Sharpshooter can be used in tandem with tavern brawler cause your using a ranged weapon to attack with your strength and you can be like Robin, green arrow, or ace and smack evil with your bow-staff
Heavy Armor Master is great for short campaigns and it can save your ass more than once, but becomes pointless if you are running a long-term campaign. As the campaign progresses, the difficulty increases and, not to mention, most hard-hitting damage you suffer comes in magical forms, the only thing this feat achieves is to make you regret picking it and beg your GM to do a Mulligan on it. Mage Slayer is pointless against spellcasters that know what they are doing, especially glass cannons who are completely aware of the fact that they MUST keep their distance in order to survive. Magic Initiate... Oh damn, I used to pick this feat instead of my ASI until I realized I can just multiclass into a Sorcerer. Yeah I strictly play CHA characters, especially after XGE came out (da best suplement evar) My personal choices: - Lucky because I am GENUINELY cursed for rolling Nat1's whenever I'm in a desperate situation so I can point a middle finger to the dice and tell it to go fuck itself. Although it doesn't work every time, atleast it prevents me from suffering the torture of the fumble-chart effect. Works fine against bosses to negate their criticals. - Resilient (CON) + Warcaster because I really, REALLY must maintain focus on the spells I'm concentrating on. Bless and later HASTE have saved our asses more times than I could count. - Diplomat because I really, REALLY do like to RP a lot and I'd prefer that GM's would focus more on the words that are being related then just saying "Roll Persuasion" after I busted my ass trying to genuinely convince someone. Really hurts when your rollplay doesn't match your roleplay...
I'm pretty sure i actually read about this and due to action economy and stuff you can't. Something to do with the different types of actions. Might be wrong but you should double check that
The major drawback and the only reason why I never considered this feat is because it can only be applied once on someone inbetween rests. That and I always play dedicated healers so it's kinda redundant for me :)
@@argenthellion Applying it only once per person per short rest is overpowered already. If you have a stabdard size party, that's 3 spell slots you get to keep PER REST, meaning it could easily turn into 6 spell slots if you take a short rest mid adventure. There's a reason why this feat is considered op. Edit: I also failed to mention how every time you use your healer's kit to stabilize a creature, if you do, they get a hit point. That means that instead of being on the ground unconscious, they can continue to fight. For a pro healer with a high medicine score, this is basically the better version of Spare the Dying. You can do this indefinately.
Worry not, Big dick wizard. Just stay more than 5 feet away for that fireball and you're good! Also, good thing you don't have to concentrate for fireball!
Pair Mage Slayer with War Caster to get full use out of it. Wizard: "Oh ho ho, you are trying to cast a spell when I'm standing next to you? I cast FIREBALL!" Colton: "You can't do that. If you cast fireball you'll explode yourself too." Wizard: ".... I cast power word kill."
@@nocanseegreen3845 For example, let’s say you have a +5 in con, then you also have +2, so you get +7 every level up mean if you take the average, you probably will have over 200 health, if you have a d8 as your hit die. So you now have a good pool of hp, which is never a down side.
@@TheKristina1978 you could even double down and go Hill Dwarf for that extra 1hp/level. I once rolled a really insane con score, put it on a hill dwarf barbarian, and had a 16 AC with 17 HP at level 1. It’s a shame I haven’t gotten to use them yet 🥲
"Take keen mind." "No! It sucks!" *Flashback to Avnia* "Whoa, keen mind is good in a dungeon?" "A feat is good in a dungeon? In a game called Dungeons and Dragons?"
Yeah the keen mind feat means your group never gets lost and know what time it is in other dimensions. It also means you can just look at every book in a secret library and release the forbidden knowledge in the world.
@Stygian Eons I mean, usually tables go by the rule of "if you remember, your character remembers" unless your character didn't witness something you did as a player. So to summarize, yeah.
I had the idea of a Shillelagh based Cleric and it would help so much to get the War Caster feat immediately. What I did was do Arcane Cleric first so you can get the more cantrips instead of just one from Nature Cleric. So I can get Booming Blade as well.
@@zer0stars You can't really get Shillelagh as a arcana cleric though. That Cantrip is only on the druid list, which you can access with the Nature domain. The Arcana Domain only let's you access wizzard cantrips.
"Take Keen Mind" "The feat sucks!" -> Wizard in my game just took it. That said, this is an astronomer wizard who really cares about looking at the sky. Plus, it's still more int.
