Skill monkey build 11 Rogue (Scout), 1 Cleric (Knowledge), and Bard 3 (Lore). Take Skilled and you have every skill proficiency in the game + Thieves Tools + a random instrument. Also you have Reliable Talent for minimum 10 on every skill check.
@@Salt_Mage don't alchemists just get proficiency in all tool kits as a class feature? If you truly want a skill monkey it seems like an alchemist build would be your best option. Admittedly an alchemist has less combat effectiveness than a rogue in a lot of situations but that's not generally a goal with a skill monkey build.
Kind of neat but the multi purpose tool from tashas gives you proficiency on whatever tool it takes but needs to be attuned on an artificer. Also increases spell save dc and spell atk so also somewhat functional in combat. Just gotta get one or craft it.
Have a character I plan taking medium armor master on that is exactly that edge case. Not sure if it's going to be incredibly useful or even more so than taking another better feat, but we'll see how it plays out.
Unarmed fighting style with tavern brawler gives you a 1d6 or 1d8 damage, not just 1d4. Yes, it's not just the feat which is what the video is about, but it makes it a LOT better.
I'm sure somebody has already mentioned this, but on the off chance they haven't, at timestamp 4:22, you wrote "Allwing", when I belive you meant "Allowing".
Personally, I think that Tavern Brawler should allow all improvised weapons to count as Monk Weapons and also increase your monk dice by one step (meaning a tier 4 monk can deal 1d12 per attack instead of 1d10) Edit: I know that’s not huge, but one more damage on average per attack is nice, especially since monks get a lot of attacks
Tavern Brawler being among the worst feats.. I'm sorry but having someone do a rune knight with unarmed fighting and picks up tavern brawler and it ended up shutting down what was a hard fight I had planned for my players? Hard disagree that tavern brawler belongs here. Grappler builds require teamwork to work but man when you get a good grapple going they shut someone down. I'd say it's more than "incredibly niche." because unarmed grapple builds are LEGIT. Spell Sniper is actually pretty damn good, allowing you to play a fragile caster that's kept alive by the sheer range on their spells is an interesting build on its own. I did an alchemist with mobile and spellsniper, but had low con.. He did work being incredibly mobile on the field and hard to pin down and able to outpace and outrange everything. I mean yeah just getting a cantrip is a BIT underwhelming but for bard, picking up eldritch blast and getting a killer range on it is NOT to be underestimated for your own survival. You're really selling these short.What about LINGUIST? Skilled is WAY better than linguist. Skilled is a solid pickup for rogues- yeah it's not skill expert but if you already have SE and want to go all in for a skill monkey build it's totally viable.
This is why I still use older editions of D&D for certain rules, (Like requiring TAVERN BRAWLER to use Improvised Weapons) -- That to me is BUNK. I started playing AD&D during the 1st-2nd Edition wheelhouse, and you didn't require a very specific (and long-time coming) feat to be able to pick up a damn chair in a bar or reach over the bar and grab a whiskey bottle and club a chump over the skull. -- That to me is just bad rule writing and feels bogus.
It sounds like you've never lobbed a 600ft Eldritch Blast with a Telescope lol. I played a Warlock hitman one time who basically used EB like a sniper rifle. Good times
A Snipelock is a terrifying opponent for most low and mid level groups. Have a high level snipelock target the party from a tower in a open field, and watch the party panic.
I went pact of the chain and used my psuedodragon to help locate enemies a mile out and aim. Sorlock with spell sniper, eldritch spear, and distant spell metamagic. Was badass.
A lot of people don't realize that when you are attacking past a party member with a ranged attack the creature has cover. I have had DM's that enforce that and that made spell sniper very useful.
Wish more DMs would enforce very obvious penalties for trying things that are difficult in reality. Like athletics checks to do 1-arm pull ups if you try to turn 2 immovable rods as a ladder.
better still is the fact that, if you do miss the attack roll by less than the amount of cover your enemy got from your party member standing in the way, you hit your own party member.
Error: Eldritch Adept(UA) does not allow non warlocks to pick up invocations that have prerequisites. So if you pick up Eldritch Adept and Spell Sniper , you still can't get agonizing blast on a non warlock
This remains true in the final version of the feat found in Tasha's Cauldron. The wording specifically states you cannot take an invocation if it has a prerequisite of any kind unless you are a Warlock that meets the prerequisite. Honestly, if you take Eldritch Adept, your best bets are to take Devil's Sight more often than not so you get 120 feet of darkvision that works even on magical darkness. Though Eyes of the Rune Keeper has some fun uses as well...
