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Skill expert feat 5e reddit The original version of the feat doesn't seem overpowered or anything, and the ability to gain expertise With skill expert you get another skill and if you double perception, you also increase passive perception (though not as much as observant feat at lower levels). Rather than trying to make skills in to things they are not, 5e has advantage for a reason. Dec 18, 2020 · The skill Expert feat allows you to increase any ability score by +1. Telekinetic - Mostly flavor again, a 60ft invisible mage hand can get up to some fun shenanigans. You said you had Misty Step as a racial spell, are you a Githyanki? Here is how I would change the wording on these feats: Skilled- You gain proficiency in any combination of three skills or tools of your choice. Human: No damage boosts, but you can get Skill Expert in a DEX or WIS skill at level 1. Feats: Skilled (any 3 skills), Prodigy (proficiency in any skill and expertise in 1 skill you don’t have it in) Cleric – Knowledge – 1 level (Blessing of knowledge gets you the last skill so just be sure to leave arcana, religion, nature or history for last and that’s it) If u must chosse take Shield Master, if u can take both. So the option of a push or prone will be reliable. Skill Expert gives you a +1 to a chosen stat, one new skill and ups one of your skills to Expertise. it's great on everyone. You can already take Skill Expert to get a single ability score increase, a skill proficiency, plus expertise in any skill you have proficiency in. Holding your breath is 1+con modifier, not a skill check. With invisibility spell becomes a (1 - 0. Tactical Assessment. Therefore, I took Prodigy with my variant feat and then at level 4 I took linguist. 4 skills from rogue base, 2 from scout (nature and survival), 2 from background, 2 from race (Half-Elf), 1 from bard multiclass, 3 from lore bonus prof, 3 from skilled and 1 from skill expert. Be a Half-elf or whatever. As a scribes wizard I would take eldritch initiate and grab either false life, eldritch sight or eyes of the rune keeper. Flavor is cool sometimes. Skill debuff is nice but weak. However, they've conceptually all been compressed into the Skill Expert feat, which was printed in Tasha's Cauldron of Everything. Feats: skill expert (One of the best feats in the game) Races: dwarfs give expertise in very specific skills So I don't know why you're being downvoted in your comment responding to someone saying the only two ways are bard and rogue, because those people are just straight up wrong, and like not wrong in a way that every other way is obscure Skill expert feat or a level of rogue or ranger gets expertise in athletics. STR16 DEX10 CON16 INT10 WIS20 CHA20 It was like +20 to Persuasion checks lol. You gain expertise with that skill, which means your B tier is feats like Tavern Brawler, Skill Expert, Mobile, and Alert - a lot of the "general purpose" feats make it in here. Skill Expert is far and away my new favorite half feat. This can take the form of inspiration, a feat, or a new skill proficiency. Likes to knock over banks, then run the opposite direction of his limping Echo, who disappears around a corner with the City Guard chasing the wrong him. I'm playing a level 12 Rogue and I get to choose a feat, I'm picking between Resilient, Skill Expert or skilled. I would say res:wis at 8, +2 str at 12, and then feats like sentinel, slasher/crusher/piercer, medium armor master, skill expert, lucky, mobile, alert, etc probably have better return than boosting tertiary stats like dex and con. Grab an extra skill you want or that the party could use. no skill is better or worse for a particular class unless that class has a feature that uses it the universally good skills are Athletics/Accrobatics (athletics allowing you to escape stuff easier, acrobatics used to avoid falling prone in certain scenarios and escaping grapples as well) perception, investigation, stealth, survival, and medicine Look up the feat Skill Expert, which in fact seems to be the revised and actually official version of Practiced Expert. My character has 19 in Strength so I was thinking of taking Skill Expert to max my Strength and gain Expertise in Athletics to try and maximize my chances of succeeding a grapple but the Grappler frat would allow me more options and damage potential once I have Skill expert will get me to 20 charisma, I get another skill, which I am naturally low on as I get none from my race, so I will only have 4. Just start with the Skill Expert feat by either going V-Human or C-Origin and you’re good to go. Skill Expert is a good feat choice for any Shield Master character. Skill Expert: +1 to any ability (CON or DEX), 1 skill proficiency (Perception), expertise in one skill (Perception, Investigation) Tavern Brawler: proficiency bonus to throwing acid vials (generated with Alchemy Jug) Tough: decent amount of HP