Dungeons & Dragons Best Origin Feats

As a veteran Dungeon Master with over two decades of tabletop gaming under my belt, I can confidently say that these Feats are game-changers for certain classes. They offer versatility and flexibility that can greatly enhance a player’s experience, especially at lower levels when resources are scarce.

For the Warlock, the Magic Initiate (Wizard) option is akin to striking a deal with the devil himself – you give up a bit of your soul (a spell slot or two), and in return, you gain access to some truly enchanting spells! The Wizard, on the other hand, finds solace in the touch of grass with Magic Initiate (Druid). It’s like they’ve been cooped up in a tower for too long and finally get to stretch their legs.

And let’s not forget about our dear Wizards and Sorcerers who can now heal their allies with the power of Magic Initiate (Cleric) – it’s like they’re suddenly the party’s new best friend!

Now, if you’ll excuse me, I need to go sharpen my pencil and prepare for the next adventure. After all, a good Dungeon Master is always ready to roll those dice! Oh, and remember: always keep a spare set of character sheets handy – you never know when one might spontaneously combust during a particularly intense combat encounter!

2024’s edition of the Dungeons & Dragons Player’s Handbook brought in Origin Feats, where certain ones align more appropriately with particular Character Classes rather than others.

As a gamer, I find it cool how my character’s Background comes with some unique Origin Feats. These special abilities give my hero an edge, making them more valuable to the team. Plus, if I choose to play a human, I get an extra Origin Feat to further customize my character, regardless of the Background I select.

In Dungeons & Dragons character creation, choosing the wrong Origin Feat can sometimes lead to an underused ability, such as a Wizard selecting Savage Attacker. To avoid this, it’s beneficial to select Origin Feats that complement your class most effectively.

12. Barbarian – Tavern Brawler

Turn Swords Into Tankards

Background Effect
Sailor Unarmed Strikes deal 1d4 Bludgeoning damage + Strength modifier Reroll 1s on damage rolls made with Unarmed Strikes Proficiency with Improvised Weapons When hitting with an Unarmed Strike, user can push enemy 5ft away

Barbarian types thrive with abilities linked to Strength. Here, the Tavern Brawler offers them diverse combat strategies when they’re unarmed in a fight.

As a gritty tavern brawler, I’ve got an edge in unarmed combat – my strikes pack a punch that’s harder to resist. When the dice don’t roll my way, I can re-roll any 1s, giving me another shot at landing a solid hit. And if things get really rough, I can even deal damage with a well-timed shove. To top it all off, I’ve got a knack for turning everyday objects into weapons when the situation calls for it. With these skills in my arsenal, I’m never just another barbarian – I’m always a threat on the battlefield.

In terms of a second preference for Origin Feat, Savage Attacker is a strong contender. The setting of your Barbarian’s campaign could influence this decision, as urban environments might favor Tavern Brawler due to the prevalence of bars and prisons – popular gathering spots for adventuring groups.

11. Bard – Musician

A True Inspiration

Background Effect
Entertainer Gain Proficiency with three musical instruments When finishing a Short of Long Rest, a number of allies equal to Proficiency bonus gain Heroic Inspiration

In the game, pairing a Bard and Musician could seem like the most intuitive match, yet some players might consciously choose other options to steer clear of reinforcing the stereotype associated with this combination.

As a gamer, I’d say in my own words: In the latest edition of D&D, instead of relying on the Bard’s Song of Rest from before, I now function as a Musician. This new role comes with the added perk of being proficient in three unique Musical Instruments. Furthermore, during rest periods, I can inspire my fellow adventurers, bestowing upon them the Heroic Inspiration that bolsters their resolve and abilities.

In critical scenarios, Heroic Inspiration serves as an invaluable resource, allowing players to re-roll their dice at no cost. Furthermore, among all characters, none excels more in bestowing bonuses than the Bard.

10. Cleric – Healer

Save Those Spell Slots

Background Effect
Hermit When using a Healer’s Kit, the target can heal one Hit Dice + Proficiency bonus Can reroll a 1 on a die made for healing effects

Clerics frequently find themselves in a situation where they have to prioritize using valuable spell casts for healing, leaving them with fewer options to utilize other magical abilities at their disposal.

The Healer Feat serves as a relief for the Cleric by enabling them to utilize Healer’s Kits to mend their allies, and by allowing them to reroll their healing spells, making their healing magic more potent. This means that fewer healing spells will be required overall.

