise in Athletics, one of the few skills in the game that has direct, in-combat effects. Great for melee oriented characters who have the Extra Attack feature. Have a familiar use the help action to grant you advantage on your first attack, take the attack action and replace your first attack with the shove attack (with advantage from help) to knock your target prone, use your second attack to take the grapple attack (with advantage from target being prone) to render your target prone and immobile. They can't get up from prone without first using an action to attempt to escape your grapple. You hold them down while your party pummels them into oblivion with advantage. Your rogues and melee crit fishers will love you. Oh, and all of your free hand (1-handed) melee attacks will also have advantage, while all of their attacks will be at disadvantage while they are prone and grappled.
I've created a few "Booklock" PCs and I usually try to max their casting ability with added Feats and Invocations. The "Fey Touched" Feat is awesome for this, as Misty Step is not boosted by a Lock's casting of spells at higher levels but still an awesome spell, so better off as a "side spell" (just my own nickname for a spell that can't be upcast). There's also a HUGE variety of Div + Ench. spells to grab as well, again, ensuring you grab great ones that can't/don't benefit from upcasting. Save your true Lock spell slots, for the big hitters you can boost. :) Also, need to pump Wisdom to 13 in order to get "Ritual Caster", which can be tricky when you are trying to max your Charisma but certainly doable.
On the subject of gaining expertise, my DMs usually allow me to devote money and downtime to specialized training which eventually results in gaining expertise in whatever I’m training for. I know that’s not a written rule anywhere, but it just makes sense as something people should be able to do in-game. The same applies to being able to gain skill proficiencies you don’t already have.
Why didn't you mention the 'Gift of Alacrity' you can also pick as a level one spell from the 'Fey Touched' list? It lasts 8 hours, has no concentration, and allows you a 1D8 die to roll every time you roll for initiative in combat which can, on average or higher, allow you to have an effect that is even better than the 'Alert' feat. Rolling high on initiative is important for anyone, but it can be even more important for a spell caster who's AOE spells can be in conflict with melee characters once combatants mingle. Which means spell casters typically have the best opportunity to debuff the enemy or control the battlefield in a way that best helps their team.
Eldritch Adept also has some pretty potent niche uses, for instance, it can give a higher level Illusionist Wizard Silent Image at-will that they can then make real. So you can trap half the fight in an 15-ft cube adamantine cage or block and divide and conquer almost as well as using Wall of Force but for no resource cost. Then even if you do get to Wizard 18, you can still swap it out for Advantage on constitution saving throws, or keep it on Silent Image and use your Spell Mastery for another 1st-level spell instead.
That is a bit of an edge case. If you are already in a position where you need to reroll one die, Rolling lower will not be much of a detriment. D6 as an example. 3 is an average roll. 2 and 1 are low. If yo get 2. Reroll is what? 66% to do better, 16% to tie or 16% to get a 1.
Regarding Chef: Not only do you roll 1d8 extra healing during a short rest, but because the feat gives you proficiency with Cooking Utensils, one of the features of the cooking utensils is that every player you made food for during a short rest recovers 1 additional HP per hit die spent. So technically speaking, this feat is adding 1d8 + x, with x being the number of expended hit dice that rest.
I picked up Skill Expert as I need only one Con, and didn’t need another +1 for a skill. So I cashed in those skills for a proficiency in Sleight of Hand. Has come in VERY handy. As our party has no rouge
The don’t gain advantage on attacks from being unseen part of alert is way more useful than you’d think. If you use heavy obscurement (smoke bombs, pyrotechnics, eversmoking bottle, fog cloud, sleet storm and many others that are strong) this would normally cause almost no change, because you’re both blinded so advantage and disadvantage cancel each other out, but with alert they never get advantage which means they have *disadvantage* to attack you. This strategy can be insanely strong with high AC, it also means you avoid being targeted by a lot of nasty spells and effects, and can hide at any time to avoid being found entirely
Skill Expert is actually really good on high level Rogues as well because thats basically another skill that you can’t roll below a 20 on thanks to Reliable Talent. And with a Scout Rogue at level 11 you can pretty easily have 7 Expertises, and could still take an extra via Prodigy to have 8 without multiclassing.
Slasher being the Best? My man, Crusher + Booming Blade. Almost every Cleric I play uses a Warhammer or Shilelhahlalhlaweagaee and BB with Crusher. Being able to bat someone away from a caster, then loop around so that if they try to attack them again I can make an AoO is also dank. Crusher also lets you force enemies into AOEs to take damage on your turn. Sure if your playing solo piercer may increase your damage more, but if you have someone that can cast an AOE nearby, adding their damage on top of your damage is tasty. EDIT: Also excluding BB, you can use it with Polearm Master. The extra attack from PAM is bludgeoning, PAM also lets you attack some one when they enter your reach, Shield plus Spear.
I've been playing a Dex based Psi Warrior with a shield and rapier. I took Mobile at 4 and it has been a godsend with hit and run tactics that have *definitely* been annoying me dm. Also in addition to everything you said about +10 speed. Psi warriors have a 7th level skill that gives them telekinetic flight for 1 turn as a bonus action and the flight speed is double your movement!
I almost took Piercer at 8 (currently level 9) but opted for defence over offense and took medium armour master. At the same time I swapped Duelist for Defensive bringing my ac to 20, which became 21 at the next blacksmith when I got half plate mail. The +2 damage had been clutch early game but at level 6 i was bestowed a magic rapier hunoursly dubbed "The Lightsaber" which did 2d6 bonus radiant damage (Flametongue with a damage flavour swap)
Your videos are great, please keep making them. Senserly, man in the sand. Ps: could you make another top ten artifact video? I liked the other ones but I kinda just desire more, I understand if you don't want to.
