Guest Post by Rory!
The D&D 2024 Player’s Handbook is out, and now everyone gets an Origin Feat at level 1 (plus a bonus feat if you go Human!). There are a lot of them and they vary wildly in power level, so here are my current rankings:
EDITS: I’m shifting around my valuations of Alert (to A-Tier), Lucky (to B-Tier), Musician (to S-Tier), and Tavern Brawler (to C-Tier) due to some early feedback. I will probably continue to modify this list based on feedback and my own experience during play.
- S-Tier: Top of the line option, arguably “must take” ability.
- Musician (Edit to boost to S-Tier): I originally rated this a lower because it’s probably not a feat everyone needs to take, but Heroic Inspiration got such a boost in this edition (turning from Advantage into a reroll) that this belongs in S-Tier. This is the kind of feat that at least one member of the party really needs to take, and at low to mid-levels (or large parties), you wouldn’t go wrong having two people with this feat. Arguably, if you have mostly Humans and/or your DM is really free giving out Heroic Inspiration, this goes down in value, but in my experience almost no DM regularly remembers to give out Inspiration, and players usually forget to remind them so this is quite strong. And hey, you get some instrument proficiencies too.
- Tough: This feat is so boring and so good it legitimately makes me upset; it’s the closest thing to a “forced choice” on the list, and a strong draw to playing a Human. It’s just really hard to say no to such a huge boost of hit points. Even a beefy Barbarian with 16 Constitution sees a 20% boost to hit points every time they level, never mind a Wizard with a 14 Con who sees a massive 33% boost to overall survivability. I mean, this is a feat most builds eventually took at higher levels before you could get it for free at 1st level. It’s honestly a little dumb that it’s an option, and I won’t fault folks who take something more interesting. I got some pushback from folks saying they think this is overrated, but I have trouble agreeing. Hit Points are just so foundational to the game, and this is such a significant boost to survivability AND it is so useful for literally every character, I have trouble rating this any lower. This is the kind of feat that keeps low HP characters alive AND that has excellent synergy with defensive abilities such as Barbarian Rage and Heavy Armor Mastery that reduce damage and wring out extra value out of each point of HP.
- A-Tier: Excellent option, worth strong consideration.
- Alert (Edit to boost to A-Tier): This is a very strong feat, and it’s nice the Initiative bonus scales with level. The ability to swap is a nice bonus that allows much needed coordination that has been lacking with the removal of the delay option in 5e. It’s just a fact that so many combats are decided by who goes first as the ability to lock down enemies, move to a safe distance, or just plain eliminate opponents before they can act is massive, not to mention class specific perks like the Assassin’s Surprising Strikes. And in an environment where the majority of combats are decided in about 3 rounds of combat, going early can literally be a 33% boost to overall effectiveness. This is always going to be a decent option, either giving you a fighting chance or helping ensure you act early in every round. I got some feedback that many consider this S-Tier. I am not sure I agree considering how high variance Initiative rolls can be, but the boost combined with the option to swap Initiative to position a timely Fireball or let the Assassin sneak in a Surprising Strike makes this really attractive.
- Magic Initiate (Edit to list extra options suggested by Reddit): There are a lot of possibilities with this feat, and getting it for “free” opens up a lot of attractive build options. The most obvious choice for your level 1 spell is just grab Find Familiar. You can cast it as a ritual so you can neatly bypass the once per long rest limitation, and you can do the usual cheese of giving yourself or an ally Advantage on an attack roll each round in combat (until the DM murders it anyway, in which case you can recast when you have an hour to kill). Plus, you can use it for scouting and fetching far away objects. Other strong options include Shield, Shield of Faith, Healing Word, Goodberry, or Charm Person. For Cantrips, I had it pointed out to me that Shillelagh opens up the ability to use Intelligence, Wisdom, or Charisma for your attack rolls, which can unlock all sorts of fun gish builds or just leaning into using non-standard attributes in melee. Otherwise, if you go Wizard I would tend to prioritize Minor Illusion and Mage Hand for utility and fun times. And for Cleric or Druid make sure to pick up Guidance for that sweet bonus to skill checks, especially if no one else has taken it.
- B-Tier: Solid option.
- Lucky (Edit to bring down to B-Tier): This version of Lucky is massively nerfed compared to the original Lucky Feat, but the original Lucky Feat was arguably pretty broken, so that’s not saying much. Dice manipulation goes a long way even if you have to do it ahead of the roll. Securing advantage on a key attack roll (such as a spell attack with a high level spell) or a crucial skill check is still really valuable. And of course you’ll remember when you use this to keep your PC alive when they are being attacked and low on health. This is an option that probably feels pretty strong by level 5 when you can use it 3 times, and you’ll be spending it like candy at higher levels.
- C-Tier: Some utility but mediocre compared to other options or very niche/campaign specific.
