Kinematics
Hero
Summary of Backgrounds:
Summary of my impression of them, absent any attempt at optimization or evaluation of the origin feats:
Now, there are issues with the origin feats, where some seem good, and others seem kinda bad. But maybe that's being unduly influenced by YouTube optimizers?
That should be plenty for one post, I think.
Edit: Savage Attacker should apply to Frenzy. Added note.
Acolyte
Int, Wis, Cha
Magic Initiate (Cleric)
Insight, Religion
Calligrapher's Tools
ArtisanStr, Dex, Int
Crafter
Investigation, Persuasion
Any
CharlatanDex, Con, Cha
Skilled
Deception, Sleight of Hand
Forgery Kit
CriminalDex, Con, Int
Alert
Sleight of Hand, Stealth
Thieves' Tools
EntertainerStr, Dex, Cha
Musician
Acrobatics, Performance
Musical Instrument
FarmerStr, Con, Wis
Tough
Animal Handling, Nature
Carpenter's Tools
GuardStr, Int, Wis
Alert
Athletics, Perception
Gaming Set
GuideDex, Con, Wis
Magic Initiate (Druid)
Stealth, Survival
Cartographer's Tools
HermitCon, Wis, Cha
Healer
Medicine, Relgion
Herbalism Kit
MerchantCon, Int, Cha
Lucky
Animal Handling, Persuasion
Navigator's Tools
NobleStr, Int, Cha
Skilled
History, Persuasion
Gaming Set
SageCon, Int, Wis
Magic Initiate (Wizard)
Arcana, History
Calligrapher's Supplies
SailorStr, Dex, Wis
Tavern Brawler
Acrobatics, Perception
Navigator's Tools
ScribeDex, Int, Wis
Skilled
Investigation, Perception
Calligrapher's Supplies
SoldierStr, Dex, Con
Savage Attacker
Athletics, Intimidation
Gaming Set
WarfarerDex, Wis, Cha
Lucky
Insight, Stealth
Thieves' Tools
Summary of my impression of them, absent any attempt at optimization or evaluation of the origin feats:
- Acolyte - Everything makes sense. Wouldn't change it.
- Artisan - All but skills make sense. Not that many other skills would make sense, though, so whatever.
- Charlatan - Con as a stat is iffy, but otherwise makes sense.
- Criminal - Con as a stat is iffy, but otherwise makes sense.
- Entertainer - I'd actually consider Con over Str here. Otherwise makes sense.
- Farmer - Everything makes sense. Wouldn't change it.
- Guard - Everything makes sense. Wouldn't change it.
- Guide - Everything makes sense. Wouldn't change it.
- Hermit - Cha seems iffy, but not sure what other stat makes sense to replace it with. Other stuff is fine.
- Merchant - Everything makes sense except maybe Navigator's Tools.
- Noble - Everything makes sense. Wouldn't change it.
- Sage - Everything makes sense. Wouldn't change it.
- Sailor - Everything makes sense. Wouldn't change it.
- Scribe - Everything makes sense. Wouldn't change it.
- Soldier - Everything makes sense. Wouldn't change it.
- Wayfarer - Weird combination of Outlander and Urchin doesn't really work.
Now, there are issues with the origin feats, where some seem good, and others seem kinda bad. But maybe that's being unduly influenced by YouTube optimizers?
Crafter seems kinda junk at first. Get three tool proficiencies, which hardly anyone ever uses in the first place, and 20% off non-magical purchases. Whoo!
Still, a simple view allows crafting a suit of plate mail in 60 days with a friend's help, for a cost of 600 GP, rather than the old time of nearly a year. It feels like something you actually could accomplish in your downtime, rather than having to quit adventuring entirely to have the time for anything significant.
The main problem is that it doesn't feel like it has a lot of utility outside of a few big items. It might save you a few gold on your starting weapons (let everyone start with simple weapons, and craft martial weapons), but once you're past that point, if you can't craft magic items, it feels like it's going to go obsolete very quickly unless the GM gets rid of item shops entirely, and you're largely dependent on what you can make for yourself.
Which, to be fair, sounds like a fun campaign. But doesn't feel like something you can rely on.
Still, a simple view allows crafting a suit of plate mail in 60 days with a friend's help, for a cost of 600 GP, rather than the old time of nearly a year. It feels like something you actually could accomplish in your downtime, rather than having to quit adventuring entirely to have the time for anything significant.