for a class with a d8 hit die New skills aren't so easy. You’re going to adding your 7th choice for skill and 5th choice for expertise, so really diminishing returns by that point. The half-orc and Dragonborn specific ones seem kinda bad as well. Cons: Uses up one ASI that could be spent on something more effective. Since a feat replaces two +1 ability score increases, it's fair to say that a single +1 ability score increase is worth half a feat. It gives +1 to any score, proficiency in a skill, and Expertise in a skill you're proficient in. Gather your party and venture forth! Skill Expert: get some more skill stuff. There are some decent racial feats for Int as well depending on your race. Fairy race gets it - or a 3 level caster dip gets it. Depends. By Taking V. Prodigy is a Human/Half human Racial Feat (I don't think anything in Tasha's changes that) that gives you proficiency in one language, one skill and one artisan tool, as well as expertise in one of your skills. Maybe start variant human or custom lineage for the free feat at level 1 so you can take the grappler feat and of course that Skill Expert feat to give you expertise in athletics is good too. Only consider taking Grappler if you have a feat to spare and your party is pretty much only made of ranged-strikers and you. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its One… I like the Eyes of the Scavenger feat as it would be comparable to the Artificer Initiate and Skill Expert feats from Tasha’s without overpowering them and the feats for Aasimars sound fairly balanced since the bulk of their benefits are reliant upon an ability that they only have one of. bonus) or feats like Observant that increase passive skill score. If he wants skill expert for athletics he probably wants to grapple a lot, just take Tavern Brawler or Grappler. ua/Survivalist. Do it. The Feats for Skills UA offers a different feat for each skill, granting expertise. Pros: Part of a class feature so doesn't conflict with any other progression choice. However, the Skill Expert feat grants a stat boost, a proficiency, and expertise in an already proficient skill. Be a v. Without Healer the medicine expert would also just be shit out of the luck if they actually wanted to heal someone. If you have an odd Str score to start with, you will have normal Str progression while also getting expertise in Athletics to more consistently win that shove battle. It also gives you proficiency in any single skill of your choice. The math of 5e is set up so that the +4 DEX you’ll have at this point is actually expected, so you can spare the ASI for a power feat without making major problems. • You gain proficiency in one skill of your choice. For a long time I used this post as a quick guide when looking for a half-feat to increase a certain ability score, but it only worked for so long because it only included feats from the PHB. The two feats I've narrowed it down to that sound like the most fun are Heavy Armor Master and Skill Expert. Barbarians are very Ability Score thirsty, and while Feats are super cool, I'd argue that you'll build an overall stronger character focusing on ASI rather than Feats. If you're a Half Elf Everybody's Friend is a good one too. If it does not specify you must pick skills related to the stat you are increasing, then anything is fair game. Idk what to choose lol. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The gunner feat is still not bad. Not entirely a bad choice for gameplay either given Reliable Talent exists. Skill Expert - Even out my Dex score, Insight Proficiency, and Arcana or Investigation expertise. Stacking prof. Skill Expert to get an extra skill and Athletics expertise for grapples can be good I guess. If you choose a skill or tool in which you have proficiency, then you gain expertise in that skill or tool, which means your proficiency bonus is doubled for any ability check you make with it. I made a similar post about help with feat selection for my rune knight few days back. (Our ASI/feat can be whatever). " from my 4th level Artificer ability score increase. But I still probably wouldn't take Orcish Fury anway. Skill Expert feat in Persuasion as well granting Expertise. I know it's not optimal, but for my bard (started at 18 Charisma), I'm planning to take new charisma half feats at 4 and 8 to max out my Charisma: Skill Expert (if my dm lets me use the expertise on Thieves' Tools since I'm the lock picker) Criminal background, Dex build with Crossbow Expert, Sharpshooter and Archery, really good at stealth and maybe a few face skills. 