@@therandom58 Nope. It specifically says in the feat description that if it requires any prerequisite, you must be a WARLOCK that meets that requirement. So a dip into Warlock is required. That said, Rule Zero in the DMG can still apply... if the DM is cool with it... I also took the opportunity to see how many Invocations you can take with this feat without a Warlock level... of the 54 invocations... only 12 are available with no Warlock levels.
@@Xeranad Actually, you DON'T "get darkvision" from Devil's Sight. You get to see in darkness, even magical darkness, yes. But darkvision is never mentioned in that Invocation ... which means, RAW, it works ONLY in total darkness and you get no benefit from it in dim light. Still an attractive option for a non-warlock, though I'm also quite fond of Mask of Many Faces, Misty Visions and Fiendish Vigor. Basically any invocation that treats a 1st-level spell like a cantrip can be a good one. ;)
@@morganpetros9635 That's fair. And yes, Mask of Many Faces and Misty Visions are very nice. Fiendish Vigor gets more useful if you're playing a front line fighter, but overall having the extra HP is good. The others require a certain setup. Eldritch Mind from Tasha's as an example: only useful for spellcasters, and especially ones that have concentration spells... lord knows how irritating it is when you cast Faerie Fire only for you to fail the CON save after getting hit with an attack. Eyes of the Rune Keeper is mostly there if you want an unconventional way to make your DM cry. (You'd be surprised how the ability to read ANYTHING you come across really cramps his ability to keep secrets, thus negating reveals)
"Traps dont do a lot of damage" Dragon of the Icespire module: "4d10 damage, halved on a dc15 dex save. On a level 1 party. Right after fighting multiple cr2 monsters"
Personally, I love spell sniper. I play a warlock, picked up eldritch blast with it. I designed my character for more social interactions, and used all my class cantrips on things to mess with people. with spell sniper i was able to get eldritch blast, gain more general cantrips, and in hallways ignore my party members being in the way of enemies. I think it was under rated in this
I play a fighter/sorcerer took spell sniper for eldritch blast. I use my glave like a gun and I've killed shit well over the 120ft mark several times! Pew Pew Pew
I have been thinking about eldritch spear combinated with spell sniper... you'll become a true sniper with 600 ft range :D It's very situational, but it could be fun :D
@@Shildran I have used the meta magic distant spell to hit enemies at 1000 ft. Also if you can fly you can use grasp of hadar to pull them 10 ft closer to you and if you are flying above them thats an extra 1d6 fall dmg on top of hex. Or you can use it to pull enemies off of cliffs or out of towers.
@@giggty1994 Falling 10ft doesn’t deal any dmg. It’s every 10 ft after 15. Once u hit 15ft u take a d6 worth of dmg and an extra d6 10ft after that (so 25,35,etc).
Grappling already does do that. If it’s speed is zero it’s fly speed is zero and it falls. And knocking an enemy prone, does also knock flying creatures don’t
If a feat (e.g. Skulker) isn't proving useful because the DM is actively misreading or ignoring the rules even after having their error pointed out, that's describing a flawed DM, not a flawed feat.
The thing is MOST DM's don't follow RAW on hiding because, frankly, it's complicated and doesn't necessarily make a whole lot of sense. I try to follow RAW as much as possible, but instead of flipping through the book to check the rules, I might just say "yeah, makes sense that you can hide here" and let them roll. Also DM's don't have to follow the rules, even when pointed out. Whether or not that's okay depends on their justification for deviating from RAW.
Whether or not it's okay depends not only on their justification, but also their process. You don't like a rule? Sure, change it. But if *you* changed it, it's part of *your* responsibility to consider how that change is going to affect player-facing mechanics and be sure you're not penalizing players who expect to interact with those mechanics; it's also something you need to discuss with those players *before* the issue ever comes up in play -- no {C should ever be in the position of (e.g.) taking the Stalker feat *not knowing* it's not going to be treated RAW. TL;DR Sure, you can change any rule you like as a DM. But if it breaks something, YOU broke it, not the game writers.
@@laithalabri8456 not completely, and i get that, but skulker makes it a lot easier to be allowed to hide in many situations. so even if you dont follow all apects of RAW, Skulker is a very useful feat. especially for rogues who can hide as a bonus action.
How people homebrew their game should never be considered when evaluating a talent universally. It's like saying:- "Warlock is a bad class since my dm only gives us one big encounter a day".
@@TheSinBin512 You cannot deal “serious damage” with that combo, but you can deal decent damage, but that is probably still among the lowest amongst offensive members of the party.