The remember any place you were at accurately works well in an investigation campaign. Plus I used it for a teleportation spell that needed you to remember a location
My entire party is alive purely because of Heavy Armour Master: we faced literally 100 Kobolds over the course of the dungeon (in groups of 4-16) and I got hit a LOT. The damage this Feat soaked was nothing short of incredible.
I had heavy armor feat and got jumped on by a biiiig monster for 3d10 damage. All three d10s rolled 1, so 3 damage. 3 damage - 3 damage = 0 damage from a big hit
With it and Armored (I think that's the one, it's been years), I made my first Bard into the party tank and healer, since everyone else besides the ranger (who had a draconic kitty companion) was some flavor of squishy. It worked really well. I remember that in one combat my high base armor class (24 AC base at lvl 5) and that flat damage reduction let me absorb something like 12 hits and take 1 (ONE) damage in total. *It was great.* I later got a psionic ability (the whole party got unique abilities) that let me reduce the damage of an enemy hit each turn with a reaction, so I proceeded to tank and save people even harder. This isn't even counting that, if I really had to, could pump up the AC to 32 and get resistance to ALL damage types (Warding Bond is OP if you have a high-hp summonable mount that you can cast touch spells through - I had a celestial tiger, he was adorable). I loved playing that Bard Paladin.
One of my favorite characters was a Rogue Inquisitive with the Healer feat. He had no stealth skill and all of his skills revolved around being a doctor. His sneak attack was due of his superior knowledge of anatomy.
More for the Pally then (or the Divine Soul) cause Eldritch Blast on low Cha isn't much fun. Granted at lower levels on something like a 10 13+1 14 8 15+1 12+2 Half-Elf...
Simon Evans I mean Paladins don’t get agonizing blast (I think that’s the one that adds cha) or hex (unless u use magic initiate). U could multiclass since they both use cha idk.
@@destroyerinazuma96 I think you only get to add the Charisma bonus if you're actually a Warlock. Adding your Cha mod to the damage requires an invocation, which are a class feature of the Warlock.
@@Thalanox true, Agonising Blast. However Cha is also used for the spell attack modifier. A 13-14 Cha character will miss a lot against average to high AC.
One of my favorite feats that often goes overlooked is Skilled. Yes, grabbing a few extra skill proficiencies is a big quality of life boost for most classes, but the REAL treat is using Skilled to pick up Tool Proficiencies, which you likely can't pick up any other way except through your background. Tools are SO horrifically underused and have SO many applicable uses that using Skilled to pick up a handful of tool proficiencies makes you a literal MacGuyver. Check out the nonsense you can get away with using just Carpenter's tools, listed directly in the book: "Build a temporary shelter", "Design complex wooden structure", "Find a weak point in a wooden wall", "Pry open a door", all this and more because you have a hammer, a saw, and some basic knowledge of architecture and engineering!
It's also an incredibly important feat if your wizard wants to use fabricate to make stuff that doesn't look like shit, since the spell specifies that you need tool proficiencies to make good stuff and wizard's don't get tools
@@alexanderblixt1221 yep. I got away without it cause I used Fabricate as a Forge Cleric for armor. But the average Zard would need those tools proficiencies.
@@davidstratton696 Sure, if you can spare the downtime of (10 - INT mod) workweeks for each proficiency, but by that logic you could argue that everything that gives you proficiency in anything is actually just a way to save a little time and money.
I was gonna joke about custom lineage being all that without forcing you to be a boring human, but I got sidetracked by how you're reliably beginning with a 20 in something. An 18 is doable, but a 20 surely isn't? How are you making up that 5 bonus on top of your point buy or first choice 15? With custom lineage you can go for a +2 in it and take a feat that also gives it a +1 for the +3. Variant human... do they even get a +2 in something? I thought they just got fewer +1s than the nonvariant did. And if you're talking about dice rolls then sure you might end up with a 20 but you might also end up with a 10 or even a 6 via exactly the same plan.
