- 5e

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.

  1. Actor
  2. Crusher
  3. Mobile
  4. 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?

  1. 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

  1. 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

  1. Crossbow Expert
  2. Great Weapon Master
  3. Lucky
  4. 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Magic Initiate is out of date at the point for me...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.

  1. Polearm Master
  2. Resilient
  3. Sentinel
  4. Sharpshooter
  5. Warcaster

Take Warcaster, Resilient (CON), and Lucky to prevent Concentration failures


Metamagic Adept, specifically for Sorcerer (and maybe warlock)

Prodigy is replaced by Skill Expert

Telekinetic and Fey Touched

My list of Underrated?

  1. 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.

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/

  1. Aberrant Dragonmark

Better than Magic Initiate, it's a half feat that gives you a cantrip and a level one spell.

Gives you access to Shield and Absorb Elements... Magic Missile is an interesting edge case

  1. 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/

  1. Weapon Master
  2. Charger
  3. Grappler
  4. Dungeon Delver
  5. Linguist
  6. Savage Attacker
  7. Lightly Armored
  8. Durable
  9. Athlete
  10. 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/