@@WearingGoldluck but fun is also the reason and if u multiclass right u can get a ton of extra from it such as sneak attack flurry of blows(if ur dm allows you to have the monks d4 and the tavern brawler d4 as separated so 2d4 or the monk die plus the d4) a ton of combos can be done with the grappler tavern brawler combo if u wanna do lots of dmaage u still can. But also fun its funny watching the barbarian suplex a dragon to death because it cant fly as its pinned meaning it takes a ton of falling damage
@@Soraking007 Sure, with homebrew rulings you can make a lot of stuff really good, but we’re talking about RAW, so you can’t sneak attack as the attack is not a ranged weapon and it doesn’t have finesse, and the Martial Arts damage and Tavern Brawler damage don’t stack since they both replace your normal unarmed damage.
Bro pair this with the illusionists bracers and the other eldritch blast invocations and if you're feeling spicy mix in meta magic to double the range again and then you can double cast a 1200ft range 1d10+Cha eldritch blast for 10d10 bolts a round that add 5 damage or more per bolt. Further more take three levels of rouge and pick up the assasin archetype which always crits a suprised opponent, And then smack people behind three fourths cover over a thousand feet away for ten sneak attack crits a fucking round
The problem with max range builds is numbered sight ranges like darkvision. Sure you can hit 600ft away, but can you spot the enemy 600ft away to use the range?
omfg, started following you with your wow channel, I got into yugioh and watch you regularly and now I find out that you have a D&D channel! Awesome dude! great content
Yep, Spell Sniper + Eldritch Spear. I have that on my warlock (and agonizing blast ofc) and it's actually come in handy a few times with flying enemies where they are quite high up and horizontally far away. Plus just doubling the range of other spells and ignoring cover has been relevant more often than not but maybe that's just my table.
I play Pathfinder 1e and thought both skilled and prodigy looked good. I like having a character who can do more than just combat and 1 or 2 other things. It helps if the party does get split or so more than one person can make an attempt if the main guy fails.
Skullker is a great feat, it's really unfair to put it here because of incompetent DM's. Same reason many people think Darkvision is overpowered, when in reality you never want to rely on it if possible because of the penalty to perception.
Kinda wondering what games you're playing at b/c i rarely start encounters without some sort of environmental factor. A bunch of goblins with cover, crossbow, and their cunning actions can really turn deadly at all levels. I rarely play at tables where most combats take place in 30x30ft white room Skilled is also super campaign dependent b/c the only combat applicable skill is athletics, but in any game that has any amount of intrigue or rp focus makes it one of the best feats, as proficiency is one of the few ways to get scaling modifiers in 5e. I agree that prodigy power creeps skilled, but i disagree with your assessment that it's bad.
A lot of these feats become way more useful when you consider them in the context of sidekicks (which are UA right now, but will he officially in Tasha’s Cauldron). For example, imagine if you have an animal companion with warrior sidekick levels, and they reach 4th level and gain their ASI or feat. Imagine giving that companion weapon master and suddenly you have that meme of the dog with the flail in his mouth or a goat with a glaive taped to its side or a bird with scimitars in its talons. The possibilities are endless.
@@Hawaii_Foxx-0 It’s the same logic behind the high level spells and items that clearly exist for NPC villains and things of that nature. Just because an option can be taken for a player character doesn’t mean that the most optimal way to use that option is on a player character. There are other aspects of the game that are fun than just playing your own character. I don’t think any option in D&D is “bad”. There are optimal ways to use everything, and honestly my favorite way to play D&D is by taking things widely regarded to be sub-optimal and turning them into game-breaking monstrosities. Be that for my own PC, or for an NPC/monster that our DM can use to interact with us. To look at any feature or ability and say “Well I can’t abuse this as obviously as other features, so this one is bad”, is honestly just kind of close-minded.
@@redstoneraptor8101 nah it just sounds like they are really bad and there is an insane difference between “Well I can’t abuse this as obviously as other features, so this one is bad” that nobody says and bad feats that only become a "good gimmick" if someone else has it but you control it.
Then tell me how im supposed to pick up a damn tree straight out of the root and smack a dragon with said tree without tavern brawler. Keep in mind im a barbarian
"you pick the tree up with your 20str as Goliath and throw it at dragon using Reckless Attack while Raged." Range 20ft. Attack roll is pure d20 with advantage. Dmg is 1d12+str+rage. Max tree weigh 544kg or 1200 pounds ~24ft tall log. Need anything else? I mean only thing proficiency does is give bonus to hit chance :\ the 1d4dmg effects on items that are small like fork, knife, bread, rock, bread, billow, glass bottle.... Currently playing Goliath Barbarian with Tavern Brawler. I have also thrown sand to enemies eyes. The proficiency bonus helps to hit ~ combined with Reckless attack and the chance to blind is high. you can either kick or throw the sand. how about throwing a cape or bag ~ thous are things which gave me advantage on my follow up attacks which are grapple and shove~ I WISH there was a way to grapple dragons :3 My only item I want from DM is belt of giant which once a day allows be to grow Large doubling my str bonus. >:) for grappling dragons.