Resilient is superior to war caster from PB 4 and up if you’re just looking at concentration saves, but you probably shouldn’t forget that con saves are also one of the most common saves in general. And +1 con.
I think fey touched gets underrated too as now (for my tables anyway) you could get Gift of Alacrity, which if you just use it on yourself, is an average of a +4.5 on initiative roles. Which is a really big chunk of the Alert feat, and you get it with an ASI+1 and Misty step free once a day. Other spells are good choices too, like Bless and Hex, but if you already have something you usually concentrate on, then getting that initiative boost (that you can give to others if you wanted too) is insanely powerful for most PCs
Aberrant Dragonmark is super underrated. Wanna give your Barbarian a solid ranged option without multiclassing around too much or spreading your ability points too thin? Take that and pick up Firebolt or Chill Touch and a solid utility or social spell that you won't need to use more than once a day like Charm Person.
I took Piercer with my Hexblade Warlock in our Descend into Avernus campaign. It's insanely powerful and I'm kinda sad that Crusher and Slasher are so weak in comparison
Human variant, crusher feat, champion fighter, slasher feat at level 4. Hit 5th level for extra attack, make use of two weapon fighting. Take one level of genie warlock, dao, for one per turn bludgeoned damage on hit. This allows you to deal slashing AND bludgeoned damage on the same attack. You now have a 27% chance to crit atleast once per turn with your 3 attacks, and that critical actually matters. You and your party are now much more powerful just by you attacking. Your advantage and disadvantage imposed on crits bypasses AC, Saves, legendary resistance, magical immunities, pretty much everything as long as you can’t attack. The feats don’t require the creature to even take the damage, just that you deal type of damage.
By the way, I have often enchanted cooking utensils to be very effective weapons. I mean... they are in real life, in fact, an assassin can hide as a cook to not be questioned as to why they have a bloody knife. Chef can easily be made into a very good feat as kitchen tools are very easy to find and conceal, it is literally one of my top picks for a rouge or bard. Did you catch your target around food? awesome you are proficient with all the cutlery and have an advantage.
Considering aberrant dragonmark is already kind of optional if the DM will allow it, im surprised you didn't mention the fact that dragonmark can also give you a boon at the MD's discretion. still, agree that its a FANTASTIC feat and worth picking up, especially if the DM allows starting feats at the beginning of the game.
Since it wasn’t mentioned in the video, Eldritch Adept becomes incredibly powerful if you’re a warlock, as they actually can take invocations with prereqs. You only get 5 by level 10, which means getting an additional one is very valuable.
First off, for Aberrant Dragonmark, Silvery barbs is a great pick for a 1st level spell. This is the second time you've not mentioned it. Makes me think you're not familiar with it xD. Second, the main feature for taking Dragonmark (if your DM allows) is a 10% chance to gain an epic boon at level 10, and if you don't, then you roll that chance again every time you level up. It's a kind of investment.
Ritual Caster is great cause for some reason it lets you take Sorcerer rituals, despite sorcerers not having ritual caster and basically just have a nefted wizard spell list
I don't know if this spell existed when the video was made but Aborant dragonmark can give you silvery barbs, a spell so good it's often banned by some DMs. Silvery barbs, for free per short rest
Eldritch Adept: Eldritch Mind seems strong and looks better on paper compared to Warcaster. It seems like the optimal pick for a power-build. Variant Human level 1 Artificer + Level x Wizard War Magic for example. Constitution proficiency + Arcane Deflection + Eldritch Mind stack nice together. This way I would sometimes just take the hit while concentrating on a spell, instead of casting Shield.
Eldritch invocation feat, is best used on a warlock lol because you pretty much have always want devil sight, so you get it with the feat so you can choose some of the more powerful ones. Sane with the metamagic adept, it's best used o.n a sorcerer
Piercer, Polearm Master, and Shield Master go really well; since they Errata’d spears into polearm master. Two different bonus action effects, giving yourself advantage to knock more Crits and piercer is fun!
eldritch adept is amazing for abjuration wizards with because you can pick up armor of shadows. this allows you to resuply your arcane ward 2 hp every 6 seconds. and because it is at will you can always have a full arcane ward at the beginning of every day. the only other ways to accomplise this is with ritually casting alarm(1st level) which takes 10 minutes for 2 hp. or you can be a deep gnome for Svirfneblin Magic which gives nondetection(3rd level) at will giving 6 hp for 6 seconds but requires a specifiek race. so eldritch adept is great for abjuration wizards PS: these are the ways of spellslot free casting, which is amazing to start do after a long rest. casting other spells will replenish the arcane ward but will cost spell slots
Rangers can also get expertise if your dm allows you to take the deft explorer optional feature from deft explorer:canny which provides expertise in one skill and two languages.
First time I have heard of chef being overpowered. I was even toying with trying to balance a few ideas I had to make it more useful to build an entire character around it. Suppose I shouldn't now. (I'm still going to finish because I'm having a blast trying to figure out stuff without breaking the game.)
Personally I think slasher is the best of the three damage type feats the ability to reduce a creatures movement speed is incredibly powerful and when combined with say a rogue you can effectively have polearm master + sentinel by being able to hit a creature and run away while leaving the creature unable to reach you with its movement.