Me: Annoyed cleric noises The spikes on this mace aren't for bandage application y'know. My war god doesn't love war because it makes more opportunities to heal, either. Heathen peaceniks. Non-eldritch-blasting warlock: You think that's bad! Lemme pass you my pact talisman and have you feel for yourself what it means to be role-assumed. Rogue opening rejection letter: But I studied so hard! Why? Why won't they let me join the guard? I've never broken the law in my life! I took all the classes! They'd let that lumbering barbarian in before they'd let me in! Barbarian, under breath: What are you doing a degree for, they said. Not like physics can help you understand how to hit hard, is it? Surrounded by dumbasses. Wizard: Go on, punch me in the stomach I can take it. Hard as you like. Not even using any magic just lay it in there, I won't even flinch. Fighter: Nah I'm good man I wanna catch the light like, finish this painting. More to life than just battle y'know guys. Just cos you're good at something doesn't mean you want to talk about it all the time, how dull do you think I am? I think about work when I'm at work, I don't bring it home with me. Monk: Pfft. Art? Philosophy? Screw that dork stuff I'ma go get hammered, and if I'm lucky, also walloped! Later losers PEECE! Ranger, off in a secluded corner, leaning against a tree: Funny thing is I don't even know how to use the damn thing. Carry it on my back cos like it's a symbol innit? Just got it fixed permanently to the ol' green cloak, purely ceremonial. Never fired a shot, don't even have any arrows. I expect it's the same with that lute you got there, right cutie? Don't even play it probably, just there for the lay-dees and the gen-tel-men, amirite eh? Eh? Ahhh you know what I'm on about I can see it in your eyes. Asexual bard done with life just continuing to stare into the middle distance in wordless horror.
Got sharpshooter and elven accuracy on my arcane archer, and I've been happy as a clam ever since. The first encounter after I got sharpshooter, my initiative was pretty garbage, so by the time I got to shoot, all the bad guys were entangled in a melee mess. The DM said "alright, you're gonna have disadvantage on that shot . . ." No, sir. I think I won't. Drilled a hobgoblin in the middle of it all and popped my arcane shot, blasting all of his buddies. The paladin mopped up and good times were had by all. Except the hobgoblins. They died.
@@Noah-vu4ie I assume he either had long range which cancelled the disadvantage due to sharpshooter, or the DM rules some forms of cover as having disadvantage, which would also get cancelled by sharpshooter. So in short, probably the sharpshooter feat and I would guess it was the ranged aspect of the attack, as that is fairly common and he did state the feat was new so the DM also not used to it.
I remember Mage Slayer. My Thief got a unique homebrew variant where she would instead attempt to slap casting components out of a nearby spellcaster's hand as a reaction, potentially interrupting the spell and wasting their action entirely. This was mostly allowed because she was overall quite weak due to being far more utility than raw damage, and it required them to be super close to the spellcaster, which usually meant going out of my way to put her into that position, usually by avoiding combat for a bit to close distance through stealth. Generally just super fun to imagine this little halfling girl jumping up and slapping beads, bones, jewels and other magical items out of peoples' hands in slow-motion, wiggling a tiny finger at them with their other hand.
I'm currently running Grim Hollow. All I can say is its like a fresh breath of dark air to me and my players. Amazing book. Amazing world building. Amazing everything.
Is the book balanced after level 10? I was thinking about sending my Curse of Strahd players there. But I am waiting for my next paycheck to get the PDF.
@@wh3nderson95 From what I've seen, it can be. It isn't an adventure, it's a campaign setting. You can put anything in the locations, and the world is built to be terrifying and somewhat brutal if caught off guard. What monsters it does have, are also no pushovers. Should go well with Strahd survivors.
I was playing a wizard a while back who's mom was a bard, and so he took magic initiate (Bard with cure wounds, vicious mockery and mending) and became the backup healer for when our actual bard went down. It did give our bard a bit of an identity crisis when I also started singing to heal people but eh...he lived
Seen a Homebrew Rule recently that makes Sharpshooter and GWM more in line with the Pathfinder version. Instead of just -5/+10 you use your proficiency bonus. -2/+4 at level 1. -6/+12 at level 17
"Mobile and Sentinel are OP!" Meanwhile, favours the Sharpshooter feat, a feat that completely destroys any damage-per-round balance, along with Great Weapon Fighting and Crossbow Mastery...
One of my players has a crazy strong wizard with tavern brawler, he's the typical wizard but super buff. The robes hide just how built he is and anyone getting too close finds themselves crushed.
I love heavy armor master. Put it on a bear totem barbarian and then take tough for your next feat and you've got one CHONKY boy. Extra shoutouts of you play a Goliath and count as one size class larger for certain actions. I had a Bear Totem Goliath who once pulled up a nearby tree and shoved an animated armor's sword under it so it couldn't get it back. He could lift things 3200lbs. He was amazing - he also only communicated by grunting and flexing, and the DM and I agreed that was just giant speak.
