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D&D 5E What are the "coolest" abilities in 5e?

Fighting style: Protection. Nothing quite like turning away that crit against one of your buddies and making the enemies usually hit one fewer times each round.
 

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Super-chunky feats.

The Magic Initiate feats really make it easy to add a spice of magic to other classes, moreso than any previous edition.
Inspiring Leader, letting anyone be Theoden before the Battle of the Pelennor Fields (movie version, at least). The human noble thief in my group took this one, reducing healer burden.
Healer feat, adding some teeth to mundane healing.
Sentinel for letting anybody gain 4e defender qualities.
Shield Master for giving sword-and-boarders all kinds of new toys.
Arcane Archer when it was in the playtest. This needs to come back.

Letting anybody use many/most wands (started doing this in 4e already).
The wizard tradition features.
Super-chunky cleric domains

The list goes on.
 

I'm surprised that no one has mentioned the Lucky feat. 3 At-will advantage to anything OR enemy disadvantage to attack rolls per long rest? AND it doesn't actually grant advantage/disadvantage, but specifically "an additional d20", so can be used to roll THREE dice when it's used, choosing the lowest of three. AND you can choose to roll the spend the luck point after you've made the roll to begin with, so you're able to use it when it has the most benefit to you.

I love this feat. I'll be taking it on my bard at 4th. :)
 

I love your list, Stalker, and many other additions from other posters.

I'll add Devil's Vision because it is 120' and can see in magical darkness. It is the ultimate drow hunter ability. Or, if you use darkness spell, it can give you an incredible advantage fighting in the darkness.
 

The Warlock's Mask of Many Faces. Thanks to your dark gift, you can change your identity the way most people change clothes.

I find the warlock, with the above, and the capacity to read all writing, detect magic at will, see in magical darkness and chain outsiders...man, they just win the "coolest kid in class" award. IMO, obviously.
 

I just realized... The phrasing "all writing" as opposed to "all written languages" makes it at least a fair interpretation--though not the only reasonable one--to say that the warlock can also read any written code.

I think, at least for tables where the DM subscribes to that interpretation, the rogue just got "out-spied." :cool:
 

I just realized... The phrasing "all writing" as opposed to "all written languages" makes it at least a fair interpretation--though not the only reasonable one--to say that the warlock can also read any written code.

I think, at least for tables where the DM subscribes to that interpretation, the rogue just got "out-spied." :cool:

In my group, my Great Old One/Blade Pact warlock with the Criminal background is the chief spy, faceman, trap disarmer, party leader, and trapspringer, and magic expert. The Rogue is in sidekick territory, not because of his class but because he's bad at playing a roguem and the party's other warlock is mainly a blaster by design.
 

Fighting style: Protection. Nothing quite like turning away that crit against one of your buddies and making the enemies usually hit one fewer times each round.

I agree totally. I love that style. I'll also add to this:

Thaumaturgy: there have been several times where this cantrip has saved the party's bacon as well as being incredibly useful when intimidating a captive to get information.

I like shield mastery feat because sword&board is back baby! (never a fan of the 2-weapon Drizzt clones out there, probably because they were overdone to hell and back)

I'm also very fond of the monk's shadow step ability. I've always like quick teleportation between shadows, and it really adds to the fear opponents have when they don't know where you're attacking from. I sort of feel like an alien from Aliens that way :D
 

Thaumaturgy: there have been several times where this cantrip has saved the party's bacon as well as being incredibly useful when intimidating a captive to get information.
I especially like that they broke down several minor effects and grouped them under one single cantrip. It rewards a quick-thinking player and makes the cantrip very useful. B-)
 

I love the berserker barbarian's fear instilling ability. I'm sure it has combat uses but the ability to frighten NPCs in social situations sounds incredible.
 

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