I think you underestimate Slasher and Crusher feats a bit. Sure, they don't provide extra damage really, but can make for really good front-line defender characters, while comboing well with other players. A halberd user with Slasher could lower the movement speed of a target by 10, and that's before difficult terrain ever affects them. Shove them prone afterwards and good luck getting out of the Hunger of Hadar or Black Tentacles. Speed of 30 would become 20, and after spending 10 to get up, they'd have only one space they could move in difficult terrain. Crusher makes for an absolute monster at holding a position as well, letting your Dwarf Paladin keep smacking the enemy back into hazards with his maul, or just letting you throw enemies off of ledges without them even getting a save/check to stop you. Short of a grappler build, the only character with more reliable enemy repositioning options would be a Repelling Blast Warlock. The crit features aren't as good as a Brutal Critical effect, but they still are quite potent. If you crit with Slasher, the enemy now has disadvantage on all attacks for a turn. Sure, you can't always rely on that, but it's still a devastating debuff to cause without having to expend any resources. And Crusher just adds insult to injury, essentially marking a target for death if you crit, letting everyone get advantage on them for a whole round as if you stunned them. Again, there's no save for these, they just happen. With how often fighters attack in a round, you can get these effects far more often than one would expect.
Skill expert on a moon druid with Athletics is nasty. Choose a flying animal such as giant Eagle or vulture, use and athletics check to grapple them with a +10 bonus, fly them 30ft in the air and drop them!
How to use Skill Expert: Step 1: choose a spell casting class Step 2: play a goblin Step 3: at level 4 gain expertise in stealth Step 4: use your action to cast a second level spell, your bonus action to stealth and your free action to flip off the inferior arcane trickster
Skill expert gives you a proficiency also. So you don’t actually need a custom background. I wouldn’t call expertise a high level feature. Rogues get it at first level. 3rd level scout rogue gets two more. My rogue/ranger has 7 expertises
Im making a mushroom with warcaster, obersvant, skill expert in perception and im maxing my wisdom to 20 I will literally perceive the dms bs with those rolls
Where did you get the beautiful art for Devil's Sight and the like? I poked around in the "Art Assets" portion of the description but couldn't find it, did I just roll a 1 on my Intelligence (Investigation) check?
How is piercer (very slight increase in damage) better than crusher (moving enemies arround without save) and slasher (reducing the enemy's speed)? Even if you ignore the fact that the other 2 allow you to do teamwork by avoiding the enemy to go after your partymembers and pushing them into (or stopping them from going out of) area of effects... There is still the option with crusher to push an enemy off a bridge/cliff/ledge or allowing you to escape if things are turning on you
How does alert take away advantage from invisible foes? They don't get just advantage from being unseen. They get advantage from the invisible condition.
Resilient wis is better than Dex imo, mainly because if you get hit with a wis save you REALLY wanna make the save or something bad will happen (hold person for example) while Dex is more common it’s usually just some damage and only save for half, so you’re likely preventing more damage by taking resilient wisdom
Alert was already on the part 1 list at number 9. You put it here again at number 5. So there should probably be an edit to this video or something so that another feat can get on the top 20.
doesn't abberant dragonmark also not give the option of getting a epic boon after level 10 when rolling a d100 (similiar to a cleric divine intervention)
Didn't mention how Skill Expert gives you proficiency in one skill *and* expertise in one skill. Technically you can use this to gain proficiency in a skill and then get expertise in that same skill
I think it specifies that isn't an option.
That said you should have gotten the skill you want expertise in to begin with so this should change nothing.
@@williamturner6192 There is no such specification. The only specification is the Skill you choose can't already be benefitting from Expertise.
Its actually written on the very first slide, he just doesn’t verbally mention it.
@@WearingGoldluck oh, I see
@@WearingGoldluck I just went over it multiple times. The feat has no such limitations.
"The skill you choose must be one that isn't already benefiting from a feature, such as expertise, that doubles your proficiency bonus."
That means you cannot stack proficiency increases to get a x3 or x4 bonus. However, there is no limitation to choosing the same skill to gain expertise that the very same feat just let you gain proficiency in.
Key selling point to Fey Touched: Misty Step has no Somatic Component.
This means you can teleport with your hands full, or when your character is tied up!
I think it gets underrated too as now (for my tables anyway) you could get Gift of Alacrity, which if you just use it on yourself, is an average of a +4.5 on initiative roles. Which is a really big chunk of the Alert feat, and you get it with an ASI+1 and Misty step free once a day. Other spells are good choices too, like Bless and Hex, but if you already have something you usually concentrate on, then getting that initiative boost (that you can give to others if you wanted too) is insanely powerful for most PCs
It's amazing how little in quantity Tasha's has but what an amazing quality too, a lot of the feats are really cool even when they are so little compared to books like Xanathar.
yeah Tasha's is probably one of my favorite of their recent books, let's hope that Fizban's is just as good (though i'm still sore about the "no rework for Draconic Sorcerer, on the Dragon-themed book" part).
I personally like Telekinetic, as it's a way to use bonus action for a useful effect on non martials. Also heavy armor master. It's absurd at lower levels, but remains a decent damage reduction as the game goes on. It especially stacks with stuff like resistance and other defenses to really get great damage mitigation. And it works well vs multiattacks.
Heavy armor master is always fun with races like the Githyanki or mountain dwarf which give you medium armor proficiencies, this way you can have a heavy armor wizard
@@nathanrex8037 Heavy Armor Master would require combining with Heavily Armored to work that way. It's a neat combo, but a lot of feats to invest. I guess if you're going for a melee oriented wizard it's a neat concept though.
@@TheEmperorGulcasa Whoops I meant heavily armored but that would be fun for sure!
Wait why is alert on both the first part and second? It’s just that good lol
Uh what
How did he do that
Alert is in both lists. Metamagic adept also deserves a mention imho as quickening/twinning can be broken, plus more meta-magic for sorc's. And if your DM allows it after the first attack shieldmaster. Healer also good if you are short on healing potions/ gold.
I like metamagic adept but quicken and twin both suck, quicken is only good if you have something good to do with your action that isint a spell ( an example would be a cleric that goes action channel divinity + BA bless or spirit guardians) and you only get 2 sorc points from the feat so you can only twin 1st and 2nd level spells which isint very impressive, i think the 3 best options are subtle, extended or distant.