3 proficiency is +6 due to expertise +5 for obervant 20 cha, so +5 ability modifier Pick up the skilled and skill expert feats. If you are making more active rolls for perception and not using passive investigation in your games, skill expert is probably better. Hello, My DM is allowing us an additional feat at level 4. BG3 is the third main game in the Baldur's Gate series. Ability Score Increase. Usually is offense/spells. You'd definitely want Expertise either from Rogue, Bard, or the Skill Expert Feat. Lets say I’m not proficient in Perception. You also gain an additional expertise. Enemies can decide to stroll up next to you to attack, so not having disadvantage on attacks when they're next to you is helpful. At Level 10 you can boost your Charisma by 2, and stop at Rouge Level 11, picking up Reliable Talent, maximizing the potential of your skill proficiencies. One more skill, one expertise is always nice. It does not say 'you can take this feat more than once', therefore you cannot, RAW. It's versatile without adding an extra ability that might have questionable usefulness. You're already proficient in charisma saves, so Resilient would be a waste. ]” and with the Hare-trigger feature from being a harengon I can “add [my] proficiency bonus to [my] initiative rolls” so I’m wondering if that qualifies for expertise. Plus it adds another way to buff my allies. Depends on what your character does and what you want to do better. Fey Touched, Skill Expert, Telekinetic, Telepathic, Shadow Touched come to mind. my stats are Str 11 Dex 20 Con 14 Int 16 Wis 11 cha 10 A community all about Baldur's Gate III, the role-playing video game by Larian Studios. At 6, I’d go Sharpshooter. 5th Edition Which feats will give me a boost in constitution in any form? looking for things other than resilant and durable. Skill Expert. Skill Expert: +1 any ability; +1 skill proficiency; upgrade a skill proficiency to expertise Squat Nimbleness (must be small or Dwarf): +1 STR or DEX; +5 ft walking speed; +proficiency in Acrobatics or Athletics; advantage on checks to escape grappled There exist more half-feats that can raise STR, but I view them as having dubious value. Telekinetic is a really good feat to make use of your bonus action and give some extra utility. The four you listed are some of the best for the generic Wizard, but other feats can be relevant depending on your subclass. r Expertise is now narrowly defined to only apply to Skill Proficiencies: Expertise is a special feature that enhances your use of a particular Skill Proficiency. It synergizes with many attacks which rogues font get. DEXTERITY FEATS: Athlete, Elven Accuracy (Elf or Half Elf), Fade Away (Gnome), Gunner, Lightly Armored, Moderately Armored, Piercer, Resilient, Revenant Blade (Elf, Eberron), Second Chance (Halfling), Skill Expert, Slasher, Squat Nimbleness (Dwarf or Small race), Weapon Master I wouldn’t describe Skilled or Skill Expert as fun, as rogues already have a lot of skills and expertise options. instead of taking your passive and then adding advantages or disadvantages, he will set a dc and have you roll for it. I think it's pretty good. So I am playing 3rd level Rune Knight Fighter in my campaign and I was trying to decide which feat would be more useful for grappling. Basically you participate in social encounters and not worry about charisma skills! Shadow touched: invisibility and and spells. With the +1 to any stat, a proficiency, and an expertise (in something you're already proficient in), it's so good at cementing whatever you want your core character concept to be. C tier is stuff like Prodigy, Shield Expert, and Athlete, which is maybe not as useful as they seem, or are outclassed by other options but still decent if looked at in a bubble. It usually only fails if the target is immune to being grappled or has a teleport (or similar) to escape Grappling Gargantuan is for very high level or requires getting Enlarge/Reduce somehow. For race, Warforged makes it so you don't have any downtime and are always watching. If you can't get the rather good Dex-based Racial half-feats Elven Accuracy, Second Chance, Fade Away being the standouts, with Revenant Blade being Niche and Squat Nimbleness being less good, the only competition is Skill Expert, Athlete, and Gunner. If you’re a Fighter, then take the Unarmored Fighting Style and the Tavern Brawler feat as soon as it’s available. It also will give me expertise in either persuasion or deception, bringing it to absurd levels. If half the Skill Expert feat is taken up by that, and a third is taken up by a skill proficiency With a 19 CHA, a half-feat that lets you boost it ASAP makes a lot of sense assuming you'd rather not go for a plain ASI. Beyond those, Artificer Initiate allows you to get Int based casting on spells you wouldn't normally know Get the Reddit app Scan this QR code to download the app now Based on skill expert from tasha's, but for tools. Keen Mind +1 Int Gain 1 skill (limited to 5 choices) or gain Expertise in that skill if you already have it. I have a low STR (16 with the half feat) and obviously I will try to pump it at higher levels and magic items but right now, what is better, Slasher or Skill Expert? I like them both a lot, slasher is cool and creates a really nice combo with shield master but skill expert just makes shield master way better. Take the order as what I was feeling at the moment but nothing deep. Cons: Uses up one combat maneuver. (And forgive me for longposting, I can't help myself). Hope this helps. The caveat is it should be for flavor purposes and they have final say. . You gain proficiency in one skill of your choice. Skill Expert lets you gain proficiency in a skill, and expertise in a skill. 