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<blockquote data-quote="Zaioh" data-source="post: 7346706" data-attributes="member: 6791073"><p>The strongest feats:</p><p>1. Polearm Master ("You gain 1-2 additional attacks every turn")</p><p>2. Crossbow Expert ("You gain 1 additional attack every turn")</p><p>3. Sentinel (There are many types of enemy that this feat shuts down completely)</p><p>4. Sharpshooter (Powerful damage at range, has built-in compensation with the Archery Style)</p><p>5. Magic Initiate (Get a familiar, a Scag Cantrip and a utility spell, or get Hex and two good cantrips, or become SAD for Wisdom with Shillelagh)</p><p></p><p>(Honorable mention to number 6, Resilient, which is very powerful for a specific subset of builds. And number 7, Great Weapon Master. After this I think there is a severe drop in power level in a hypothetical 8th best, so these 7 are what I consider the highest tier of feats.)</p><p></p><p>The feats I like the most:</p><p>1. Mobile (Really changes your options, the way you think about combat, and how you narrate moving across the battlefield)</p><p>2. Great Weapon Master. (I love the aestethic of the two-handed sword, doing boatloads of damage is fun, too) </p><p>3. Inspiring Leader (Roleplay opportunity. Can also use this as an "excuse" to take a higher cha than your class would normally take, I have a planned build for a barbarian that serves as the party Face that I really look forward to try.)</p><p>4. Healer (You can use it a lot, and you can also trick it out with the Thief Rogue. It goes a long way to fascilitate parties with little to no magic or healing, which I relly enjoy playing in.)</p><p>5. Prodigy (There are very few D&D characters who would not want this feat. Most ficitonal characters excel at something, and this feat goes a long way in to fulfilling that for the characters who can take it.)</p></blockquote><p></p>
[QUOTE="Zaioh, post: 7346706, member: 6791073"] The strongest feats: 1. Polearm Master ("You gain 1-2 additional attacks every turn") 2. Crossbow Expert ("You gain 1 additional attack every turn") 3. Sentinel (There are many types of enemy that this feat shuts down completely) 4. Sharpshooter (Powerful damage at range, has built-in compensation with the Archery Style) 5. Magic Initiate (Get a familiar, a Scag Cantrip and a utility spell, or get Hex and two good cantrips, or become SAD for Wisdom with Shillelagh) (Honorable mention to number 6, Resilient, which is very powerful for a specific subset of builds. And number 7, Great Weapon Master. After this I think there is a severe drop in power level in a hypothetical 8th best, so these 7 are what I consider the highest tier of feats.) The feats I like the most: 1. Mobile (Really changes your options, the way you think about combat, and how you narrate moving across the battlefield) 2. Great Weapon Master. (I love the aestethic of the two-handed sword, doing boatloads of damage is fun, too) 3. Inspiring Leader (Roleplay opportunity. Can also use this as an "excuse" to take a higher cha than your class would normally take, I have a planned build for a barbarian that serves as the party Face that I really look forward to try.) 4. Healer (You can use it a lot, and you can also trick it out with the Thief Rogue. It goes a long way to fascilitate parties with little to no magic or healing, which I relly enjoy playing in.) 5. Prodigy (There are very few D&D characters who would not want this feat. Most ficitonal characters excel at something, and this feat goes a long way in to fulfilling that for the characters who can take it.) [/QUOTE]
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