@@hopeforescape884 For combat twin and quicken are far and away the strongest. Extended and distant are trash tier in most campaigns. For extended most combat does not last 10 rounds, for distant most spells have plenty of range to stay out of harms way and still cast them. There are a lot of spells that give you an action for instance such as Earthen Grasp or Sun Beam, plus in the end it is all about action economy in DnD, allowing you to weaponize your bonus action is great. Plus doing Mind Sliver first lowering an enemies DC and then quicken a spell save spell is excellent. And then there are the half casters like Arcane Trickster, Eldritch Knight, Paladin's in general who can now keep their attack actions and still cast that spell by using quicken. Twin basically doubles your spell slots and doubles the power of a spell which is also excellent. Plus twinning things like haste or greater invisibility is insane. I am not saying it is god tier however I do think it is equal at least to some of the feats mentioned here.
@@Hyde_Hill the idea with extended is to rest trick spells with an 8 hour duration deathward, tiny seevant, foresight, etc or if you are a warlock the 1 hour duration spells, distant i'm not a big fan of since you can always just cast touch spells through your familiar, the idea is to be able to cast out of counterspell range but subtle is much better for that, also i don't get why you talked about twining greater invisibility and haste, you need 1 sorc point per level and the feat only gives you 2 so you can't twin any spells of level 3 or higher, all in all i think its an okay feat to pick up late game early game you are better of getting warcaster/res Con or an ASI bump , but i might pick it up at lvl 16 or 19.
Those two are probably the worst you can take as they both can consume BOTH of your points, but on a Sorcerer I agree, but I think on other spellcasters Subtle Spell, Careful Spell, and Distant Spell are the best options as you can use them more than once.
Chef is overpowered IRL.
Having a nice meal generally doesn't fully heal you from a sword thrust.
No, but It can restore willpower and energy reserves if you're exhausted. HP is not just blood. Hit points are a combination Of luck, willpower, and fatigue. In my campaigns, blade doesn't meet flesh until 0 HP- everything before that is bruises through armor, muscle fatigue from working to defend against strong attacks, and a sense of hopelessness from being overpowered or outmaneuvered. These things can be helped to overcome with rest, food, and some basic first aid.
@@Lord_necromancerand my axe!
I took Crusher on my 1 Bard / X Monk, just because it let me boost my CON while also giving me the ability to shove people around. Maybe not optimal but seems good enough plus some nice flavour!
That build seems hard to manage, hope you still had fun doing it.
This video gave me some fantastic ideas. I forgot Compelled Duel can be picked with Fey-Touched, which is my favorite spell in the game, and I somehow completely missed that Alert gives you 20 DEX worth of bonus to your initiative, which is the worst part of the heavily-armored DEX-tanking martial builds I love. I should be picking Alert more on my knights and soldiers. Granted, it won't help them against Fireball, but I always pick high hit-dice classes, I can tank it.
Barbarians in a nutshell, “ahhhh, I can tank it”
I am glad I picked Skill Expert I thought it seemed good and you have confirmed that for me. Kenku Way of Mercy Monk with Medicine as my skill and going with full plague doctor theme it's been pretty fun.
I took Skill Expert for my fighter to get expertise in Athletics. They also have the Shield Master feat so it combos well with that too.
skill expert is amazing on any character that wants to make athletics checks for grappling or shoving especially when you also have shield master feat for the bonus action shove.
Shield master is underrated. Took it with my high elf gunslinger and it has saved my bacon more than a few times. Hopefully it will in the future as well.
Yeah my tank Shadar Kai echo knight does this a lot lol expertise I'm athletics and I can prone, shove, and/or grapple really consistently
Eldritch Adept has and always will be my way of getting free Mage Armour on my casters. My unarmoured Dex based Paladin was fun, would definitely recommend. With a Variant Human, it's basically plate armour at 2nd level. I played a goblin though, so I had to wait til 4th level, but that was still a fun build. Scuffed as hell, but fun
I love Fey Touched. Hunters Mark, Hex or Dissonant Whispers on ANY character build.
If you’re allowed to take it, Gift of Alacrity is better, IMO.
For any character, action economy is everything, and that initiative boost is action economy.
Also, high initiative allows you to avoid surprise-round attacks, often.
I played an Eldritch Knight with low Dex that took Fey Touched and I found casting Hex before combat and targeting the biggest guy in the room with it and targeting Dex so they roll worse on Initiatve was a fun move
@@3phemaralbless is even better imo
I was planning on taking magic initiate for one of my martial characters, but now that I know about Aberrant Dragonmark...man eberron is something else!
Fey Touched is actually incredibly strong. I think it is a contender for top 10 feats overall. Even if it didn't come with the asi it'd be super strong. Taking it on an eldritch knight was the best thing I could've ever done
One thing to consider about an Aberrant Dragonmark is that in Eberron it comes with a heavy cost. As Dragonmarks are part of the Draconic Prophecy, an Aberrant one will rouse much negative suspicion or even violence from members of the Twelve.
I would love to see a top 10 list of skills, since previous videos had mentions of some skills being S tier or A tier or so on.
Same
Piercer also works with spells. I really want to play a Druid with Piercer that mostly attacks with Thorn Whip and other Piercing damaging spells. Being able to reroll the worst dice is great for spells
Also wild shape
@@heitorsouzademoura7747 Piercer is SO good with Wildshape. Many animals dont have Multiattack but their one remaining attack is very powerful. Especially those that use d10s since getting a low number on those really sucks. Are there any beasts that use a d12 in their attacks?
Maybe t rex
@@heitorsouzademoura7747 FOUR d12s. Yebb. T-Rex is definitely one of the better Piercer users. Be a Half-Orc as well with their Savage Critical and your bite will do TEN d12 damage
Piercer is a very good feat for Dhampirs since it’s one of the few ways to super charge your bonus/healing from a bite attack.