55 2) or a 69. They have proficiency options. It's a solid Feat. Oct 25, 2023 · Is skill expert a good feat? So it is a relatively simple feat. Mobile for skirmishing better, but Slasher is a decent half-feat that can force an enemy to slow down, further outclassing their speed. Fey Touched feat to give him Hex (for disadvantage on perception to help with stealth) and Misty Step or Elven Accuracy (high elf), but Hex is a trap and is bad with rogue. Prodigy isn't quite as mechanically strong as skill expert unless you really want and extra language proficiency for some reason. As a scribes wizard your goal is to maximize your spell book to make the most of your class features. At level 3, we take Scout as our subclass. If you are going for two-handed weapons, I'd try to squeeze in Great Weapon Master though. Crusher is fantastic as it gives forced movement, which very few things in the game do as "at-will" abilities. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus TL/DR: I would argue that with the Skill Expert feat (or a 1lvl dip into Rogue), the Monk can add grappling to its repertoire with less cost than any other class in the game. Skill expert is nice for athletics, but only if you are making use of that +1. That paired with sorcerers magical guidance, giving me advantage on skill checks, could be insanely strong. The Level 8 ASI/Feat is used to grab the Skill Expert feat, granting a +1 to Wisdom and proficiency with the Arcana skill. He was level 13 when we stopped and ridiculous. I keep failing Con saves (not concentration) so I was planning on taking Resilient Con as normal feat. Only 1 extra skill. Expertise skills do not count in regards to the normal maximum of one skill with 3 ranks. It gives +1 to dex and helps increase damage. They all grant Proficiency or Expertise at the skill in question (I'll just italicize the skill in question so you don't re-read it) and an additional upside. Skill expert without a doubt. Finally, you double your proficiency bonus in any skill in which you have proficiency. For me personally this is a big problem I have with the skill design in 5e. General Feat (Prerequisite: Level 4+) You gain the following benefits. Can cover gaps in the party. Skill expert is one of the absolute best feats in the game. You also need to max Wisdom, which then most likely leads us away from Rogue or Bard and back to Skill Expert on a Cleric, Druid, or Monk. Shield master can be usefull if y have a high atletics or dexterity saving throws, I have a Semi-orc / Warrior-Champion, using battleaxe and board, Shield Master and Skill Expert, is a very good combo, somes DM left you use a bonus action for make prone with your shield after u use 1 attack at least on your action of attack. You can just use your extra attacks to try and shove your target prone after grappling them to achieve the same thing without restraining yourself in the process or using a whole action. My table can’t agree on this debacle so I wanted an outside opinion. bonuses would be really broken. I guess if you're a Dwarf Squat Nimbleness for the extra movement might be better than Crusher. I don't take defense (resilient, tough, etc) unless being weak is hampering my fun, or it fits my concept. Still, consider these: Skill Expert. At least 2 skills and probably 3. Detect thoughts is a great way to advance the story. A very long time ago, I saw a post on this subreddit that discussed half-feats (feats that give +1 to an ability score), and listed them out. If you want to roleplay that in addition to understanding the use of magic, and studying spellcasting, that your wizard also studies the history of magic, previous applications, magical lore and magic users of various classes and abilities, you can take the skill expert feat, but to decide that just cause they can use magic they should possess V. If I want my character to be an expert at something I basically have to play a rogue or a bard in which case my character is an expert at a lot of things, or I have to play a human to take a feat, or just let my character be bad at their skill until level 4 where I can loose out on an ASI in my class ability to just Skill Expert Pros: half ASI feat, 1 extra skill and expertise in one skill that have proficiency. Besides their modifier for said check, getting advantage via help or enhance ability, guidance, bardic inspiration, and the lucky feat? I'm trying to think of all the ways a pure ability check could be boosted if, say, outside factors