@@anthonyp3452 We had this interesting idea of getting belt that allows self cast enlarge once a day for 1min duration you become bigger and then you drink potion that makes you bigger for 1min so you can grapple the dragon. I hope any Bard ever gets their hands on this idea :( Bard + Expertise on Athletics = better at grappling, you know where this idea would go.......
@@xezzee Rune Knight Fighter + Tavern Brawler = Grapple dragons! Fantastic combo! At 10th level, your size permanently increases to large (depending on beginning size and DM ruling. Otherwise, it is available at higher level). Add giant's might up to twice a day to grow to huge. You can now grapple any size creature!
@@mason4469 That's cool ... Old way would be to cast "Enlarge/Reduce" at any medium class to become Large so you can grapple the Adult Dragon ... but this one can become Huge at lvl 18 so you can grapple an Ancient Red Dragon which is Gargantuan...
I don't use spell sniper on my own characters, but I do use it on some of the bbeg's henchmen. Warlock with sniper and metamagic adept and you have a minion picking off players from insane range.
As a DM if i ever need to kill my players... i ll just send them one 360feet(120m not sure if i did the math right) away assasin with a longbow, sneak attack, the skulker feat and the sharpshooter feat
I mean, he's trying to look for the best case scenarios for each feat to give them a fair chance. There are always a situation where a feat can be good, maybe even the best. But for a situation like that to occur, you either need to make a character for the feat to be useful or have a specific group/playstyle, enforcing a rule that's not always considered. When you look at some really good feats, like metamagic adept, great weapon master or magic initiate, they give options or mechanics that give some benefit no matter how you play or what character you play. You don't have to tailor a specific situation where it's useful. Edit: granted, I do agree some feats are kinda worse than some of these, like some of the race-specific feats from xanathar's are pretty underwhelming.
Elemental adept is imo the worst feat. It doesn't cancel out immunity and you need to take it multiple times to be versatile with it. Unless you are a tempest cleric... Then take it twice and watch the world get electrified.
@@fledgling9097 Idk about that. Elemental adept is a pretty decent feat (nothing crazy but not terrible). Most of the time u can guess if a monster is gonna be immune to a dmg type (like fire if your fighting a fire elemental or a fire breathing dragon) but resistances r a different story. It’s not something u can guess also theirs spells like absorb elements and protection from energy so it’s hard to tell if they have those spells. And magic items as well. This way if your focusing mainly on one dmg type (like if your a dragonic bloodline sorcerer) then u don’t have to worry about any of this.. Also your min dmg is slightly less since u can make any 1 u roll a 2. Tbh tho u it should be u can Reroll any 1 u roll but u have to use the new roll.
Tavern Brawler truly shines when you get LARGE improvised weapons, or even just HEAVY improvised weapons (depends on DM, from personal experience most DMs will consider give these properties to improvised weapons.) because then you can cheese it and use GWM, though I agree that this would mostly just be for flavor. Your dm will love the creativity though!
"Traps don't usually do damage" Have you ever played or run Tomb of Anihilation? The Dungeon Delver feat is A GODSEND in a campaign where traps can kill you SO HARD that if you drop to 0hp you are reduced to a pile of goop
Spell Sniper is good for Druids. It gives good range to your cantrips like Produce flame and thornwhip. Plus another cantrip with long range like toll the dead.
Ummm. No? I know I'm commenting on a year old post but... Spell Sniper doubles the range of ranged spell attacks. RAW Produce Flame is a range self spell, and Toll the Dead is a saving throw, not an attack roll. Matter of fact the *only* cantrip from the druid list that does qualify for range doubling is Thorn Whip. (playing a stars druid, took sniper to ignore cover on archery constellation)
I know it's far from optimal, but I love my two "weapon" fighting style fighter/barbarian with tavern brawler. The bonus action is overburdened, but the freestyle striking, grappling and throwing stuff is super fun.
why does everyone misread that Eldritch Adept? it says "If the Invocation has a Prerequiste you can choose that Invocation ONLY if you are a Warlock AND ONLY if you meet the Prerequiste"... *AND* not *OR!*
personally i think Eldritch Adept is pretty disappointing in that regard, as most of the good invocations have a prereq of "x levels of warlock" or something anyway, so really the only useful one you'd be able to meet the prereq for would be Agonizing Blast or Repelling Blast (granted, both are pretty good, but it's also a feat thus you're missing out on an ASI for it)
@@charger1369 i know. i'm saying it should work differently than it does, because most of the really good invocations require a certain amount of levels in warlock anyway, so it wouldn't be too strong imo.
