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Feats are an important optionally available rule in D&D. When all of it comes right down to it, these are the 5 worst feats in D&D.
Ever since One D&D centered feats in an enormous manner, it appears to be like like fifth Edition’s hottest optionally available rule is right here to remain. Feats aren’t going anyplace. Especially since each character will quickly get one at 1st degree.
And it’s not onerous to see why individuals love feats. They change the way in which your character performs. Feats can provide you extra injury, and new decisions in your actions and reactions. There are an terrible lot of them, however a number of simply fall wanting something helpful repeatedly. These are the worst feats in D&D.
Weapon Master
Weapon Master makes the listing of worst feats due to how little it does. Sure you possibly can add a +1 to Strength or Dexterity, however you are able to do that with out having to take a feat. The different operate of Weapon Master is that it grants you proficiency with 4 totally different weapons of your selection.
If that sounds cool, it kinda is. But ask your self, when was the final time you have been ever actually hurting for a weapon proficiency? Odds are good, when you’re utilizing weapons, you’re going to be proficient with those you want regardless. Unless you’re taking part in essentially the most corner-case state of affairs marketing campaign, the place you’ve discovered a weapon so good you wish to use it, however want proficiency, this feat will virtually all the time pale compared to the rest you would take.
Savage Attacker
This is one other feat that strikes into deceptively helpful territory. On the one hand, it permits you to reroll a weapon’s injury cube, however it solely works as soon as per flip. And on prime of that, it solely permits you to reroll the weapon injury cube. Not the entire injury per assault. So anybody counting on something past simply weapon cube injury will discover it ineffective. We’re speaking possibly 2d6 or 1d12 at greatest, and with out a rise to a capability rating, it’s simply too expensive.
Skulker
Skulker, on the floor, is there to make you higher at being stealthy. With it, you possibly can conceal if you’re evenly obscured from the creature you’re hiding from. And you may make a ranged assault with out revealing your place.
Also dim gentle doesn’t impose a drawback in your Perception checks. All of these items are helpful, positive. But they’re additionally all very situational for a feat that comes at the price of your potential rating enhance or taking one other, higher feat.
Dungeon Delver
This feat, however, follows within the footsteps of the notoriously unhealthy Find Traps spell. It stands to cause that feats and spells all about traps are, properly, traps themselves.
This one offers you benefit on checks to seek out secret doorways solely, in addition to benefit on saving throws to keep away from or resist traps, and resistance to break dealt by traps. You can also ignore the penalty to passive notion from quick journey. But when was the final time any of this got here up in a sport? And then the time earlier than that?
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You shouldn’t be losing a valuable feat slot on one thing that may come up as soon as in a marketing campaign.
Lightly Armored
Finally, we come to Lightly Armored. This feat solely works for individuals who don’t have already got gentle armor proficiency, so mainly spellcasters. But if you’re taking gentle armor, there are higher methods to choose it up. And when you aren’t, one thing like Mage Armor goes to be higher in each regard anyway.
What are your picks for greatest feats in D&D?
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