tried to make the character doing the check succeed. Expertise is a whole other level. They have so many uses of BA and Reaction, the popular PAM and sentinel don't apply. Since this is a half feat I would be awkwardly sitting on 17 INT too. That said, I'd opt for Skill Expert or Fey Touched over it on any character that already has good bonus action utilization (bards, rogues, monks, etc). oh and here's a +1 to any stat. And the poisoner one is easy to get from background, a race that gives you a tool proficiency of your choice, the rule that makes so if something gives you a set proficiency, you get to pick another similar one, optional rule to customize background, or the optional rule to change any armor, tool or weapon proficiency from your race into a tool one of your choice. Get the Reddit app Scan this QR code to download the app now Asi at 4 go skill expert feat, get +1 to con, proficiency in persuasion (for talking to a crew) and We are playing a loosely connected series of 1-shots based from Journeys through the Radiant Citadel, Candlekeep Mysteries, and Keys from the Golden Vault, and I took Shadow Touched from Variant Human and Skill Expert as a free feat (we were all given a free half-feat at level 1, but not allowed to apply the ASI). Everyone can make use of it. A community all about Baldur's Gate III, the role-playing video game by Larian Studios. Considering existing options, who's taking the old Skilled feat now that Skill Expert exists? Expertise skills can be increased from 2 to 3 ranks by adding 1 additional rank (rather than the double cost that is normally required). Slap expertise in athletics and extra proficiency where you think it fits to be the best grappler and crowd control without sacrificing any oompf, since relying on claws keeps you a free hand that you can use to grapple. Applying poison to a weapon isn't a check, it's an object interaction action. Feats Replace the text of the Skilled feat with the following: Choose one of the following options: Yeah, skill expert is fun, added the expertise on my perception, together with observant on a druid gave me insane passive perception. The worst is you've used a feat to lock your concentration to a 1st level spell. They just get it 1 level earlier now. With Heavy Armor Master, my tankiness will be just a little bit extended, and I suspect that those 3 hitpoints will add up to a fair amount over time. Not to mention other skill-related class features like Reliable Talent. Discussion of Matt Colville's "Running the Game" YouTube series and MCDM's "Strongholds & Followers", "Kingdoms & Warfare", "Flee Mortals!" 5th Edition supplements, ARCADIA digital magazine for 5th edition GMs and players, and other MCDM projects, and TRPG advice —————————————————— Need assistance with your MCDM store order or your Kickstarter pledge/preorder? Those are UA. Having something around a +13‐15 on a skill is going to make it fairly consistant against most enemies. Go Scout Rogue 6 for double proficiency in Nature, Survival, Stealth, Sleight of Hand, Perception, and Athletics (6). Also from the PHB: Skilled - you gain proficiency in any combination of three skills or tools of your choice. If he wants extra damage, Duel Wielder is good for barbarians. UA 38: Feats for Skills. 2M subscribers in the DnD community. Ofc, there are other methods to make skill go above expertise bonus. The Prodigy feat will give expertise in one skill for Human/Half-Orc/Half-Elf. If you aren't multiclassing or taking a Feat like Skilled, Prodigy, or Skill Expert, there are few ways to gain a new skill proficiency. I'd take it over skill expert because I think that's one of the more useless feats. Specialization is more powerful in 5E than diversification. Because of how our DM is running the game, I already have the skill expert feat giving me expertise in perception. The action here seems about as strong as True Strike, arguably the worst cantrip in the game. human or Half-Elf I personally prefer half elf. 7 2) or a 51% chance to beat that. stats 16(+1+1) 8 14 8 11(+1) 14 At lvl 1, I need a feat with +1, crusher is fine but skill expert can combo with shield master (expertise on atlethics). Taking the skill expert feat, to gain expertise in medicine, and also a valuable score increase Taking the healer feat, because 1d6+4+1dX non-magical healing per short rest for the whole party is great Due proficiency in herbalism kit, the character is able to create healing potions. 