That's his reason for everything. "Now this feat is good, but only if you don't IGNORE THE RULES" Read this shit guys, it fixes like 99% of your balance complaints. Banishment isn't a get out of jail free spell! READ IT! I can't wait until I'm ready to be a DM. It's gonna be awesome and rewarding because I don't ignore half the rules to make the game easier. BUY A TORCH YA LAZY BUGGERS!
I can actually see charger being useful fairly frequently. It's good for frontline fighter-types when the enemy is just outside of a normal move action to reach. This would let the player dash to reach the enemy due to dash being used to double move and still be able to so some damage rather than none.
@@Septimus_ii It nice as if its a range your charging you just made them lose a lot of opportunity and if its a melee you got first strike and that is worth a good amount.
Hey DuelLogs, I love your vids along with your Yu-Gi-Oh videos as well. Could you maybe make a bunch of videos talking about the characters you have played in dnd, or your favourite builds for dnd.
Regarding Medium Armour Master, it's also very useful if you are (like me) playing a Winged Tiefling. 30ft flying speed while at 18 AC with half-plate? Very nice.
Of note for improvised weapons: they're specifically described to deal more damage in some situations, based on the kind of item they are. A very large stick would likely be considered a club (or even bigger) and deal more than 1d4. A raw metal plank would possibly also be considered a shortsword for improvisation. Proficiency in improvised weapons basically gives you proficiency with any and all weapons as long as you can come up with items to use as weapons.
I was watching one of your YGO top tens, dropped my phone by accident, and somehow ended up clicking this. I was so confused hearing your voice talking about D&D! Instant sub, I've been getting really into DND in the last year, and it's great that you made a channel for it!!!
22:04 - A word on the "Skilled" feat and a skill money build. With XGE it is possible to build a character proficient in all 18 skills without ever touching the Skilled feat. So even if you want a gimmick build (which I did), there is no reason to choose Skilled over a better feat or an ASI. The "Jacqueline (of All Trades)" build involves: Starting as an Half-Elf (I picked Sleight of Hand & Stealth); Pick your background (I chose Pirate, so Athletics & Perception); At Rogue 3, pick Scout as your archetype (Nature & Survival); Multiclass into Knowledge Domain Cleric (Arcana & History); Multiclass into Warlock 2, choose Beguiling Influence as your Eldritch Invocation (Deception & Persuasion); Multiclass into Bard 1, gain one proficiency upon multiclassing (Medicine); At Bard 3, choose College of Lore, gain 3 more proficiencies (Animal Handling, Performance, Religion). So a Half-Elf character at a total level of 9 (Rogue 3, Cleric 1, Warlock 2, Bard 3) will get you proficiency in all 18 skills, which expertise in Nature, Survival, Arcana, History, 2 Rogue skills of your choice (from Rogue 1), and 2 other skills of your choice (from College of Lore Bard 3). What Skilled?
And if your DM do not allow multiclassing? or you do not wish to break your Main class leveling. Skilled is for fleshing out a few skills you might want for your character. This is why you are stupid for even suggesting this and the video creator or even thinking Skilled or the other feats on this list are the worst.
Skulker doesn't belong on this list imo. It's a great feat, fantastic, arguably a must-have, by the game's definition. Other people playing the game wrong (or for the more sensitive folk, not understanding the way the game was designed,) doesn't mean the feat itself is bad, it just means that you have to be mindful of the group you're playing with.
Agreed, skulker on a rogue or Twilight cleric is epic. Twilight cleric for 300 feet of normal perception checks, and rogue for the hide as a bonus action, although steady aim is now a thing hide becomes more versatile than just gaining advantage on attacks.
@@fledgling9097 personally I'm not a huge fan of steady aim, especially since rogues have so many other things to use their bonus action on. I'd rather attack with an offhand weapon 9 times out of 10
If your enemies rarely have half cover, your dm hasn't realized that other players/enemies grant half cover. I'm not sure theres been a session in my campaign where half cover wasn't relevant.