I'm playing a Scribes Wizard with Telekinetic, and I'm having a blast (literally) with both abilities, so Telekinetic is one I'd put on the list.
Love your vids. D&D is a very intriguing universe, and the way you format all the mechanics and describe them is just so satisfying. You deserve 10x as many subs.
I get the ritual caster feat just to be able to understand every language and speak to animals. one of my favorite rp uses
Just to let you know, TheD&DLogs, I came over to this channel because I watch your Duel Logs channel and I like TTRPGs, but I only started running a 5e campaign. I will be here a lot more now.
Piercer is not a very good feat. for ranged, you have other feats to pick up, for melee, your damage is likely a d8 from spear or rapier.
So on a crit, that is 5% of your attacks, you deal an extra 1d8 damage. So that is an average of 4.5 *0.05 = 0.225 damage per attack. Rerolling all d8 below average means your average damage increases by a whooping 1 damage. Let us say you do 3 attacks in a round, so that is 1.675 extra damage per turn (assuming at least one of your attacks hit. Most tough combats are maybe 6 rounds. That is 10 damage for a whole combat.
If the bludgeoning feat gives your 1 extra hit from advantage, it has already outdamaged piercer, if it pushes 1 enemy into spirit guardian during a fight, it has outdamaged piercer, if it pushes one enemy into a web spell, and the target can't attack because of it, it has prevented more damage than piercer deals. If it prevents just one opportunity attack by pushing an enemy out of reach of an ally that must move it has outperformed piercer.
If it does 2 of these things in a 6 round combat, it blows piercer out of the water.
Another point about Dragonmark; taking Silvery Barbs. A free SB once per short rest is good on any character, it uses a reaction which some classes struggle to find a use for, and can make an enemy drop concentration, fail a save, or miss with an attack, which you can then dump advantage onto someone else. Mix this with the hit die effect of the Dragonmark, and you basically can help an enemy fuck up a D20 roll, hurt them or heal yourself, then give yourself or a buddy advantage on your next attack. It's fucking amazing.
The ability to just become proficient in any saving throw is very useful dex saving throws are so common it nice to have
Imagine pairing chef with a Bard's song of rest. A really good healing boost.
The party I am in for a Curse of Strahd Campaign has this combo. It is amazing how well we recover, I've only used more than one hit dice in a rest once or twice.
Great video 👍 I am glad that Aberrant Dragon Mark made it in to a top 20 video. It's a great feat (and additional optional rule ftw) and one I often go to.
With Eldritch Adept, it can be thought as a feat that can grant mini feats that you can swap. Mask of many faces can replace Actor, Beguiling influence can replace Skilled for deception and persuasion, Eldritch mind is the same to Warcaster with CON saves
Not sure how piecer out classes then other 2. The extra damage isn't guaranteed, you must use the new roll which means it could be potentially worse damage then the original roll. Only add extra damage on crits. While Crusher is a guaranteed push no str save while also creating advantage for your entire team on crits.
eldritch adept gives access to armor of shadows, having at will mage armor may not seem like much, until your stuck in a situation where you have no armor
Or for abjurstion mage- you can spam Cast it for infinite ward
Piercer is awesome for Rogues, since pretty much every attack by a Rogue does piercing damage (Bows, Crossbows, Daggers, Rapiers Shortswords). Combine that with Sneak Attack and a smart play-style where you almost always attack with advantage.
Ooh, a Bear Totem Warrior Barbarian with a dip in Assassin Rogue who attacks recklessly with a rapier and takes the Piercer feat. That sounds like fun. Last I checked, attacking with a finesse weapon allows you to use your Sneak Attack bonus even if you’re using your strength to attack. Rage and Reckless Attack with a Rapier and the Piercer Feat, which should trigger your Sneak Attack on the first attack on your turn, and you’ll do a lot of damage.
Just one thing...Skill expert in a grappler build is also great. So athletics and Acrobatics also are good options...to be honest this feat shouldn't even be look at what are the better. And just the sheer versatile you can turn something at the best possible.
I'm surprised you mentioned devil's sight for eldritch adept but not misty visions which is simply a better version of the darkness + devil's sight combo and the main reason to take eldritch adept. Both work the same way. advantage for you, disadvantage for your enemies, enemies can't target you with sight spells. Both are concentration. both take 1 action to cast. the main bonuses of silent image are as follows:
1. you can have your allies break the illusion before combat continuously while travelling so that they can gain the same benefits without needing to pick up an feat/invocation.
2. darkness casting are limited by spell slots. silent image isn't.
3. silent image can be better action economy wise as you can have it on while travelling (changing the illusion as needed to suit changes in the environment you are travelling in by re-casting which also makes it mobile like darkness) so you don't need to waste your 1st action in combat.
4. having at will illusions just has many out of combat applications, especially when combined with minor illusion or other cantrips.
5. since you can have the illusion on while travelling, this is a great surprise generator as enemies don't notice a threat while you initiate combat (which then triggers surprise). this is makes this feat a must have for any assassin.
6. if your opponents waste san action to investigate the illusion and break it, you can mess with their heads and cast the real thing next time and they will continually use their actions in following turns trying to investigate the "illusion" when you actually cast the real thing. for example, silent imaging a fog cloud. Opponent wises up and investigates and breaks it and realizes he can see you afterwards and that you cast an illusion. next turn, you cast an actual fog cloud. opponent decides to spend their action to investigate and break it again but "fails." they will try again on the following turns thinking that they might have just missed something the previous round. Of course, this only works if the DM doesn't metagame against you. Remember, an illusion is treated as real, they will react appropriately to the illusion, unless the illusion is broken/successful investigation.
misty visions is simply one of the best ways to gain perfect obscurement in the game.
