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D&D Beyond Revisits Popular Feats
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<blockquote data-quote="ninjayeti" data-source="post: 7919493" data-attributes="member: 6789120"><p>I'm surprised that Healer and Inspiring Leader didn't make the top 20. Both provide far more overall benefit for a group than any of the others on the list. My 8th level bard can give the party 13 THP each with inspiring leader - which is almost as good as if everyone in the party had had the Toughness feat (16 HP); plus the THP recharge every short rest without burning HD or healing. The Healer feat essentially gives up to TWELVE (!) free Cure Wounds per day (assuming a party of 4 characters and a standard "adventuring day" with two short rests - for larger parties it just gets more OP). </p><p></p><p>I guess it just demonstrates that even players obsessed with optimizing their characters often never think about optimizing the group.</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 7919493, member: 6789120"] I'm surprised that Healer and Inspiring Leader didn't make the top 20. Both provide far more overall benefit for a group than any of the others on the list. My 8th level bard can give the party 13 THP each with inspiring leader - which is almost as good as if everyone in the party had had the Toughness feat (16 HP); plus the THP recharge every short rest without burning HD or healing. The Healer feat essentially gives up to TWELVE (!) free Cure Wounds per day (assuming a party of 4 characters and a standard "adventuring day" with two short rests - for larger parties it just gets more OP). I guess it just demonstrates that even players obsessed with optimizing their characters often never think about optimizing the group. [/QUOTE]
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