Yep. I have an Orc Thief Rogue with the healer feat, and that bonus action heal is so good. In the right circumstances, even better than a cleric, or at least more efficient. I can heal on an action AND bonus action as long as I can get to melee of both targets, wheras if a cleric uses healing word they can't turn around and cure wounds too because of the rule about multiple non cantrip spells in a turn. Almost no fight goes by where I don't have the chance to use it. Also, yeah, medical sneak attacks are a cool idea. Haven't done that, since I didn't take healer until level 12 so had been sneak attacking a lot before, but I have at times rolled medicine to know how to stab someone and make it hurt as much as I can without killing them, in a torture type scenario.
@@darlhiatt8136 i mean, you can still call yourself a 'battle medic' without the healer feat. so long as you're carrying around medkits. its just not until lvl 12 that you learn to *Really* patch people up.
Fun feature of magic initiate, you learn the spell so, if you take magic initiate for a spellcaster class you have levels in, you basically get an extra learned spell and a single free casting of said spell
Once I did something similar. A dragon poked its head through an opening to attack the party, but as it tried to leave I stuck it in place with Polearm Master + Sentinel. Was completely ready to follow up on it but then the Sorcerer decided to cast Thunderwave and pushed the dragon away.
@@danielribeiro1433 Well it balances out due to the fact that I'm just not very good at fighting tbh, never really managed to use it to my advantage super often and kept being downed all the time.
@@QuiescentPilot combo is at half-price on a Variant Human. And 18 Str early isn't that important. Heck I could play Artificer and get a +1 weapon at level 2. No sweat.
I love the direction your heading with this video it kinda feels like were hanging out and your just excitedly talking about some thing you love witch is fantastic.
I remember Taking20 mentioned the Healer Feat in their list of the best Feats to take. He mentions how a lot of people overlook it, but that first ability from Healer where you are able to get someone back up to 1HP is *just enough* for them to get another hit in on an enemy before potentially getting knocked out again. Better that than to simply stabilize them.
I love Keen Mind. It's that kind of feat that defines your character. My Inquisitive Rogue with it and Observant is basically Sherlock Holmes with a sassy attitude.
The rogue in my campaign took the Alert feat after the party got ambushed by a gang, with a 17 passive perception and +10 initiative, she's like "I see everything, you can't ambush me anymore!" And also, "They can't attack me if I kill them first! *sneak attack stab* "
I took alert and found just how broken it was on my Yian-ti Sorceress. While the rest of my part was looking a room I went across the hall, into the next room and got ambushed by 3 goblins by myself...Cept I wasn't surprised, won initiative and ended the fight with a sleep spell in an instant.
8:35 BOY, IF ONLY THERE WAS ANOTHER FEAT THAT DOES THAT BUT IN A WAY THAT IS SO MUCH MORE USEFUL OUTSIDE COMBAT AND JUST MORE USEFUL IN GENERAL, *OH WAIT, HELLO RITUAL CASTER!* This goddamn feat is so underrated, and I don't understand why
Its because Clerics and Wizards get it for free, and because most other classes DONT typically get it their spell selection takes their lack of ritual casting into account.
@@Rynewulf Druids get it in the restricted way. Wizards are only restricted by how many they know, because they don't even have to have a ritual prepped to cast one, so long as they only cast it as a ritual.
Heimskr, Prophet of Talos I don’t think you’re thinking about the feat the right way. Ritual Caster doesn’t allow you to cast Ritual Spells just in general, it just allows you to cast Ritual spells in your ritual book. That means, you could be a Wizard that can cast Divination, Commune, or Forbiddance. You could be a Barbarian that can cast Detect Magic. You can have access to all the Ritual Spells of any one class without having to prepare them. It’s excellent for Roleplay and Outside of combat
Tavern brawler firbolg rune knight Lvl 5 His name is Henry and he deals 4d4+1d6+20 damage a turn with an action surge. He's literally just a 10ft tall dumpster truck, it's so fun.
Then if you want to get real min-max-y, you multi-class into sorcerer a couple times and take the distant meta magic. (600ft normal range which can then be increased to 1200ft as needed? yes please)
I love the mental image some of these give to mind. My personal favorite is mage slayer, which gives me the image of a guy seeing a mage prepping a spell in front of him and then WHACKING THE MAGE ON THE HEAD AS HARD AS HE CAN.
Dead goblins are specifically listed as improvised weapons. My fighter kept accidentally dropping his weapon, but in a goblin lair... the goblins become his backup weapons.
