D&D 5E Survivor Feats: UPDATE- MOBILE WINS!

  • Thread starter Thread starter lowkey13
  • Start date Start date
Actor 24
Defensive Duelist -- DEAD
Dual Wielder 16
Dungeon Delver 22
Healer 27
Heavily Armored 14
Heavy Armor Master 14
Inspiring Leader 28
Keen Mind 17
Mage Slayer 18
Magic Initiate 10
Mobile 28
Mounted Combatant 17
Observant 27
Resilient 21
Ritual Caster 25
Sentinel 20
Shield Master 28
Skilled 12
Skulker 8
Spell Sniper 16
Tavern Brawler 18
 

log in or register to remove this ad

Actor 24
Dual Wielder 16
Dungeon Delver 22
Healer 27
Heavily Armored 14
Heavy Armor Master 14
Inspiring Leader 28
Keen Mind 17
Mage Slayer 18
Magic Initiate 11
Mobile 28
Mounted Combatant 17
Observant 27
Resilient 21
Ritual Caster 25
Sentinel 20
Shield Master 28
Skilled 12
Skulker 8
Spell Sniper 16
Tavern Brawler 15
 
Last edited:

Actor 24
Dual Wielder 16
Dungeon Delver 22
Healer 27
Heavily Armored 11
Heavy Armor Master 14
Inspiring Leader 28
Keen Mind 17
Mage Slayer 18
Magic Initiate 11
Mobile 28
Mounted Combatant 17
Observant 27
Resilient 21
Ritual Caster 25
Sentinel 20
Shield Master 28
Skilled 12
Skulker 8
Spell Sniper 16
Tavern Brawler 16

What really sucks is now its me picking between my favorite feats. Its really just a matter of which ones I think I get the most often..
 

Actor 24
Dual Wielder 16
Dungeon Delver 22
Healer 27
Heavily Armored 11
Heavy Armor Master 14
Inspiring Leader 28
Keen Mind 17
Mage Slayer 18
Magic Initiate 11
Mobile 28
Mounted Combatant 17
Observant 28
Resilient 21
Ritual Caster 25
Sentinel 20
Shield Master 28
Skilled 12
Skulker 5
Spell Sniper 16
Tavern Brawler 16
 

Ugh, missed loads... will redo

Actor 24
Dual Wielder 16
Dungeon Delver 22
Healer 24
Heavily Armored 11
Heavy Armor Master 14
Inspiring Leader 28
Keen Mind 17
Mage Slayer 18
Magic Initiate 12
Mobile 28
Mounted Combatant 17
Observant 28
Resilient 21
Ritual Caster 25
Sentinel 20
Shield Master 28
Skilled 12
Skulker 5
Spell Sniper 16
Tavern Brawler 16


Choices are tough now as others have said, they are all useful. But flavour trumps dull utility, and any feat that provides an alternate to multiclassing deserves to stay longer. I have never, and will never multiclass in a post 2E game, and if a player wants to do it in a game I'm DMing they will have to roleplay the reasons for it bloody well!
 
Last edited:


Actor 24
Dual Wielder 16
Dungeon Delver 23
Healer 24
Heavily Armored 11
Heavy Armor Master 14
Inspiring Leader 28
Keen Mind 17
Mage Slayer 18
Magic Initiate 9
Mobile 28
Mounted Combatant 17
Observant 28
Resilient 21
Ritual Caster 25
Sentinel 21
Shield Master 28
Skilled 12
Skulker 2
Spell Sniper 16
Tavern Brawler 16

Skulker is a pretty "meh" feat. It just doesn't feel like a worthy choice of a special feat slot. On the other hand, Sentinel needs some love. It is good defensive/tanking wise and evens adds a bit of damage with all those opportunity attacks. It's flavorful, useful, and can change your style of play. That is an interesting feat.
 

Actor 24
Dual Wielder 16
Dungeon Delver 23
Healer 24
Heavily Armored 11
Heavy Armor Master 14
Inspiring Leader 28
Keen Mind 17
Mage Slayer 15
Magic Initiate 10
Mobile 28
Mounted Combatant 17
Observant 28
Resilient 21
Ritual Caster 25
Sentinel 21
Shield Master 28
Skilled 12
Skulker 2
Spell Sniper 16
Tavern Brawler 16


I'm really not getting the Magic Initiate hate. It is the best feat to prevent multi classing craziness, and it's only an option! no one needs to take it! It gave me a Paladin who took it to have the Jump spell -- a spell I have never cast in all my years playing D&D.

C'mon people -- give it a reprieve!
 
Last edited:

I'm really not getting the Magic Initiate hate. It is the best feat to prevent multi classing craziness, and it's only an option! no one needs to take it! It gave me a Paladin who took it to have the Jump spell -- a spell I have never cast in all my years playing D&D.

C'mon people -- give it a reprieve!
Sure, okay, but play fair, you aren't suppose to jump it from 9 to 11 ...
 


Remove ads

Top