As a gamer, when I’m playing my Cleric character, with the Healer Feat equipped, I don’t fret nearly as much about running out of healing spells like Cure Wounds or Healing Word during combat. Instead, I can trust that I’ve got some backup items stashed away for emergencies, ready to help us up after a tough fight.

9. Druid – Magic Initiate (Wizard)

Going To Night School

Background Effect
Sage Learn two Cantrips from the Wizard spell list Learn a Level 1 spell from the Wizard spell list. It can be cast oncer per Long Rest for free.

As a devoted follower, I find myself captivated by the Druid’s spell roster brimming with healing, natural, and elemental enchantments. Harnessing the primal energy of our world seems to be the essence of their magical prowess.

A Druid who specializes in casting spells has the opportunity to broaden their magical capabilities by selecting the Magic Initiate feat, which allows them to pick spells from the Wizard’s spell list.

Regarding the two Cantrips, you’ll find that they grant you the ability to cast spells like Blade Ward, Mind Sliver, Toll the Dead, and True Strike, which are typically beyond your reach.

In terms of spells, some top choices include Magic Missile (it always hits and deals damage), Grease (an area-of-effect spell that significantly weakens targets), and Tasha’s Hideous Laughter (excellent for momentarily incapacitating strong individual enemies).

For a Druid adhering to the warrior way, particularly one considering the Circle of the Moon subclass, it may be advantageous to opt for combat-focused Origin Feats instead. In such a scenario, Feats like Alert or Tough would be more suitable options.

8. Fighter – Savage Attacker

Doing The Most Damage

Background Effect
Soldier When hitting an enemy with a weapon, player can roll the damage twice and take either result

In a more casual and straightforward manner, we could say: “The Fighter excels at a particular skill – defeating adversaries. The Savage Attacker Ability is an ideal match for this role, since it allows for re-rolling any rolls that result in no damage.

For a Fighter who primarily uses spears or other pointed weapons to battle monsters, the Savage Attacker Feat aligns exceptionally well with their combat approach. Remarkably, this Feat extends its benefits to ranged weapons too, making it advantageous for archery-focused Fighters as well.

Opting for The Tough Feat is equally beneficial for the Fighter, as it increases their vitality during character progression. This added resilience allows them to match the robust Barbarians in durability, all while maintaining an impressive presence in heavy plate armor.

7. Monk – Tavern Brawler

Push It Real Good

Background Effect
Sailor Unarmed Strikes deal 1d4 Bludgeoning damage + Strength modifier Reroll 1s on damage rolls made with Unarmed Strikes Proficiency with Improvised Weapons When hitting with an Unarmed Strike, user can push enemy 5ft away

At first glance, it may appear unusual because the Monk’s innate Martial Arts ability seems superior to the enhancements provided by the Tavern Brawler.

You might choose the Tavern Brawler Feat primarily for its Shove ability. In combat, when a Monk lands an Unarmed Strike on an opponent, they can forcefully shove the enemy up to five feet away from themselves.

A Monk has the option to reserve their Shove maneuver for a decisive strike, following it with a retreat without fear of provoking Attack of Opportunities from the adversary. Additionally, this ability can be utilized strategically to shove enemies towards traps set by allies, inflicting additional damage and debuffs on them.

6. Paladin – Healer

The Backup Bandage

Background Effect
Hermit When using a Healer’s Kit, the target can heal one Hit Dice + Proficiency bonus Can reroll a 1 on a die made for healing effects

Paladins tend to engage in battles head-on, but they also provide support by stepping in as secondary healers when needed. At times, they might find themselves responsible for most of the healing, impacting a player’s decision on what spells to use.

The Healer Origin Feat is incredibly beneficial for the Paladin managing party injuries. This feat allows them to use a Healer’s Kit more effectively during crucial restoration, and also enables re-rolling of ‘1’ results on treatment checks. As a result, it greatly simplifies their task of healing the group following a challenging battle.

5. Ranger – Alert

Ranger Rover

Background Effect
Criminal, Guard Add Proficiency bonus to Initiative rolls Can swap Initiative with an ally at start of combat

Instead of Savage Attacker potentially appearing as an obvious pick for the 2024 Player’s Handbook Ranger, their role within the party transcends merely striking foes with brute force.