@@hinamiravenroot7162 simply taken aback by nice it is to see them interacting, that and my habbit of using multiple periods at the end of a sentence...
Ritual caster is a great feat. Took it for my divine soul sorcerer and it really rounded out the character. Plus he was masquerading as a cleric so being able to actually do a prayer of healing went a long way with the locals.
"Maybe consider not taking Lucky. That shit is overpowered." Me: *used Lucky to reroll 5 times so far. Rolled above 10 once.* Yes. Uh. Completely broken.
3 rerolls per day. Soooo powerful. I think it's only really broken on people who mess with the dice already, such as halflings and divination wizards, and halfling divination wizards.
It’s 100% reliant on the rolls. People always talk about how utterly broken it is as a feat, but ironically forget about the “luck” factor. It has the possibility to be a complete game changer, enabling you to survive nearly any situation that doesn’t last too long. Or it can be utterly worthless because of your low rolls.
@@Aplesedjr ive seen a person roll 3 ones with lucky once, was hilarious for everyone but him since it was a save against a spell that rolled lethal damage
In my games if you nat 20 on initiative I allow you to have advantage on the first thing you do in combat. Nat 1 gives disadvantage, the enemies get access to these things.
Personally, I love the Linguist and Actor feats and I want to try something involving the Charger feat. Probably a character with a similar fighting style to the Lawbringer from For Honour.
This can work wonders on a Medium character acting like a "mount" for a Small character. If you both need to be somewhere fast you can do the Charger attack and then watch your buddy finish them off once it's their turn.
You immediately identified the biggest problem with Alert. There are few enough feats that boost initiative, and none that do it so effectively with absolutely no downside (and even a few upsides) that it quickly becomes a given that you'll pick it.
I picked up observant on my rogue recently. It's pretty solid, it has the benefit of rarely being surprised and as a player you get to be a larger part of the game because you see all the hidden things. 22 passive perception misses nothing.
Personally, one of my more used feats: Shield master. -A spell that requires a dex saving throw changes quite a bit: on a success, you can use your reaction to take no damage. -When you attack with an action, you can use a bonus action to shove a creature 5 ft away from you if they fail a strength save against your strength DC. -You add the bonus AC of the shield to any dex saving throw against a harmful effect or spell that targets only you. Pretty neat, if you ask me...
One of my favorite feats is Mounted Combatant, especially when paired with paladins. You always have access to a mount because of find steed, so you get advantage on EVERYTHING that’s medium or smaller
Next time my group starts a new campaign I'm planning to run a Divination Wizard/ Battlemaster Human with Lucky variant. Dice control, spells, maneuvers rolled into a super cocky little shit who has captured your next trick Joseph style. Also, Blur + Dice shenanigans and Riposte is surely going to make some fun BS.
I mean y Warcaster? Your not a full caster. Concentration isn’t the most important thing for u. R the only spells u have from magic initiate? If so skip Warcaster.
The best feat I offered in my campaigns was the feat fetish feat. Basically lets you take two feats at once instead of just one but you have to explain to everyone you're a feat fetishist and it doesn't mean what they think (if player wants to persuade otherwise the DC is usually 20)
Ahhh magic initiate! Haha I had a new player who came to me and all they wanted out of dnd was to have a tiny Lucas the spider playing the harp on her shoulder. So Victoria the Human-Variant bard was born. She had find familiar and taught her spider familiar how to play the harp and that was the high point in my DM career. Haha
He started singing Ludo and I was all, "What a cool guy" Then he goes, "If you know what that's from then you're a pretty cool guy." Cool recognizes cool
Hugo Fontes it’s ‘cause the Normans conquered England a really long time ago and turned our language into a strange blend of German and French. True story, actually.
I haven't played him yet, but one of the characters I made is a Variant Human Wizard with the Tavern Brawler Feat. He is Chef flavoured, so all his spells are food related in some way, and his arcane focus is a ladle which he swings like a mace if need be. He grew up in a tavern and loves cooking, and somehow his talent for magic was discovered, so he became a Wizard. Even the spells in his spellbook read more like recepies. At first, I thought I make him a Battle Mage, but then I thought, transmutation sounds more like cooking.