75% chance to beat that. See full list on rpgbot. human. Also pick up either Prodigy or Skill Expert (1) for Acrobatics. The Practiced Expert feat from the Feats 2020 UA grants expertise in one skill. Skill Expert can lead to fantastic grapplers very easily. Edit: They also get 4 skills and the most useful tool for free, which gets even better with the changes to tools since you can Expertise Sleight of Hand and benefit lockpicking tool. Another option you have is the Piercer feat. Soul Knifes are really the best skill users in the game so you might want to build around that. You'll also want the Observant feat. Since crossbows got an entirely dedicated feat (and a very powerful and controversial too), it seems fair to me that even bows get their dedicated feat. Increasing Con to 20 first is also an option. These are the WIS options, so i'll leave off the half-feat text as well. I put it on my armorer Artificer and oath of the crown paladin and it's nice to help round off my spellcasting stat and get an unlimited use for my bonus action. (Also, every martial & half-caster class has some equivalent to Extra, as do most full casters - Paladins & Rogues have burst damage with Smites / Sneak Attacks, Rangers have Swift Quiver, Bladesingers & Swords Bards get Extra If someone wants 2 expertise skills, they should be willing to lose out on their capstone ability by dipping into rogue (getting Thieves Tools & sneak attack as well as still have a feat option) or be willing to take Skill Expert twice & losing out on ASIs or other feats in exchange. Prodigy - For flavor, I have Linguist as my Var Human feat and currently speak 7 languages. Survival Crossbow expert will, i think be my lvl 8 feat just so i cam really lean into the ranged skill of the ranger, i am playing monster slayer. Yes I know asi could give 2, but I don't need 2. Alert is never bad. I always give my players a bonus feat, and yes this means that vhuman gets two feats at level 1. I've looked at skill expert, i think that will come next, then my final one will probably be piercer or alert (dm said game will likely end at lvl 16) between piercer and alert, which would you recommend above the other? "Rogue feels bad now! Nerf Ranger and Bard!" Also Bard had Expertise in 5e and it wasn't a problem. I almost forgot to mention the tavern brawler and athlete feats, any of these will make you a better grappler. Take skill expert or prodigy for athletics expertise. +1 to any ability score beats out a tool and a language any day. 45 2) or a 79. Also, depending on your ability scores you may be able to round off two of them with a Skill Expert. Personally I would go: sentinel at 6, str+2 at 8, res:wis at 12, shield master at 14, lucky at 16, tough at 19 Feats that buff Str - Skilled Expert, Weapon Master (redundant on Fighter), Athlete, Heavy Armor Master (lightly/moderately/heavily armored are redundant on Fighter), Slasher, Piercer, Crusher, certain UA feats such as Spear Mastery, certain racial feats (such as Orcish Fury, Dragon Fear). Some subclasses give advantage to specific skills (which is as good as adding prof. I really don't like how they sidelined feats in 5e; I think feats are a great way to really make a character unique, and they keep, for instance, two open hand monks from being the EXACT same. I have a new character i recently introduced, mostly fighter with some ranger (made a gunslinger) and took expertise in insight, mostly flavor to play up being a quick draw and knowing peoples motives to outdraw on them ( we also use the ancestral weapons supplement book, so my gun also grants advantage on initiative, all to play up that quickdraw lol). I then use Skill Expert to gain Perception proficiency. My number one choice for entertaining feats would be Telekinetic. Choose one skill in which you have proficiency. Telepathic is ok as well but more niche. but is there anything like that for learning skill proficiency in RAW other than taking a feat such as Skilled or Skill Expert ? Yes, in the DMG chapter 7 specialized training can be an alternate reward at the end of an adventure instead of treasure. The Feats for Races UA offers a couple feats for Tiefling/Forest Gnome/Half-Elf that grants expertise. Take your best skill and become an expert in it. so say you have a +5 to perception skill, the observant feat and try to read lips of someone 15 ft from you in a room where a few people are walking in front of you every now and then, he would set the dc at a 15 or 20 and then I used this with a level 1 Hexblade multiclass. If you're in more of a social/intrigue type campaign, Skill Expert is probably one of the better "skill proficiency" feats, seeing as you get to choose the ASI, the extra skill prof, and the expertise skill. I think any of the Intelligence half-feats can be useful depending on your character; Skill Expert can get you expertise in a skull you might want to specialize in. Crusher, Skill Expert, or Tavern Brawler. But the Academy example Patron in TCoE offers the added benefit of being able to train a single Intelligence skill while doing Training in the faction. Quick Study Observant +1 Int or Wis Gain 1 skill (limited to 3 choices) or gain Expertise in that skill if you already have it. UA 38 gave us one Half-Feat for each skill in the game. Nope. Be a Entertainer or some such. They can s 3. Skill expert or Elven Accuracy are decent half feats. Increase