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Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
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<blockquote data-quote="Leatherhead" data-source="post: 7772821" data-attributes="member: 53176"><p>For some reason, people on message boards always forget that <strong>2/3rds</strong> of Sharpshooter is dedicated to boosting accuracy. Despite the accuracy boost being the most powerful and impactful part of the feat (which makes it head and shoulders more powerful than it's cousin, GWM), the -5/+10 mod is all people talk about. It really shows you that people only pay attention to big numbers, despite the little ones adding up to more.</p><p></p><p>Likewise, Warcaster does a lot more than just boost concentration, it also lets you ignore the drawbacks of Somatic components to spells (which are a huge headache, especially if you want to use a shield), and it lets you use cantrips (or even more powerful spells) as an Opportunity Attack (which hearkens back to 4e, and also allows for huge nova potential)</p><p></p><p></p><p></p><p></p><p>11% of the characters are Variant human. However, only 4% of level 1-3 characters are variant humans.</p><p></p><p>Me personally, I ban variant humans, but not feats. Because a feats at level 1 are crazy powerful. If someone wanted to create a level 4+ variant human, I would be more inclined to let them get away with it. </p><p></p><p>The big surprises for me? Tough: +2 hp per level is significant (much less so on the Fighters and Barbarians that have it for some reason), but absolutely boring. Also, Firearm Specialist is not only a 3rd-party feat, but also one that boosts Guns! It being just out of the top ten despite of those knocks against it is astounding.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7772821, member: 53176"] For some reason, people on message boards always forget that [B]2/3rds[/B] of Sharpshooter is dedicated to boosting accuracy. Despite the accuracy boost being the most powerful and impactful part of the feat (which makes it head and shoulders more powerful than it's cousin, GWM), the -5/+10 mod is all people talk about. It really shows you that people only pay attention to big numbers, despite the little ones adding up to more. Likewise, Warcaster does a lot more than just boost concentration, it also lets you ignore the drawbacks of Somatic components to spells (which are a huge headache, especially if you want to use a shield), and it lets you use cantrips (or even more powerful spells) as an Opportunity Attack (which hearkens back to 4e, and also allows for huge nova potential) 11% of the characters are Variant human. However, only 4% of level 1-3 characters are variant humans. Me personally, I ban variant humans, but not feats. Because a feats at level 1 are crazy powerful. If someone wanted to create a level 4+ variant human, I would be more inclined to let them get away with it. The big surprises for me? Tough: +2 hp per level is significant (much less so on the Fighters and Barbarians that have it for some reason), but absolutely boring. Also, Firearm Specialist is not only a 3rd-party feat, but also one that boosts Guns! It being just out of the top ten despite of those knocks against it is astounding. [/QUOTE]
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