OR it's considered to be a bad rule thqt nobody cares about. I mean... What does it bring to the table? it just complicates things and forces players and dms to rules lawyer about the positioning of every character in a fight. I prefer to only use it when it is obvious, like with large or larger characters. A medium ally that can move away easily should never provide cover for an enemy in my opinion
Tavern brawler has some funny synergies with longbows/HeavyCrossbows, and Great Weapon Master. As in, you can make an improvised weapon attack (1d4) with the (-5atk, +10damage) And then use a bonus action to attempt a grapple. Ammunition property allows improvised attacks, turning it into a improvised weapon with it's original properties (ie. Heavy). GWM requires that you make a melee attack(ie. with our ranged weapon, see improvised weapons) With a Heavy weapon(longbow/heavycross) With a weapon your are proficient in(improvised weapons, ie. tavern brawler) So classes like Barbarian can still use a L-bow/HC-bow(in melee range), If they have these two feats. I think it's hilarious.
I'm thinking an Artillerist Artificer might get good mileage out of Spell Sniper and Artificer in general might benefit from Skilled to be better suited to craft a range of magic items.
11:06 "This new feat called Eldritch Adept..." sadly it states that you have to be a warlock of any level to choose an invocation that has a prerequisite of ANY KIND. And that means, even IF i meet the prerequisite, well it still has one so sadly i can't pick up agonizing blast with my bard
@@fledgling9097 Please look at the video again, on the screen you can clearly see in the info-card about the UA version that he used. It already reads like the current one. Thats why i raised my voice, to make people aware of that. Otherwise it could ruin entire builds. Edit: Grammar and typos
@@timob1681 It started as an open source version of 3.5, yes, but the more stuff people added the more it became it's own thing, to the point they're now considerably different games with just the same core mechanics, And PF 2ed even more so.
So Spell Sniper is useful in my campaign as my DM gives -2 cover to any attack attack roll on a target in melee range of an ally or if an ally in the line of fire. So many characters in our campaign have it.
Gotta correct you on the Eldritch Adept bit in regards to Spell Sniper. If you are NOT a warlock, THE ONLY invocations you can learn cannot have ANY prerequisites. That includes the prereq of having Eldritch Blast.
Eldritch Adept specifically does not allow you to take invocations that have prerequisites regardless of whether you meet them unless you are already a warlock. All of the EB invocations have prerequisites. Although I think a lot of DMs would allow you to ignore that by RAW it would not allow you to buff up EB as anything other than warlock.
it's kind of amusing that BG3 revamped the Tavern Brawler feat in such a way that it's now one of the most broken feats in the game. It doubles your strength mod when making unarmed, improvised, or thrown weapon attacks. Basically makes strength monks (or "Stronks") into Kenshiro from Fist of the North Star.
We changed charger to "when you move 10ft in a straight line your next melee attack has +5 damage. You can make a melee attacks as part of the dash action" made our monk feel really strong as she could zip around the battle filed hitting multiple people for bonus damage
Wood elf dexbarian mask of the wild would combo with skulker hulking barbarian popping out of light fog while raging landing on you. But really Skulker can combo with mask of the wild opening up basically any type of natural phenomenon allowing easier hiding anywhere. Wood elf ranger or rogue could be hidden in nothing but light mist or a tiny bit of rain, a small Bush or pollen in the air. Constantly hidden. It makes taking that feat somewhat worth it as now you can hide behind almost anything in the wilderness and not be found.
The PHB mentions a Dead Goblin as an example of items that can be used as an improvised weapon. I doubt your DM's gonna tell you that you can't bash with your shield as an improvised weapon
Okay I think you need to go back to the Tavern Brawler a bit. Saying 1d4 damage is bad / useless because other things deal more damage is a very weak strawman of a argument. Alright, so Daggers, Light Hammers, Sickles, Darts, Slings, Whips, Monks before level 5, and blowguns are then bad/useless. Since they all do 1d4 or less damage. Tavern Brawler makes it so you can use improvised weapons, this means you can use a cane as a club for 1d4 + str modifier to club someone quite nicely, and if Druid just use Shillelagh and that 1d4 becomes a 1d8 + Spell Modifier instead of str. But hey, apparently all those 1d4 damage weapons bad, because other weapons deal more damage. Well everything is useless than a Greatsword 2d6 having a 2-12 damage per hit trumps even Eldrichblast 1-10 damage per hit. But oh wait, forgot fireball 8-48 damage per person in AoE zone damage. So yeah, just because some weapons do only 1d4 damage, doesn't mean anything else than they do 1-4 damage + str/dex modifier. Same as with Blowgun, dealing a whoping 1 piercing damage, it literally only serves as a +1 damage for Darts. And the Sling will only do 1d4 damage, unless you use Magic Stone, which makes it deal 1d4 + 1d6 damage. ----- Also with Medium Armour Master. That +1 to Dex multiplier and no disadvantage to Stealth checks makes a high Dex Rogue Mountain Dwarf get a 18 AC without any penalties to stealth. For light Armour, yeah you have unlimited Dex modifier, but only for a +10 if you can get Dex up to 30, but since you are Soft capped at 20, you only get a +5 at best without magical items that increase Dex. You will only have 17 as the max AC without a shield. So the perk is not as bad as it seems on races that can use medium armour and not get penalized for it.