one ability score of your choice by 1, to a Haven't played with either feat yet, but unless you have a strong concept and rp reasons for Skill Expert, I'd probably go with Fey Touched since the early levels you won't have a lot of slots for casting, and those spells are 1/day free so that is huuuuuuge. Custom background gives you 2 free skill proficiencies. Utility like Skill Expert often comes last, but not always. Just for fun - there are 18 total skills in D&D 5e: Play as a half-elf. You lose out on heavy armor, but can still use medium and have a decent ac, and resistance to damage. You gain expertise in that skill, [etc. In 5e the skill expert feat represents someone that spends that time becoming an expert at the cost of more magical power. Skill expert, alert, resilient wis, lucky and tough are all good feats that provide good mechanical benefits. Now I always look at which feat will make my character more fun first. There is always skill expert. Because I get the feat from my Artificer ASI, does proficiency with the tools count as being from this class for the purpose of the Skilled feat? Skill Expert, Skilled, or Prodigy would be flavorful and give you broader skills to do your Rogue thing but also move some product if you want. Skill expert says you can “choose one skill in which you have proficiency. So proficient, but not an expert. Stealthy doesn't say that just wondering Our starting class is Rogue, giving us 4 more skills (8/18) and 2 more expertise (3/15). Now at level 4 (total level) you get to pick another free feat this one can be any of the one listed above or it can be from your class feat list General feat list level 1 Lucky Skill expert Skilled Tough Acolyte Eldridge adept Healer Inspiring leader Magic initiate (cleric or warlock) Resilient (wisdom) VHuman Barbarian with Skill Expert, at higher levels you got around +19 to Athletics with advantage; probably the best build for just grappling, for something that wants to also be good at grappling is probably a Rune Knight with Superior Technique along with Martial Adept and Skill Expert as feats 3. . When compared to Skilled Expert, Keen Mind and Observant look to be the same feat, but are more limiting. human for the skill expert feat at first level and then taking the grappler feat when you hit 4th level fighter (or using a different race and taking both feats normally at 4th and 6th level fighter). If someone is really good at a related skill, then I think it makes more sense to use give advantage in more situations. If you gain Expertise, you gain it in one Skill in which you have Proficiency. So if you want all 3, your best bet is to take the Skill Expert feat (gain a proficiency and an expertise, doesnt have to be on the same skill) and one level in rogue for expertise on two skills of your choice, giving you 3 total skills with expertise and a proficiency to throw at another tool or skill (I recommend insight, for a high Charisma character). The rules must specify what you can or cannot do, and anything that does not fall under the terms of a rule can be applied. This gives us free proficiency and expertise in Nature and Survival (10/18) (5/15) Level 4 we take the Skill Expert feat, giving us another skill (11/18) and expertise (6/15). 4M subscribers in the DnD community. 7 (Rogue 4); Prodigy feat1 skill, 1 expert 9 (Rogue 6); 2 expertise 11(Rogue 8); Skill Expert feat 1 skill, 1 expert 13 (Rogue 10); Skilled feat; 3 skills 14 (Rogue 11); reliable talent 15 (Knowledge Cleric 1); skills 2, expertise 2 18 skills 10 expertise 5 levels to go 16-18, Fighter, Rune Knight, fire rune = tool expertise It would delay my class progression by 1 level, including the Skill Expert Feat and the spell progression, but I think that it's probably worth it to have 5 "cantrips," with two being for social use and three for combat. Without the feat have a (1 - 0. On rare occasions it's still the right In the original UA version of the Skill Expert feat, back when it was called Practiced Expert, you had the option to take proficiency and expertise with tools as well as with skills, but in Tasha's Cauldron, it was changed to be only skills. net You have honed your proficiency with particular skills, granting you the following benefits: Increase one ability score of your choice by 1, to a maximum of 20. It's a strong feat and people like it. At level 13 you have a PB of +5 so having expertise in Athletics will give you a +10 + STR for your Shield Master feat. Skill Expert C-Tier (Below average): Ritual Caster Telekinetic Strixhaven Mascot Gift of the Chromatic Dragon Fighting Initiate D-Tier (terrible): Literally everything else This list is more or less ordered but also not really. A 19 point swing in skill with Medicine seems like it should make a pretty significant difference for treating wounds. So I was leaning towards Skill Expert or Hello, My DM is allowing us an additional feat at level 4. Gather your