D&D 5E Which feat would you take

Which feat would you take?


Rod Duarte

First Post
Hello all!

So, I'm creating a poll here, with the objective of making sure I'm choosing the "best" option for my paladin, who just now reached level 4.

A bit of background:
I picked Oath of Vengeance.
Soldier background.
Stats: 18 STR / 13 DEX / 14 CON / 12 INT / 15 WIS / 17 CHA
Human
Skills: Athletics, Insight, Intimidation, Persuasion (2 from Human, 2 from Soldier)
For my 2nd level Fighting Style, I picked Great Weapon Fighting (reroll 1 or 2 on damage rolls is using a two-handed or versatile weapon)

Now, I've chosen picking a feat instead of the attribute increase on level 4, for two reasons.
1 - It makes my character a little more custom and less standard, which is cooler.
2 - It seems to me like it's mechanically more efficient, in terms of damage output / survivability (assuming I pick a combat-relevant feat)

So, let's do this. The poll will have the options I'm considering. Hope you guys help me out!
If you could be so kind, when you vote, make sure to post an explanation of why you picked that one.

Thanks in advance!
 

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They are all good, and each one of them slightly takes your character into a different direction.

Personally I would choose Martial Adept only because I am very interested in trying out the maneuvers mechanics (in fact I'd probably want to play a Fighter/Battlemaster in 5e before playing a Paladin or any other martial class). But I have no idea what you are looking for...
 

Ok, so right now I'm leaning towards Tough. Because of a few things. One, the rest of the group is Wizard, Sorcerer, Monk. ALL squishy, so I've been soaking up all or most of the damage in every fight... And I've been close to dying too often, and one fight dropped me. I always use my Lay On Hands to heal others, and I always pick attack only spells (and this last thing is what has been keeping us winning combat).
A Barbarian just joined us so that'll help but I still feel too weak as far as HP goes so Tough looks good...
Alert provides a great bonus, and a lot of the time I'd have won combat a lot easier if I simply managed to attack first. Not being surprised and avoiding the hidden bonus are too situational for my comfort, although powerful...
The Martial Adept one would also help tons with the incoming damage, BUT I can't use it more than once per short rest? Now that's crap, because this makes for a situation where you "waste" it on an attack that ends up not being that strong, and right after that you take a crit and you drop...
Then finally we have the Great Weapon Master, which, looking at previous editions, is pretty much Power Attack and Cleave put together. The Cleave alone would make it great, but only if there's more than one enemy AND they're adjacent... so again, situational.
I guess, unless someone comes up with some math to show how they are useful, maybe I'll just go with the straight HP bonus from Tough... hmmm
 

Really, they're all good choices. It totally depends on which direction you want to take your character. Attack earlier, hit harder, be more durable, or have versatility? They're all good, solid options. If you think tankiness sounds more fun, go for it!

Although, depending on how long your campaign will go on for, you might want to consider Heavy Armor Master. Gives a slight ABI, and also adds a lot of tankiness in a different way than Tough. Unless you've already considered it.
 

Yeah the +1 to STR is nice, and the -3 in all those types of damage is also cool. I'd be more inclined to take that, if my STR score was odd. Because then, that +1 would give me a larger stat bonus. Picking it up right now would just give me 19 STR which doesn't change anything, since I'll still have +4 adjustment.
I might still get it later though. Hmmmm.
 

Yeah the +1 to STR is nice, and the -3 in all those types of damage is also cool. I'd be more inclined to take that, if my STR score was odd. Because then, that +1 would give me a larger stat bonus. Picking it up right now would just give me 19 STR which doesn't change anything, since I'll still have +4 adjustment.
I might still get it later though. Hmmmm.

Then when you reach level 8 you will be able to boost both Str and Cha since they would both be odd. It takes longer for the reward, but it is something to consider.

Although it is not on your list, I would suggest Inspiring Leader. It will give you less THP per short rest than Tough grants HP, but it can be refilled a few times per day (depending on how many short rests you take). You also mentioned that a barbarian joined the group. THP on a raging barbarian can go a LONG way. For you it's +8 HP vs +7 THP to six people, 2-3 times per day. At level 20 it's +40 HP vs +23-25 (depending on Cha) THP to six people, 2-3 times per day.
 

The only one I've seen in play is Tough. It was enough to make the party (dragon-blood) Sorcerer a better meat shield than the Fighter. If your image of the GWF Paladin of Vengeance is a force of destruction that isn't stopped by mere arrows and metal, then Tough would certainly do that, even at a 14 Con.

GWM would be my second choice, if you wanted "tough, but definitely avoid the business end".
 

Alert is good all around.

Great weapon master is good if you can also boost your accuracy (+Str, bless).

Martial adept is pretty weak. I houserule it to 2 dice per short rest, then it's pretty solid.

Inspiring leader (+3 THP per level, for the entire party) or +2 con (+1 HP, +1 hit die heal, +1 con saves including concentration) is better then tough.

Inspiring leader would be my personal choice, assuming no one else in the party took it, since THP doesn't stack.
 
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I can see how Inspiring Leader as a party bolster, is effectively better than tough, except for two things... it's temporary HP and it's only 2-3 times a day.
I'm going with Tough because it's permanent, but at level 8 I might do Inspiring Leader. It will depend on what THEY do, the Barbarian is gonna help with this. Then maybe I'll do GWM.
 

I would have to take GWM master the feat is dam near broken(ok it is broken) between bless and your Chanel divinity granting adv you can easily offset the -5 as well as possible sleeps hold persons and the possibility of a wolf barb or open hand monk its pew pew. Also i believe the best defense is a good offense
 

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