Paladins stand out by being the front line of any adventuring party in 168澳洲幸运5开奖网:Dungeons & Dragons. In combat, they are the party's tank, taking most of the damage by using a mix of heavy armor, lots of hit points, and a handful of spells. Their high Charisma means they're often the face of the party in social situations, so their leadership skills have to extend beyond simple hack and slash. Players who want to make their Paladin even better at what they do can take them to the next level 168澳洲幸运5开奖网:with a variety of Feats.
Feats are part of a special skill set that's part of each character's initial build. So, what feats are best for your Paladin? We've compiled and ranked a few of the best feats for Paladins with a handy list. Bear in mind that your options may vary depending on the module you're playing and your Paladin's individual backstory. Reach out to your Dungeon Master to iron out these details.
Updated on July 14, 2021, by Kristy Ambrose: With the addition of homebrews, supplemental materials, and creative interpretations of the Paladin class, the list of the best Feats as part of the class build has some new additions. Creative players can make almost any Feat work, especially with the versatile Paladin, but some are still better than others. When it's time to build your Paladin, here are some of the best Feats you can choose to round out your initial build.
Mounted Combatant
- Source: D&D Player's Handbook
- Benefit: Access to a mount any time you need one.
- Compatible Skill or Stat: Dexterity
- Possible Disadvantage: Not like an actual horse but an intelligent conjured animal.
Find Steed i𒁃s a spell that is only available to Paladins. Of course, not all Paladins take this spell, but it is as iconic to the Paladin class as Find Familiar is to Wizards. The spell lets you have a mount any time you want. When you have a warhorse literally all the time, everything starts to look like a cavalry charge.
Mounted Combatant makes your mounted attacks more effective and helps you protect your mount, turning you both into an unstoppable duo. That is 168澳洲幸运5开奖网:until you have to go into a dungeon where you can’t ride a horse. Still🌃, this feat is♛ an essential companion to this Paladin-exclusive spell.
Magic Initiate
- Source: D&D Player's Handbook
- Benefit: Charges your weapon strikes with magical energy, greatly increasing your damage output.
- Compatible Skill or Stat: Strength
- Possible Disadvantage: Costs a spell slot to use.
Magic Initiate lets you p♛ick two extra cantrips. Booming Blade and Green Fire♊ Blade are two good choices that let you add special effects to your melee attacks as many times as you want.
Green Fire Blade deals extra damage to an adjacent enemy on a hit, which makes it great for engaging groups. Booming Blade 168澳洲幸运5开奖网:deals extra damage to opponents if they move after your attack, making it a decent single-target crowd control spell for a cantrip, and is a good choice ඣfor a tank that doesn’t want enemies to rush the party’s rear line. Together, the cantrips gained by this feat give you options that Paladins don’t often have access to. You can also spend the 1st level spell from the feat on something nice for yourself.
Sentinel
- Source: D&D Player's Handbook
- Benefit: If enemies attack your allies when they are next to you, you can make a melee weapon attack against them.
- Compatible Skill or Stat: Dexterity
- Possible Disadvantage: Works best if you also have Polearm Master.
As the party’s main tank, it’s your job to protect youᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚr somewhat squishier companions. Whether that’s a rogue that darts in between 🔴the enemies’ legs or a wizard casting from far away depends on your party.
If they try to rush past you to get to your rear linཧe, your opportunity attacks reduce their speed to 0 for the turn, stopping them in their tracks. Plus, they still provoke opportunity attacks even when they disengage, so good luck trying to get away. You can use Divine Smite on any of these attacks, so Sentinel can make your damage per round increase exponentially.
Shield Master
- Source: D&D Player's Handbook
- Benefit: Improves your AC if you carry a shield.
- Compatible Skill or Stat: Dexterity
- Possible Disadvantage: Doesn't block magical damage or help with saving throws.
Tanking isn’t just the glamorous job of shutting down anyone who even looks at your allies; you’ll also be taking quite a beating yourself. Shield Master will make you 🍰a little better at surviving whatever hℱits come your way.
With this feat, you can take half-damage on any Dexterity saving throw failure, and no damage on a success. You can also add your shield’s AC bonus to any Dexterity save that you make against an effect t𒁃hat targets only you, which is less useful due to the prominence of Area of Effect spells that cause Dexterity saves. But this is still great for opening possibly trapped doors or chests. The fact that you can use shield shoves as a bonus action only increases your ability to bully enemies where you want them.
Mage Slayer
- Source: D&D Player's Handbook
- Benefit: Advantage in melee combat against spellcasters.
- Compatible Skill or Stat: Dexterity
- Possible Disadvantage: Too situational.
This Feat may be more useful in modules or adventures that feature plenty of spellcasters. It can also be a clue to a more interestinꦛg backstory that caused the Paladin to turn against or be trained specifically to fight spellcasters.
Mage Slayer grants some handy abilities in addition to giving you an advantage in combat. You can use a reaction to attack any creature that cats a spell within five feet of you and you have a better chance to interrupt a creature if you attack them when they cast a🍸 spell. If you are in a campaign where your🐓 party is trying to unravel the secrets of an evil magical cabal, this will be a great feat for you. If you are in a campaign where your party is traveling through the wilderness to slay monsters that are plaguing the countryside, maybe not.
Resilient
- Source: D&D Player's Handbook
- Benefit: Extra protection that takes the place of a saving throw.
- Compatible Skill or Stat: Constitution
- Possible Disadvantage: Uses a spell slot.
This is one of the best choices for the ideal Paladin build. Extra protection and defensive poౠwer are essential when you're taking damage for your party, and Constitution is the Paladin's most important stat for this reason. However, Paladins don't get proficiency on their Constitution saves and that's where Resilience comes in handy.
Resilience not only helps you take more damage but it improves your chance to keep your Concentration in combat. That means you have a better chance of casting a spell without being interrupted, and a lot of Paladin powers hꦚinge on spellcasting.
Mobile
- Source: D&D Player's Handbook
- Benefit: Move 80 feet in 6 seconds
- Compatible Skill or Stat: Dexterity
- Possible Disadvantage:
The Mobile feat may seem like an odd choice; it’s mainly reserved for speedsters and sneaks like Monks or Rogues. Of course, that’s the point. No one expects the 300-pound suit of armor to suddenly run 80 feet clos🍒er to them in 6 seconds, especially over difficult terrain. This feat gives you freedom🧸 of movement to position yourself well and create space between your enemies and your allies, and it fits perfectly into the role of a tank.
Dragon Fear
- Source: Xanathar's Guide to Everything
- Benefit: Use your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a saving throw.
- Compatible Skill or Stat: Wisdom
- Possible Disadvantage: Only available to the Dragonborn race.
Dragonborn make good Paladins with their innate bonuses to both Strength and Charisma. They also give you access to the Dragon Fear feat, which can be useful for Dragonborn Paladins. The ability to frighten enemies within 30 feet can be a useful tool when protecting your party. The best feats for your Paladin largely depend on what role you want to fill, so if you're a tanky type, this is a very useful Feat.