Top Five Underrated Feats in Dungeons and Dragons 5e https://www.youtube.com/watch?v=dgkyadJoWHE
Dungeon Dudes said they are underrated... I don't think so.
- Actor
- Crusher
- Mobile
- Spell Sniper
Is Spell Sniper better than Gunner? Both remove 1/2 and 3/4 cover, Gunner gives you +1 DEX and Spell Sniper gives you a bunch of utility (or access to cantrips you might not be able to get)...
Thorn Whip... Booming Blade? Eldritch Blast
What about Magic Initiate? Sharp Shooter?
- Shield Master
Jeremy Crawford said you must make the attack before using the bonus action to knock someone prone (or push them away).
Our Top Ten Feats in Dungeons and Dragons 5e https://www.youtube.com/watch?v=xGRZiXgrsZo
- Alert
Good for just about any character... Bonus initiative is almost always good; the third point can be really good wen using Darkness/Fog tricks
- Crossbow Expert
- Great Weapon Master
- Lucky
- Magic Initiate
Magic Initiate is out of date at the point for me... I'd rather have Fey Touched, Shadow Touched, and even the Artificer Initiate (Thieves' Tools... Guidance and Thorn Whip...).
If you want cantrips, take Spell Sniper... If you want spells, take Fey Touched or Shadow Touched.
- Polearm Master
- Resilient
- Sentinel
- Sharpshooter
- Warcaster
Take Warcaster, Resilient (CON), and Lucky to prevent Concentration failures
- Others (Healer, Inspiring Leader, Ritual Caster... Elven Accuracy, Prodigy, Bountiful Luck)
Metamagic Adept, specifically for Sorcerer (and maybe warlock)
Prodigy is replaced by Skill Expert
Telekinetic and Fey Touched
My list of Underrated?
- Ritual Caster
People will say the biggest drawback to this feat is that it requires 13 intelligence or 13 wisdom and my counter argument is this feat makes your build better. Wisdom should rarely ever be a dump stat (leave that for strength, intelligence, or charisma), so getting 13 WIS is already a good idea and the odd stat value will naturally lead you to take Resilient (WIS).. so unless you're already proficient in wisdom saving throws (paladins, and warlocks...), this will help you out a lot.
There is a potential abuse case with Wild Magic Sorcerer here (but it's up to the DM to allow it). Wild Magic Surge only requires a sorcerer spell of 1st level or higher to be cast (it doesn't need to expend a spell slot), so a Sorcerer with Ritual Caster could fish for Wild Magic Surges as long as they have ~10 minutes to ritual cast a spell like Detect Magic. This gives the character a reliable way to trigger Tides of Chaos without expending resources. As a DM, I'm not sure I'd have the sorcerer roll for a Wild Magic Surge without expending a resource of some kind (i.e. a spell slot) but if the player's intent was to have Tides of Chaos ready more often, I'd probably allow it as long as it doesn't slow the game down or ruin immersion.
- In point buy, you're punished when you increase a stat above 13 (14 and 15 costs two points instead of 1) and if you want to maximize the total number of ability score you'll naturally run into the Standard Array (15/14/13/12/10/8); you can tweak this a bit by going 15/15/13/10/10/8 instead or 15/15/13/12/8/8. It's arguably better to push your ability scores above 13 using ASI and feats than it is using point buy; the caveat is that you won't always use the stats and it's typically better to specialize than it is to generalize (and while I mostly agree, characters always want decent DEX, CON, and WIS even if they aren't using it -- perception is always good... I'd also argue that dumping INT is typically a bad plan because knowledge skills should be incredibly important in a campaign).
Total Points: 15/15/15/8/8/8 - 69 15/15/13/12/8/8 - 71 15/14/14/12/8/8 - 71 15/14/13/12/10/8 - 72 14/14/13/12/12/8 - 73 15/13/13/12/12/8 - 73 13/13/13/12/12/12 - 75
Characters that cannot cast spells can still benefit from Ritual Caster.
This gives you access to ritual spells based off your character level, not your level in a specific class.
This also allows you to learn rituals outside of your spells learned (sorcerers, warlocks, and bards will know why this is important; druids and clerics no longer need to prepare the spell). Do you want Find Familiar but you aren't a Wizard? Now you can cast it. Phantom Steed gives you reliable access to a mount.
Note: If you have a wizard in your party, let them copy the spell into their spell book then you can learn it from their spell book, giving your party more access to ritual spells.
https://blackcitadelrpg.com/ritual-caster-feat-5e/ https://gamerant.com/dungeons-dragons-what-is-ritual-casting-guide/ https://www.dungeonsolvers.com/2020/03/09/the-basics-of-ritual-casting-in-5e/
- Aberrant Dragonmark
Better than Magic Initiate, it's a half feat that gives you a cantrip and a level one spell.
- Mind Sliver is verbal only.. so no need to worry about the casting rules
- Sword Burst helps deal with AoE
- Booming Blade is obvious, so is Green Flame Blade
Gives you access to Shield and Absorb Elements... Magic Missile is an interesting edge case
- Skill Expert
Worst Feats:
https://www.fandomspot.com/worst-feats-dnd-5e/ https://mythcreants.com/blog/five-poorly-designed-feats-in-dd-5e/ https://arcaneeye.com/players/dnd-5e-feats-tier-list/ https://www.reddit.com/r/dndnext/comments/leqvas/worst_feat_in_your_opinion/
- Weapon Master
- Charger
- Grappler
- Dungeon Delver
- Linguist
- Savage Attacker
- Lightly Armored
- Durable
- Athlete
- Keen Mind
Weapon Master, Lightly Armored, Tavern Brawler
Grappler might be overall the worst
Spell Casting Feats https://rpgbot.net/dnd5/characters/feats/spellcasting-feats/