A good alt to Skilled is Skill Master bc it also still gives you an ASI and you can gain a proficiency and an expertise, and in most homebrew games I’ve played there’s a bit less focus on combat and I feel I use skills fairly often so fuck it
Spellsniper is only good on warlocks who focus on EB. Also you need a tabletop representation of occlusions which you can ignore. Warlocks starts with only 2 cantrips, this feat causes your EB to be 240 ft which isn't the best part of the feat but makes more people look away from Eldritch Spear. Ignoring obstacles makes me the best ranged damage dealer in the group and I can hide from ranged enemies. Less risks and more EB.
Spell sniper + Distant spell metamagic + shocking grasp = 60ft shocking grasp Advantage if Target is wearing metal. On hit, target can't take reactions. More funny than useful. Doesn't work if you cast through a familiar though.
It's interesting, a lot of these feats are useful in BG3 because the game runs stricter rules, and because you kind of need to "skill monkey" one character to be the "face of the party."
Unless you happen to meet the prerequisite for Prodigy, Skilled is the only way to get proficiency in the Herbalist Kit, unless you background as a Hermit, which also sucks. Being able to create potions of healing and antitoxins is super useful if you don't have a healer in the party.
Devils advocate for tavern brawler if you use grappler as well and you are building a fist fighter or a str monk (or spectral arms monk with high wisdom) thats quite good you have advantage on your attacks while grapleing a creature and you can graple as a bonus action plus you are proficient with improv weapons
Umm... Half Plate has 15+Dex(max 2) baseline. Up that to +3 with MAM and you're at full plate level, AC18 with no Str requirement and no Stealth Penalty.
Don't mess with Skilled. Clearly you've never played a social character. Skilled, Prodigy, and Skill Expert makes them very good in a certain set of social situations.
Why is Medium Armor Master review assuming 20 Dex vs the more common 16? Anyone taking Medium Armor Master with 20 Dex isn't making sense. I think a thumb was on the scale on this one.
Where is Keen Mind on this list? I can only think of using this for roleplay elements. The feats listed are really much better than he portrays them too.
Eldrich Adapt won't allow you to pick stuff wihh pre-requisite unless you also is a Warlock. Best medium armor is Serpent Armor which as I recall is 14 + Dex.
Don't underestimate tavern brawler grabs. I made a monk and turned improvised weapons into my monk weapon (it remove the point of the D4 but it gives you the ability to do d10 with a pan)
@@louiesatterwhite3885 I mean technically, being able to pick any random rock off the ground and being able to do the same damage as a longsword is a legitimate benefit. But unless you have a DM that's constantly taking your weapons away...
But it does use the relevant class feature as the spellcasting modifier. So unless you have a good Charisma, you're probably less likely to hit a target with it than you are a cantrip from your own class spell list.
Hahaha I have a Death Cleric with a passive perception of 32 as well XD It's always fun when a DM who's never DM-ed that character to ask me what's my PP and I reply with 32. AKA DM going "yeah you pretty much see everything" And the rest of the table going "32 wait how"
you forget that shove action the target still free to move around and dont need to spend action to get out, its just need to get up. So Grapple is slight better.
For the skilled feat this even a new version of it in an unearthed arcana that came out last month that increases any star of your choice by one gives you proficiency in any skill or tool as well as double a proficiency bonus of your any skill or tool of your choice. Technically with this feat, practiced expert, you can have double expertise.
So. I play DnD 5E in a WoW Conversion on a RP Private Server. (its a REALLY weird Conversion.) With that in mind, areas of combat are far more larger and the game's meta shifts due to the nature of a 3D Environment compared to the 2D of Tabletop, as a result things like Spell Sniper are REALLY useful as most of the time you will engage enemies that are beyond your range. Sometimes even Longbows are found to be out of range depending on the scenario of our campaign. Edit: Along with that, enemies are more likely to use cover as we mostly encounter Humanoid/Undead Threats rather than mindless beasts that wouldnt use cover, so having the negation of cover for ranged attacks of magic and crossbow alike is very useful.
Use for weapon master: A War Mage Wizard. Could be fun if you're out of spell slots, and you draw a longsword and charge in casting cantrips like booming blade or green flame blade.
I took it for my Scout Rogue to give her a whip, so she could perform her reaction to move 10 feet without opportunity attacks, but still land an attack of her own due to the weapons range, and being Finesse it still allows for Sneak Attack.