Love the videos man! Remember to take life at your own pace. Don’t feel like you need to rush out videos or anything like that, your happiness is most important to you. Have a good weekend!
Another good point for Aberrant Dragonmark is the fact that if the DM wants to, it includes a way to get an Epic Boon early.
And Epic Boons are good. Like, with a single Boon, a Wizard/Fighter multiclass can throw two Meteor Swarm in 1 turn. Or a Rogue can get Reliable Talent on every skill check, always, with nothing more than 1 Boon, for a minimum result of 9 ( assuming a -5 in the used stat ).
For a martial character who wants to get the most out of grapple and shove attacks, Skill Expert is a great way to get Expertise in Athletics, one of the few skills in the game that has direct, in-combat effects. Great for melee oriented characters who have the Extra Attack feature. Have a familiar use the help action to grant you advantage on your first attack, take the attack action and replace your first attack with the shove attack (with advantage from help) to knock your target prone, use your second attack to take the grapple attack (with advantage from target being prone) to render your target prone and immobile. They can't get up from prone without first using an action to attempt to escape your grapple. You hold them down while your party pummels them into oblivion with advantage. Your rogues and melee crit fishers will love you. Oh, and all of your free hand (1-handed) melee attacks will also have advantage, while all of their attacks will be at disadvantage while they are prone and grappled.
I've created a few "Booklock" PCs and I usually try to max their casting ability with added Feats and Invocations. The "Fey Touched" Feat is awesome for this, as Misty Step is not boosted by a Lock's casting of spells at higher levels but still an awesome spell, so better off as a "side spell" (just my own nickname for a spell that can't be upcast). There's also a HUGE variety of Div + Ench. spells to grab as well, again, ensuring you grab great ones that can't/don't benefit from upcasting. Save your true Lock spell slots, for the big hitters you can boost. :)
Also, need to pump Wisdom to 13 in order to get "Ritual Caster", which can be tricky when you are trying to max your Charisma but certainly doable.
On the subject of gaining expertise, my DMs usually allow me to devote money and downtime to specialized training which eventually results in gaining expertise in whatever I’m training for. I know that’s not a written rule anywhere, but it just makes sense as something people should be able to do in-game. The same applies to being able to gain skill proficiencies you don’t already have.
Why didn't you mention the 'Gift of Alacrity' you can also pick as a level one spell from the 'Fey Touched' list?
It lasts 8 hours, has no concentration, and allows you a 1D8 die to roll every time you roll for initiative in combat which can, on average or higher, allow you to have an effect that is even better than the 'Alert' feat.
Rolling high on initiative is important for anyone, but it can be even more important for a spell caster who's AOE spells can be in conflict with melee characters once combatants mingle. Which means spell casters typically have the best opportunity to debuff the enemy or control the battlefield in a way that best helps their team.
Bless is even better imo
Eldritch Adept also has some pretty potent niche uses, for instance, it can give a higher level Illusionist Wizard Silent Image at-will that they can then make real. So you can trap half the fight in an 15-ft cube adamantine cage or block and divide and conquer almost as well as using Wall of Force but for no resource cost.
Then even if you do get to Wizard 18, you can still swap it out for Advantage on constitution saving throws, or keep it on Silent Image and use your Spell Mastery for another 1st-level spell instead.
With piercer you *must* use the new roll. So you can roll lower and stick yourself with less damage. Savage Attacker let’s you choose either roll.
That is a bit of an edge case. If you are already in a position where you need to reroll one die, Rolling lower will not be much of a detriment.
D6 as an example. 3 is an average roll. 2 and 1 are low. If yo get 2. Reroll is what? 66% to do better, 16% to tie or 16% to get a 1.
Regarding Chef:
Not only do you roll 1d8 extra healing during a short rest, but because the feat gives you proficiency with Cooking Utensils, one of the features of the cooking utensils is that every player you made food for during a short rest recovers 1 additional HP per hit die spent. So technically speaking, this feat is adding 1d8 + x, with x being the number of expended hit dice that rest.
I picked up Skill Expert as I need only one Con, and didn’t need another +1 for a skill. So I cashed in those skills for a proficiency in Sleight of Hand. Has come in VERY handy. As our party has no rouge
The don’t gain advantage on attacks from being unseen part of alert is way more useful than you’d think. If you use heavy obscurement (smoke bombs, pyrotechnics, eversmoking bottle, fog cloud, sleet storm and many others that are strong) this would normally cause almost no change, because you’re both blinded so advantage and disadvantage cancel each other out, but with alert they never get advantage which means they have *disadvantage* to attack you. This strategy can be insanely strong with high AC, it also means you avoid being targeted by a lot of nasty spells and effects, and can hide at any time to avoid being found entirely
Alert is so good that you mentioned it twice. One in the first best feat video and now here
Skill Expert is actually really good on high level Rogues as well because thats basically another skill that you can’t roll below a 20 on thanks to Reliable Talent. And with a Scout Rogue at level 11 you can pretty easily have 7 Expertises, and could still take an extra via Prodigy to have 8 without multiclassing.
For Ritual Caster you forgot to mention Phantom Steed :)
This was a great video idea, love it.
Slasher being the Best?
My man, Crusher + Booming Blade. Almost every Cleric I play uses a Warhammer or Shilelhahlalhlaweagaee and BB with Crusher. Being able to bat someone away from a caster, then loop around so that if they try to attack them again I can make an AoO is also dank. Crusher also lets you force enemies into AOEs to take damage on your turn.
Sure if your playing solo piercer may increase your damage more, but if you have someone that can cast an AOE nearby, adding their damage on top of your damage is tasty.
EDIT: Also excluding BB, you can use it with Polearm Master. The extra attack from PAM is bludgeoning, PAM also lets you attack some one when they enter your reach, Shield plus Spear.