- Crafter: This is a cute feat, and I could imagine someone having fun with fast crafting even if it’s actual utility is somewhat limited in most campaigns. The 20% discount to non-magical items definitely catches the eye. The most obvious use case is saving 300 gold on a set of Full Plate, which could be handy at lower levels, especially if two or more PCs need a set. Now, this would be really powerful if Vehicles or Structures counted as an item, but considering the definition of “Object” in the DMG, I am thinking it does not apply, which limits its value at higher levels. Now, there may be certain “nation building” campaigns where going into the logistics of, say, outfitting an army with weapons, armor, food, gear, etc. is a big focus on the campaign; if you’re trying to squeeze value out of every gold piece, then a 20% discount on all mundane gear might go a long way, but I don’t expect that to be a very common campaign theme.
- Healer: This feels like it should be a feat for parties light on healing, though rerolling 1s does have some utility for characters looking to maximize their healing powers (note, the benefits are fairly minor, representing less than 0.5 HP per die of healing). In combat, however, this is pretty clunky, requiring a normal action to use for fairly modest healing, really only useful for bringing someone back from unconsciousness (which sure, you’ll do in a pinch, but you aren’t exactly excited about it). Out of combat, it still expends hit dice, which really only makes it useful when you don’t have time to do a short rest between combats. Don’t get me wrong, extra healing is always appreciated, but as an option this feels a little underpowered. Now, there is one obvious use case I can think of here that might push this up in power; a Rogue with the Thief subclass can take Utilize as a Bonus Action, which makes this pretty attractive for some classic whack a mole style healing in combat. With the limit being literally a target’s hit dice, that’s a lot of unconscious teammates potentially brought back into action.
- Tavern Brawler (Edit to boost to C-Tier): Thematically, this is a fun feat, and I guess I won’t fault someone who just loves the ideas of getting into bar fights, but none of the benefits are all that impactful. Annoyingly, this might be best for a Monk to pick up for a small increase to damage and the ability to push 5 feet a turn, which has some situational positional uses and frees you up to move away from enemies without using disengage. The Bard College of Dance might also pick this up for kicks (since they get an unarmed strike whenever they use Bardic Inspiration), and I might be missing one or two other uses. But again unless your DM likes positioning all their enemies right at the edge of high cliffs, there are probably better options.
- D-Tier: Overall weak and a bit of a trap compared to other options.
- Savage Attacker: So the best case scenario here is using it with a Greataxe or other 1d12 weapon, which equates to just under a 2 point damage bonus. At lower levels, when a fighter might be doing 10 damage on average, a 20% boost is pretty attractive, and I’d definitely rate this way higher for one shots or campaigns unlikely to hit 5th level. At higher levels as you do more damage on average and make multiple attacks, the utility goes down since you can only use this once per turn. By 5th level, a Fighter with Great Weapon Master is doing at least 2 Attacks a round (potentially more with Hew and Cleave) for an average of 14 damage per hit (potentially higher with a magic weapon or other buffs) before applying this feat and likely has multiple ways to secure Advantage on attack rolls, which makes Savage Attacker a lot less attractive. It’s really night and day compared to other static damage bonuses that scale with multiple attacks and ability score increases, such as Fighting Style: Dueling and Two-Weapon Fighting (now much improved due to the somewhat confusing Nick + Dual Wielder ruling), which always feels strong even at high levels.
- Skilled: Skill and Tool proficiencies are the kind of thing where the first four or so (which everyone gets access to) are really useful towards building to your strengths, and pretty soon you are filling in gaps that will likely be tackled by other characters anyway. And there are other ways of snagging an extra Skill or Tool proficiency or two through subclass and species selection that you don’t really need to resort to burning an Origin Feat for this. In short, there are much better and more impactful options.
Do you think Healer should be a Bonus Action?
Also, I feel like the Prodigy feat should have full-time replaced Skilled. It’s much more fun.
Yeah, I would have liked to see Prodigy replace Skilled for sure, that feels about right compared to the other options. It’s presented as a general feat called Skill Expert with an ASI attached, which is fine, but it just means kind of a wasted Origin Feat in my opinion.
Healer as is but as a bonus action is perhaps too strong, maybe if it was usable proficiency bonus times per long rest that would be appropriate? It occurs to me the Thief subclass can take the Utilize action as a bonus action so maybe a real use-case for that feat.
Problem I have with all this stuff is that you have to buy the books.
See, WotC makes all their money off of selling books. If they only had three books, and everyone who wanted those three books had bought them, they’d not sell any more books.
So they have to keep putting out new and different books.
But worse, each ‘new and different’ book has to contain some ‘better power’, else word would get around really fast that it’s not a book to buy – doesn’t contain any powerful new details – and so sales tank again.
So every new book has to contain some ‘new and better power’ that your player only gets if they buy that book – every new book – over and over again.
‘Adventurer’s League’ tried to deal with this by making a rule of ‘Player’s Handbook + 1 [other book, not including any other books]’ but it proved completely unenforceable.
So now, I’m afraid, it’s like micropayments in online games. Those who wish to spend fortunes on their characters (by buying more books) will be far more powerful than those just in it for fun.
Yeah, I’m a touch grumpy about this. WotC has a business, and they’re trying to make (more) money. Hard to fault them for that, whatever it does to the game.