I’d argue Tavern Brawler is DM specific, since depending on how creative you are you could get things like 1d8 planks of wood or using curtains as nets without needing martial weapons proficiencies would be pretty decent, especially if you were allowed to make your own improv weapons and put nails on the end of that plank of wood. You may also be able to pull shenanigans like using wire as a garrote and being able to get prof on the check regardless of your athletics. you might even be able to convince the DM to let you add double your prof or give advantage if your already proficient with grapples. It’s really only limited by your creativity and how much of your shenanigans your DM is willing to put up with.
Medium armour master is good when you have just a +3 to dex and know you won't increase it later on With studded leather thats a max natural AC of 15 compared to 18 with this feat and halfplate if you are trying to dodge tank and you have that first requirement its pretty freaking useful actually
A bladesinger is an example of a character with this requirement. Bladesingers need dex to attack but as a wizard they'll need to pump their ASIs into Intellegence not dex And they are 1000% dodge tanks, blade song has a +2 to AC, they have access to the Shield spell which gets them a +5, access to blur to give the enemy disadvantage and if they didn't cast shield, can reduce damage taken After bladesong, Shield and Blur a blade singer would have 25 AC and disadvantage to hit them if they take this feat if they don't its only 22
Also it means they wouldn't have to cast shield as often a PC with an AC of 17 is still kinda likely to be hit by a powerful enemy a PC with an AC of 20 is pretty unlikely to be, makes conserving uses of Shield much easier
Grappler is also a good combo with tavern brawler with extra attack you could make an unarmed strike and grapple as your action then go for the pin as your bonus action.
The case for Grappler on rogue. There are only a limited number of ways for a rogue to gain advantage on an enemy for their sneak attack. In some scenarios, the rogue wants to silently pick a target in the back line, and not the same target that the fighter already engaged. It is very likely that the lighting level doesn't allow the rogue to hide and get advantage every turn. Sometimes, it is desirable for the target not to run away and sound the alarm. Because of that, a creative rogue will often do this: Surprise round: Sneak attack out of hiding. Turn one: initiate grapple. Turn two: shove prone the target to gain advantage. Turns three +: attack + off hand attack with advantage (and sneak attack) until the target manages to break the grapple and use half its movement to get back up from prone. The target can use its action either to attack you with disadvantage because it's prone, or waste a turn fighting your athletics proficiency. This follows from an interpretation of the rules where you can only substitute an attack out of a multi-attack for grapple or a shove (and not your off hand bonus action), and only use your bonus action to attack with your off hand weapon if you have used your action to attack with your main hand weapon. If your DM allows you to substitute a bonus action for a grapple or shove it would look like this: Surprise round sneak attack out of hiding. Turn one initiate grapple, bonus action attack replaced with shove-prone. Turn two: double attack with advantage every turn. Now, with grappler, you don't need to shove the target prone to have advantage on your melee attacks, so it could be faster. Assuming literal rule interpretation: Surprise round: grapple. Turn one+: main hand + off hand attack with advantage (and sneak attack) until the target breaks free from grapple. Of note, it can attack you without disadvantage if it choses to remain grappled. If your DM allows for you to use your bonus action for your off hand attack even if your main action wasn't technically attack, you could do: Surprise round: Sneak attack. Turn one: action grapple, bonus action off hand attack with advantage and sneak attack. Turn two+: main hand and off hand attack with advantage and sneak attack. All in all, grappler allows you to pick the back line targets a whole 6 seconds faster without your fighter's help, at the cost of them not having disadvantage during the struggle, _IF you make a very literal interpretation of the rules and don't allow bonus action off hand attack following a grapple action_ . All in all, it's a good way to build a strong independent rogue who don't need no fighter, and it's a lot more creative than using mage hand to help every turn... But you can probably get away with doing without the perk. Fun fact, expertise in athletics allows for a rogue to win a duel against a fighter of equal level through the grapple-shove strategy, as your 18 AC combined with the disadvantage of being prone will make them miss 75% of their attacks while you land your sneak attack on 93% of rounds. The duel will quickly revolve to both players trying to grapple and shove the other prone to win the advantage, which is extremely flavorful and realistic. Strongly encourage it.
Yeah I use it on my Warlock and it's actually come in handy quite a lot. Maybe my DM uses cover more than most and also has quite a lot of fairly open spaces, large rooms or encounters which include verticality but more often than not a 300ft EB plus the agonizing blast invocation is pretty useful. Also if you take the Eldritch Spear invocation as well as spell sniper you can have a 600ft EB!