The main problem is that it doesn't feel like it has a lot of utility outside of a few big items. It might save you a few gold on your starting weapons (let everyone start with simple weapons, and craft martial weapons), but once you're past that point, if you can't craft magic items, it feels like it's going to go obsolete very quickly unless the GM gets rid of item shops entirely, and you're largely dependent on what you can make for yourself.
Which, to be fair, sounds like a fun campaign. But doesn't feel like something you can rely on.
Savage Attacker has always been viewed as weak. How weak has always been a bit vague.
Since I was rebuilding my DPR spreadsheet for the new PHB, I decided to look at it.
Note: I've only just started, and only have the barbarian done. This result reflects that limited sample space.
Anyway, Savage Attacker actually is kinda good at low levels. It's like a 10%-15% boost to DPR when you're just getting started. However lots of things diminish its value.
The more you add damage that doesn't come from dice on a single attack — Str, Rage,Frenzy, GWM, extra attacks, etc — the less value it has. By later levels it's down to around 3% or so.
Coincidentally, I was also looking at unarmed fighting, and had put Tavern Brawler mechanics in. Turns out, Tavern Brawler's reroll has almost the same mechanical benefit as Savage Attacker. Though TB also gives you an extra Shove, so it seems a little stronger?
However Savage Attacker doesn't limit the number of dice you can reroll, only that you can only do so once per turn.
Guess who likes to roll lots of dice once per turn?
On a per roll basis, Savage Attacker is worth about +30% to expected damage via dice. For something like Sneak Attack, where the overwhelming majority of your damage comes from dice, that could be a pretty massive boost.
Aside from that, if you can find ways to add to the damage dice you roll, it benefits Savage Attacker. Crits (Champion fighter), 2d6 weapons (greatsword or maul), Flame Tongue weapons (+2d6 fire damage), or for the truly obscene, Conjure Minor Elementals cast at a high level.
Overall, Savage Attacker is fine for a newbie, or someone who wants a very simple character, or someone who can build for lots of dice being rolled on each attack. Most characters won't get much out of it, but that doesn't actually make it a bad feat.
EDIT: Actually, I just realized that Savage Attacker should apply to the extra dice rolled for a Berserker's Frenzy ability — another once-per-turn bonus to dice rolled in a weapon attack. I'll need to look at that.
EDIT 2: Updated spreadsheet shows that it maintains a good 10%-15% boost to damage compared to not having it, all the way to high levels, where before it dropped below 3%.
Since I was rebuilding my DPR spreadsheet for the new PHB, I decided to look at it.
Note: I've only just started, and only have the barbarian done. This result reflects that limited sample space.
Anyway, Savage Attacker actually is kinda good at low levels. It's like a 10%-15% boost to DPR when you're just getting started. However lots of things diminish its value.
The more you add damage that doesn't come from dice on a single attack — Str, Rage,
Coincidentally, I was also looking at unarmed fighting, and had put Tavern Brawler mechanics in. Turns out, Tavern Brawler's reroll has almost the same mechanical benefit as Savage Attacker. Though TB also gives you an extra Shove, so it seems a little stronger?
However Savage Attacker doesn't limit the number of dice you can reroll, only that you can only do so once per turn.
Guess who likes to roll lots of dice once per turn?
On a per roll basis, Savage Attacker is worth about +30% to expected damage via dice. For something like Sneak Attack, where the overwhelming majority of your damage comes from dice, that could be a pretty massive boost.
Aside from that, if you can find ways to add to the damage dice you roll, it benefits Savage Attacker. Crits (Champion fighter), 2d6 weapons (greatsword or maul), Flame Tongue weapons (+2d6 fire damage), or for the truly obscene, Conjure Minor Elementals cast at a high level.
Overall, Savage Attacker is fine for a newbie, or someone who wants a very simple character, or someone who can build for lots of dice being rolled on each attack. Most characters won't get much out of it, but that doesn't actually make it a bad feat.
EDIT: Actually, I just realized that Savage Attacker should apply to the extra dice rolled for a Berserker's Frenzy ability — another once-per-turn bonus to dice rolled in a weapon attack. I'll need to look at that.
EDIT 2: Updated spreadsheet shows that it maintains a good 10%-15% boost to damage compared to not having it, all the way to high levels, where before it dropped below 3%.
That should be plenty for one post, I think.
Edit: Savage Attacker should apply to Frenzy. Added note.
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