party and venture forth! Ok so I get that stealthy would be doubleing your proficiency but it doesn't say I can't gain that as a separate bonus unlike skill expert from (tce) mabie it's just cause it's an older edition but skill expert specifically stats I can't add it's bonus to a skill with expertise already on it. There's way better feats. What feats would you recommend I take, or would you recommend an ASI instead? The campaign is predicted to run until level 10, with the possibility of earning a second additional feat as well, so any additional input with regards Go for the skill expert feat, which means I forfeit one of my intelligence score increases, and only gives me expertise on one skill. So I was leaning towards Skill Expert or Skill expert is my favorite since it both lets you specialize your character a bit, is generically good on any character, and turns human into a +2/+1 or +1/+1/+1 race. Sounds like you've got a lot of combat focus, so maybe some utility feats? Skill expert can be nice if your cleric struggles to roll above a 10 for religion, or just skilled for a bunch of extra proficiencies. Plus one to any ability score, proficiency in one skill and gain expertise with a skill you already proficient in. With the skill expert feat becomes a (1 - 0. • Choose one skill in which you have proficiency. At 8th, you can cap DEX or take a half-feat that increases CON (Chef or Skill Expert are probably best). This is what I came up with: Bow Expert Skilled with a bow, you gain the following benefits: - You add both your Strength and Dexterity modifier to damage rolls of shortbows and longbows. Some classes (fighter, sorcerer, warlock, debatably bard/rogue) have essentially class-lite feats (Martial Adept, Metamagic Adept, Eldritch Adept, Skill Expert). Edit- that being said, you should play your character. If you are a rogue that gets reliable talent, get "Skilled" as you can only take 10 on skills that you are proficient in, so 3 skills that you can't roll below 10+stat+prof is a bit better than 1 skill that you can roll 2-6 points higher in. They’re studying magic and picking up history. +1 Wis/+1 Con would also be a sold choice because more hit points are always handy. From the PHB: You can take each feat only once, unless the feat's description says otherwise. In any case, the PHB rules say: If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once. The better feats often make you specialize into one type of weapon (2H, dual wield, sword and board), so if you want to keep your flexibility, you're options are limited to thing that generally don't help much in combat. SKILL EXPERT You have honed your proficiency with particular skills, granting you the following benefits: • Increase one ability score of your choice by 1, to a maximum of 20. As a Dex main you will almost always go first. Skill Expert is great if you wanna be really good at a skill. Since you are at an 18 str you will either want to skip it, or pair it with another half feat, slasher would be a good candidate here. Tool Feats for 5e upvotes r/UnearthedArcana. (We started at level 4). For example, I am playing a Knowledge Cleric who is a language savant. You can never have Expertise in the same Skill Proficiency more than once. My Con is at 16 and INT is at 19. Telepathic: read minds, communication on the downlow during stealth, combat, conversations. A class should not need a feat to specialize into a skill natural to their class, regardless of what class that is. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its One… Hey guys so I'm fairly new to spell casters and started with artificer went artillerist because the cannons sound fun but im about to hit level 4 and am unsure of what feat to take as I already have a 20 in my intelligence I like to stay back and blast with my spells but am able to get in thick Skill expert feat and a small barbarian dip for rage, maybe even going 3 to do bear totem for extra resistance. Go Lore Bard 4 next for Deception and Persuasion (2) and the other feat (Prodigy or Skill Expert) for Overall, I would prioritize Dex since adding to your to hit roll will optimize damage more. and I have the Skilled feat; "You gain proficiency in any combination of three skills or tools of your choice. The grappler feat is a trap option. Baldur's Gate III is based on a modified version of the Dungeons & Dragons 5th edition (D&D 5e) tabletop RPG ruleset. Start with 2 free skill proficiencies (alternately, start as a variant human or custom lineage & take the Skilled feat to start with 4 free skill proficiencies). The average wizard isn’t spending years studying history. You now have advantage and expertise in athletics checks, hardly anything breaks your grapple. Telekinetic and Fey touched are both generally useful, though your mileage on using telekinetic will depend on how often you use spiritual weapon. zmrwezq jmgpx fnujyn nrjy cfo gimef eexrvz fhwyrhee bbf lalwfrr