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General Tabletop Discussion
*Dungeons & Dragons
Magic Initiate Feat Debate!
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<blockquote data-quote="juggerulez" data-source="post: 6729899" data-attributes="member: 98250"><p>I think it's up to debate with your DM if you can take more than one instance of this feat, that's why they didn't specify that you can, as they did for elemental adept, nor they prevented you to do so by specifying you couldn't.</p><p></p><p></p><p>This is mostly a DM overruling. You could also deny it "because of reasons" as many DM do to curb min-maxers' enthusiasm <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>MI (druid) is the best choice a fighter or paladin could take as a sword and board duelist player.</p><p>It works in sinergy with Polearm Master, allowing you to pick a quarterstaff (1d6+str +2, bludgeoning damage, 1h, versatile) and making it a magic +0 warhammer with Shillelagh (1d8+str/wis +2, magic damage, 1h, versatile) with the increased benefit of the "back hand" as a Bonus Action (1d4+str +2, magic damage) and an Opportunity Attack on a Reaction taken as soon as someone lands in a square next to you. </p><p>As second pick you get Goodberries which provide nourishment and 10 extra life points (which is a full HD as such classes) that can also be used by paladins to stack berries during downtime (e.g. the day before leaving the city for a quest, or all the unused slots prior to a long rest) which mean that you can easily stack twice the wizard's HP in berries (as a level 5 paladin we're speaking about 70 of them).</p><p>Last but not least, you could pick another utility such as Guidance (1d4 extra points on skill checks) or Produce Flame if you lack a ranged option which could also spark a fire, or Thorn Whip if you want extra battle control.</p><p></p><p>I'm going with Guidance because I'm also the dungeoneer (the dude that attempts to dispatch traps and pick locks) and since I'm not wise nor dexterous, that 1d4 could really make a difference xD</p></blockquote><p></p>
[QUOTE="juggerulez, post: 6729899, member: 98250"] I think it's up to debate with your DM if you can take more than one instance of this feat, that's why they didn't specify that you can, as they did for elemental adept, nor they prevented you to do so by specifying you couldn't. This is mostly a DM overruling. You could also deny it "because of reasons" as many DM do to curb min-maxers' enthusiasm :D MI (druid) is the best choice a fighter or paladin could take as a sword and board duelist player. It works in sinergy with Polearm Master, allowing you to pick a quarterstaff (1d6+str +2, bludgeoning damage, 1h, versatile) and making it a magic +0 warhammer with Shillelagh (1d8+str/wis +2, magic damage, 1h, versatile) with the increased benefit of the "back hand" as a Bonus Action (1d4+str +2, magic damage) and an Opportunity Attack on a Reaction taken as soon as someone lands in a square next to you. As second pick you get Goodberries which provide nourishment and 10 extra life points (which is a full HD as such classes) that can also be used by paladins to stack berries during downtime (e.g. the day before leaving the city for a quest, or all the unused slots prior to a long rest) which mean that you can easily stack twice the wizard's HP in berries (as a level 5 paladin we're speaking about 70 of them). Last but not least, you could pick another utility such as Guidance (1d4 extra points on skill checks) or Produce Flame if you lack a ranged option which could also spark a fire, or Thorn Whip if you want extra battle control. I'm going with Guidance because I'm also the dungeoneer (the dude that attempts to dispatch traps and pick locks) and since I'm not wise nor dexterous, that 1d4 could really make a difference xD [/QUOTE]
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