About healer: I played a variant human wizard with that feat and it was glorious. The plan was to set her up for multiclassing into cleric from the start, so I figured that being good at mundane healing would be appropriate. I just never thought it was that good. 1d6+5 is actually better than cure wounds which is just 1d8+1 - and with three other party members, I had 4 uses for each short rest. So, I could heal more effectively and more often than a cleric could while also being a full wizard. In addition, the first effect was a really powerful alternative to using cantrips. I use 1 action and even if the enemy immediately attacks the same target and hits, I have exchanged an action for an action - with the significant possibility that the enemy needs several actions to negate what I did. Furthermore, I figured that it would be extremely nice with invisibility because for a lack of somatic components, the enemy would not know that I healed someone if I was invisible.
8:06 - 100% agree Spencer! We have a soon-to-be livestreamed campaign with a Four Elements Monk who will be taking Magic Initiate for some appropriate cantrips! :D
@@MFinGonzo there are counters to literally everything though. So good on ya mate. Also, my paladin with it dipped warlock for 4 levels so just cast darkness to block most of that range from seeing us, and devil sight means I still see them. Again, counters to everything
I just live in reality. Anyone who complains something is overpowered without considering the possible counters (especially really easy counters like this one) isnt doing anyone any favors
As someone who has never played dnd but always wanted to (besides finding people to play with) the hardest part for me is just knowing where to start or exactly how things affect other things because there's just so much so this is a nice intro into some feats for me thank you
metamagic adept, specifically transmuted spells, is very fun if you're playing a tempest cleric one of your channel divinity abilities lets you deal max damage rather than rolling, if the damage you're dealing is thunder or lightning-type transmuted spells let you take other types of elemental damage and change it to lightning or thunder type so for example, you could take something like fire storm, which does 7d10, transmute the spell to be thunder or lightning-type, and deal an instant 70 damage to anything in the area. combine that with a high spell dc and you're dealing a lot of damage, even if only for a couple turns
How’d u get 37? Magic items? The highest I can think of getting normally is 30 and that’s if u have expertise in it (which would bring it to 25 at lv 17) and than take observant to bring it up to 30. I mean if u have advantage on it somehow it goes up to 35 (since if u have advantage your passive goes up by 5). But that’s all I can think of.
David Stratton Max wisdom and expertise gave me a +17, observant gave me a flat +5 to my passive, Also if you have an item like a sentinels shield or eyes of the eagle I could have a permanent +5 to my passive. 10+17+5+5=37 I also ended up attuning to a stone of good luck, which ended up bringing the stat to a 38, as it gives a +1 to all ability checks and saves
David Stratton That just isn’t true, I’m sorry A passive check is a Special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for Secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. Here’s how to determine a character’s total for a passive check: 10 + all modifiers that normally apply to the check Taken straight from roll20, you can go over and fact check me if you want, here’s the link roll20.net/compendium/dnd5e/Ability%20Scores#toc_8
So i only took lucky for one of my character becouse he made her so that she thought she was good at a lot of stuff but infact she was just lucky, so i didnt take it for the game mechanis i took it for roleplaying
my personal favorite is doing something like taking ritual caster on a rogue so you can have your familiar take the help action and give you advantage on stuff.
If you like things that affect initiative there is a cool Dunamantic spell called "Gift of Alacrity" which gives you a plus 1 d8 to all initiative rolls in the first 8 hours it is casted, and it's a 1st level spell, however it does take a minute to cast. (FYI Dunamancy is a new school of magic Matt Mercer created, for those who aren't aware)
Alert is #2 behind crossbow expert, my first character never got crossbow expert, and every combat it was 'I shoot' and then 'I reload' it became a meme in our group
I love Observant you can have a passive perception/investigation of 26 to 32 if you player your cards right. I put it on a Bounty Hunter for the effect of him being an amazing tracker and no one can sneak up on him.
In the most current campgain I am taking part in, I am a paladin with the healing hands feet, but what’s makes it extra special is my retainer(which can fight because we had a campaigner for multiple people but then a few people left so we needed an extra person, so DM let retainer fights), my retainer has a homebrew weapon that nullifies an spell (good or bad) targeted on the wilder of the cursed weapon and adds an extra +1 to it, it can go up to +3. So if the retainer is about to die, cure wounds won’t help the retainer, but because that feet that allows paladins to heal, I am able to heal my retainer becuase it’s not considered a spell. Sorry if this is confusing.
@Daniel Ashar bin Mohd Fraziali * so effectively, if i had the tavern brawler feat, and the DM agreed with the Greatsword as an improvised weapon shennanigan, i could use a Greatsword one handed using a longsword damage dice (d8)?