I've been playing a Dex based Psi Warrior with a shield and rapier. I took Mobile at 4 and it has been a godsend with hit and run tactics that have *definitely* been annoying me dm.
Also in addition to everything you said about +10 speed. Psi warriors have a 7th level skill that gives them telekinetic flight for 1 turn as a bonus action and the flight speed is double your movement!
I almost took Piercer at 8 (currently level 9) but opted for defence over offense and took medium armour master. At the same time I swapped Duelist for Defensive bringing my ac to 20, which became 21 at the next blacksmith when I got half plate mail. The +2 damage had been clutch early game but at level 6 i was bestowed a magic rapier hunoursly dubbed "The Lightsaber" which did 2d6 bonus radiant damage (Flametongue with a damage flavour swap)
Your videos are great, please keep making them. Senserly, man in the sand. Ps: could you make another top ten artifact video? I liked the other ones but I kinda just desire more, I understand if you don't want to.
Resilient is superior to war caster from PB 4 and up if you’re just looking at concentration saves, but you probably shouldn’t forget that con saves are also one of the most common saves in general. And +1 con.
I think fey touched gets underrated too as now (for my tables anyway) you could get Gift of Alacrity, which if you just use it on yourself, is an average of a +4.5 on initiative roles. Which is a really big chunk of the Alert feat, and you get it with an ASI+1 and Misty step free once a day. Other spells are good choices too, like Bless and Hex, but if you already have something you usually concentrate on, then getting that initiative boost (that you can give to others if you wanted too) is insanely powerful for most PCs
Aberrant Dragonmark is super underrated.
Wanna give your Barbarian a solid ranged option without multiclassing around too much or spreading your ability points too thin? Take that and pick up Firebolt or Chill Touch and a solid utility or social spell that you won't need to use more than once a day like Charm Person.
I took Piercer with my Hexblade Warlock in our Descend into Avernus campaign. It's insanely powerful and I'm kinda sad that Crusher and Slasher are so weak in comparison
Crusher is op on Monks and Slasher can work well defensively, even though Sentinel seems always the better option, don't sleep on them too much :3
@@arbyaenax Maybe I should take another look at them but yeah I haven't even thought about the option of using Crusher on monks :o
Human variant, crusher feat, champion fighter, slasher feat at level 4. Hit 5th level for extra attack, make use of two weapon fighting.
Take one level of genie warlock, dao, for one per turn bludgeoned damage on hit. This allows you to deal slashing AND bludgeoned damage on the same attack.
You now have a 27% chance to crit atleast once per turn with your 3 attacks, and that critical actually matters. You and your party are now much more powerful just by you attacking. Your advantage and disadvantage imposed on crits bypasses AC, Saves, legendary resistance, magical immunities, pretty much everything as long as you can’t attack. The feats don’t require the creature to even take the damage, just that you deal type of damage.
By the way, I have often enchanted cooking utensils to be very effective weapons. I mean... they are in real life, in fact, an assassin can hide as a cook to not be questioned as to why they have a bloody knife. Chef can easily be made into a very good feat as kitchen tools are very easy to find and conceal, it is literally one of my top picks for a rouge or bard. Did you catch your target around food? awesome you are proficient with all the cutlery and have an advantage.
Considering aberrant dragonmark is already kind of optional if the DM will allow it, im surprised you didn't mention the fact that dragonmark can also give you a boon at the MD's discretion. still, agree that its a FANTASTIC feat and worth picking up, especially if the DM allows starting feats at the beginning of the game.
Since it wasn’t mentioned in the video, Eldritch Adept becomes incredibly powerful if you’re a warlock, as they actually can take invocations with prereqs. You only get 5 by level 10, which means getting an additional one is very valuable.
The sequel we needed but don’t deserve.
First off, for Aberrant Dragonmark, Silvery barbs is a great pick for a 1st level spell. This is the second time you've not mentioned it. Makes me think you're not familiar with it xD. Second, the main feature for taking Dragonmark (if your DM allows) is a 10% chance to gain an epic boon at level 10, and if you don't, then you roll that chance again every time you level up. It's a kind of investment.
I put mobile onto so many of my characters. Because getting to hit and run is a tactic I love.
Alert is repeated
Ritual Caster is great cause for some reason it lets you take Sorcerer rituals, despite sorcerers not having ritual caster and basically just have a nefted wizard spell list
I don't know if this spell existed when the video was made but Aborant dragonmark can give you silvery barbs, a spell so good it's often banned by some DMs.
Silvery barbs, for free per short rest
Eldritch Adept: Eldritch Mind seems strong and looks better on paper compared to Warcaster. It seems like the optimal pick for a power-build. Variant Human level 1 Artificer + Level x Wizard War Magic for example. Constitution proficiency + Arcane Deflection + Eldritch Mind stack nice together. This way I would sometimes just take the hit while concentrating on a spell, instead of casting Shield.
Eldritch invocation feat, is best used on a warlock lol because you pretty much have always want devil sight, so you get it with the feat so you can choose some of the more powerful ones. Sane with the metamagic adept, it's best used o.n a sorcerer
I like the idea of Piercer with polearm master. Also the Chef feat sounds useful in a game where short rest is 8h.
Piercer, Polearm Master, and Shield Master go really well; since they Errata’d spears into polearm master. Two different bonus action effects, giving yourself advantage to knock more Crits and piercer is fun!
eldritch adept is amazing for abjuration wizards with because you can pick up armor of shadows. this allows you to resuply your arcane ward 2 hp every 6 seconds. and because it is at will you can always have a full arcane ward at the beginning of every day.
the only other ways to accomplise this is with ritually casting alarm(1st level) which takes 10 minutes for 2 hp.
or you can be a deep gnome for Svirfneblin Magic which gives nondetection(3rd level) at will giving 6 hp for 6 seconds but requires a specifiek race.
so eldritch adept is great for abjuration wizards
PS: these are the ways of spellslot free casting, which is amazing to start do after a long rest. casting other spells will replenish the arcane ward but will cost spell slots
Rangers can also get expertise if your dm allows you to take the deft explorer optional feature from deft explorer:canny which provides expertise in one skill and two languages.