In wild environments, rangers are frequently tasked with the role of explorers or scouts because this is a significant part of their character. Essentially, they’ve been modeled after Aragorn in many ways within the class system.

The Alert Feat advantageously positions Rangers to initiate actions in combat, particularly in hazardous situations. Furthermore, it grants them the ability to exchange initiative turns with another character, should that individual possess a more effective tactical maneuver.

4. Rogue – Skilled

Doing Everything For Cheap

Background Effect
Charlatan, Noble, Scribe Gain three Skill or Tool Proficiencies

Experts at resolving issues beyond battle, rogues often lead the way when venturing into dungeons due to their keen awareness of potential traps and dangerous surroundings.

For rogues, having a multitude of skill proficiencies can be incredibly advantageous. That’s where the ‘Skilled’ feature steps in; it offers them an extra three choices for skills that typically fall outside their standard class selections.

As a Rogue, you’re already equipped with four Skill Proficiencies from your class, plus two more from your Background, and possibly an extra one based on your Species. With the addition of the ‘Skilled’ feature, they could potentially start with ten Skill Proficiencies, making them incredibly versatile and beneficial to have in a group.

3. Sorcerer – Magic Initiate (Druid)

Blood For Nature

Background Effect
Guide Learn two Cantrips from the Druid spell list Learn a Level 1 spell from the Druid spell list. It can be cast oncer per Long Rest for free.

At the onset, when the Sorcerer possesses just a few spells they can perform, it would be advantageous for them to select Magic Initiate as their Origin Feat, thereby expanding their spell-casting abilities.

It might be more advantageous for the Sorcerer and Wizard to opt for the Druid’s Magic Initiate feature instead of their own spell lists, considering their shared magic repertoire. This is particularly beneficial for the Sorcerer because its ability to generate spell slots makes it a versatile choice as a backup healer in certain situations.

Among the Druid Cantrips, Produce Flame, Shillelagh, Starry Wisp, and Thorn Whip offer impressive attacking capabilities. Not only do they inflict damage, but several also come with additional effects beyond simple harm.

When choosing spells for level 1, Cure Wounds and Healing Word are excellent healing options. If the Sorcerer is the secondary healer in the party, it’s better to pick Healing Word. This is because Healing Word can quickly revive other healers like the Bard, Cleric, or Paladin, while also allowing the Sorcerer to cast a Cantrip at the same time.

2. Warlock – Magic Initiate (Wizard)

Kingdom For A Spell Slot

Background Effect
Sage Learn two Cantrips from the Wizard spell list Learn a Level 1 spell from the Wizard spell list. It can be cast oncer per Long Rest for free.

Among the mysterious spellcasting classes, the Warlock gains the most advantage from Magic Initiate. This is because a Warlock receives fewer spells compared to other main magical users, making them particularly in need of additional aid.

Dancing Lights, Elementalism, Light, Mending, Message, and Prestidigitation.

As a gamer, I’ve found that while the Wizard does have combat Cantrips, they just can’t compete with the power of Eldritch Blast. So, if you’re planning on taking Cantrips, I’d recommend skipping the others and going for Eldritch Blast instead.

At level 1, the consistent damage inflicted by Magic Missile is an excellent option, making it a reliable pick. Meanwhile, Sleep is considered one of the top choices for status effects when you’re just starting out.

1. Wizard – Magic Initiate (Druid)

Touching Grass

Background Effect
Guide Learn two Cantrips from the Druid spell list Learn a Level 1 spell from the Druid spell list. It can be cast oncer per Long Rest for free.

Because the limitations on Magic Initiate apply more strictly to Wizards, they may find themselves having a narrower range of choices compared to Sorcerers and Warlocks, often finding themselves only able to choose from the Cleric or Druid options.

With this Feat, the Druid possesses unique, special spells that the Wizard can access, which also provide the same healing abilities as a Cleric (similar to what a Sorcerer has).

Druids have a variety of fascinating Cantrips at their disposal, such as Produce Flame, Shillelagh, Starry Wisp, and Thorn Whip. A Wizard is permitted to select any two of these, while reserving the remaining Cantrips for useful alternatives.

At the first level, a Druid possesses two area-of-effect (AoE) spells – Entangle and Faerie Fire – that can significantly hinder the progress of opponents. Additionally, Goodberry functions as a reserve for ten healing points, making it an excellent alternative when taking a break isn’t feasible.

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2024-12-29 20:09