Shadow blade 3.5 feat4/15/2023 ![]() ![]() To qualify to become a shadowdancer, a character must fulfill all the following criteria. If you have any questions or comments, leave them below – and if you want to support what we do and get fresh 5E content, head on over to patreon.Shadowdancer Table: The Shadowdancer Level I hope you’ll agree and can use it as inspiration the next time you’re going to pick a feat! That said, this list aims to give you an overview of the various feats that I believe to be a solid pick in most circumstances. While this list puts a huge emphasis on the ‘best’ feats in terms of increasing a character’s overall combat, I feel like I should also point out that the best feat is always the feat that’ll bring you the most fun to have on your character! I love feats and believe them to be one of the most important tools to personalize your character in 5E D&D and achieve just the right and unique build that you want to play – and much more so than using ASI to increase your main stat. And because the bonus is based on hit dice, it even scales decently at higher levels.Ī rogue with the Thief archetype can even use a healer’s kit as a bonus action!ĭid I mention that this feat is banned at our table? More importantly, you can use an action to spend a use of your healer’s kit to restore 1d6 + 4 hit points + additional hit points equal to that creature’s maximum number of hit dice.Īlthough a creature can only be stitched together in this way once per long rest, for a level 3 party it would translate into healing every party member more than 10 hit points on average numerous times each day which is arguably much better than the 7 or so hit points casting 1st-level cure wounds can manage. While the healer’s kit is already a great item that’ll let you stabilize a target without any check, using it with this feat means the target will regain 1 hit point instead. If your party already has a dedicated healer, this feat isn’t very useful – but if all of you were hoping that another party member would take up that mantle and none of you did, this feat might be your savior! If you already have plenty of things to use your bonus action on, however, this feat is much less useful. So, if you’re a martial class who doesn’t really have much to use your bonus action on, getting an additional attack as a bonus action makes Polearm Mastery one of the best feats you can pick up – even if it means changing your favored sword for a subpar weapon type. ![]() ![]() ![]() In D&D 5e, action economy is everything in combat, and you really want to utilize not only your action but also your bonus action and your reaction whenever possible. When you take the Attack action and attack only with only a glaive, halberd, quarterstaff, or spear, this feat lets you make an additional attack as a bonus action that deals 1d4 bludgeoning damage + whatever bonus you have from the ability modifier used for the attack. Polearm Mastery is a good example of that. Listing the best feats is somewhat ironic since it really boils down to your character’s build, your adventure’s setting, and the party’s overall composition. This is an awesome feat and definitely top tier! Lucky for you (heh), Xanathar’s Guide to Everything provides the halfling-exclusive Bountiful Luck feat that lets you extend your racial luck to your allies. This trait allows you to reroll any rolls of 1 which is quite amazing – but it also makes the Lucky feat a somewhat less ideal pick. If you’re a halfling, you’re already bestowed with inherent luck through the racial trait of the same name as the Lucky feat. So, if you’re uncertain which feat to pick, Lucky is always a great choice. Being able to change the outcome of a critical failure, preventing a critical hit against you, or rerolling a saving throw against a powerful spell can literally be a game-changer – and is something that any class can use! Why is Lucky so great? Well, since D&D is a game of dice, it’s also a game of luck, and sometimes, the dice just aren’t with you. You can even spend these luck points after you roll the die but before the outcome is determined, which (in some ways, at least) makes it even more powerful than the Divination wizard’s hailed Portent feature which can only be used once per turn and before the roll is made. The lucky feat provides you with 3 “luck points” on each adventuring day that can be used to roll an additional d20 whenever you make an attack roll, an ability, or a saving throw – or when an attack roll is made against you! Being lucky is awesome, and although picking up the Lucky feat in D&D 5E won’t make your character Gladstone Glander, it’s not far from it! ![]()
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