Piercer / Slasher / Crusher (Bludgeoneer? ), are about the same tier wise, slasher lowers move speed, and Crusher can force move and or prone
I like healers feat being able to heal every person in the group after every short or long rest
my favorite character idea is a lizardfolk necromancer with the chef feat
Prodigy also applies to half-orcs.
First time I have heard of chef being overpowered. I was even toying with trying to balance a few ideas I had to make it more useful to build an entire character around it. Suppose I shouldn't now. (I'm still going to finish because I'm having a blast trying to figure out stuff without breaking the game.)
Personally I think slasher is the best of the three damage type feats the ability to reduce a creatures movement speed is incredibly powerful and when combined with say a rogue you can effectively have polearm master + sentinel by being able to hit a creature and run away while leaving the creature unable to reach you with its movement.
I think you underestimate Slasher and Crusher feats a bit. Sure, they don't provide extra damage really, but can make for really good front-line defender characters, while comboing well with other players.
A halberd user with Slasher could lower the movement speed of a target by 10, and that's before difficult terrain ever affects them. Shove them prone afterwards and good luck getting out of the Hunger of Hadar or Black Tentacles. Speed of 30 would become 20, and after spending 10 to get up, they'd have only one space they could move in difficult terrain.
Crusher makes for an absolute monster at holding a position as well, letting your Dwarf Paladin keep smacking the enemy back into hazards with his maul, or just letting you throw enemies off of ledges without them even getting a save/check to stop you. Short of a grappler build, the only character with more reliable enemy repositioning options would be a Repelling Blast Warlock.
The crit features aren't as good as a Brutal Critical effect, but they still are quite potent. If you crit with Slasher, the enemy now has disadvantage on all attacks for a turn. Sure, you can't always rely on that, but it's still a devastating debuff to cause without having to expend any resources. And Crusher just adds insult to injury, essentially marking a target for death if you crit, letting everyone get advantage on them for a whole round as if you stunned them. Again, there's no save for these, they just happen. With how often fighters attack in a round, you can get these effects far more often than one would expect.
Taking resilient at level 12 for my wizard. Already have a 20 int, and an 18 con so I'm wasting the ASI but getting proficiency is worth it
Skill expert on a moon druid with Athletics is nasty.
Choose a flying animal such as giant Eagle or vulture, use and athletics check to grapple them with a +10 bonus, fly them 30ft in the air and drop them!
How to use Skill Expert:
Step 1: choose a spell casting class
Step 2: play a goblin
Step 3: at level 4 gain expertise in stealth
Step 4: use your action to cast a second level spell, your bonus action to stealth and your free action to flip off the inferior arcane trickster
You can't just hide because you roll stealth, you need somewhere to hide, and you need your enemies not being aware that you are around.
@@federicopalacios7439 fiiine, then let's add use your move action to move to a place where you can stealth to Step 4
Elder's adept you can use on a warlock to gain an extra invocation even with the requirements at least that's how it works on d&d beyond
chef "how to double your level one wizard's hitpoints." (if you are allowed to take a starting feat)
I think Resilient(Wisdom) is almost as powerful for Martials as Resilient(Constitution) for Casters
I'm not surprised that a lot of the feats were from Tasha's, the book that was definitely all power creep.
Is it still power creep if most of the feats wouldn’t be in the top 10?
I love your videos! They are very helpful
If you’re playing an Arcane Trickster, you’d be crazy to not at least consider Eldritch Adept for Misty Visions to cast Silent Image at will.
Skill expert gives you a proficiency also. So you don’t actually need a custom background.
I wouldn’t call expertise a high level feature. Rogues get it at first level. 3rd level scout rogue gets two more. My rogue/ranger has 7 expertises
Im making a mushroom with warcaster, obersvant, skill expert in perception and im maxing my wisdom to 20
I will literally perceive the dms bs with those rolls
Where did you get the beautiful art for Devil's Sight and the like? I poked around in the "Art Assets" portion of the description but couldn't find it, did I just roll a 1 on my Intelligence (Investigation) check?
Alert is so nice, he gotta put it twice
How is piercer (very slight increase in damage) better than crusher (moving enemies arround without save) and slasher (reducing the enemy's speed)? Even if you ignore the fact that the other 2 allow you to do teamwork by avoiding the enemy to go after your partymembers and pushing them into (or stopping them from going out of) area of effects... There is still the option with crusher to push an enemy off a bridge/cliff/ledge or allowing you to escape if things are turning on you
How does alert take away advantage from invisible foes? They don't get just advantage from being unseen. They get advantage from the invisible condition.
Resilient wis is better than Dex imo, mainly because if you get hit with a wis save you REALLY wanna make the save or something bad will happen (hold person for example) while Dex is more common it’s usually just some damage and only save for half, so you’re likely preventing more damage by taking resilient wisdom
Man, the more I watch this, the more I don't want to meta-game.
Alert was already on the part 1 list at number 9. You put it here again at number 5. So there should probably be an edit to this video or something so that another feat can get on the top 20.
Fun video!
Mobile is one of my favorite feats.
doesn't abberant dragonmark also not give the option of getting a epic boon after level 10 when rolling a d100 (similiar to a cleric divine intervention)
Didnt mention gift of alacrity for fey touched?
Im a little sad about that
D8 to your initative all day is super nice
Alert is so good it made both lists lol