Which feats are lackluster and how do you think they can be improved?

Its unlikely you'll ever encounter this, but I did make a charger feat build that's decently strong/edging on broken even past level 5, especially once you hit 7. So you'd want to be careful with that charger buff for this reason:

Fighter 5, Rogue 2, built as a dex fighter with rapier and shield. Dueling fighting style, battle master subclass with Evasive Footwork, Feinting Attack, and Tripping Attack. Variant human for Mobile feat (base move 40', when you attack a person, hit or miss, they dont get an attack of opportunity on you) in addition to charger. Lowest possible charging attack damage at level 5 with 16 Dex is 12 if you use a maneuver, 11 otherwise with no penalty to hit.

Combat at level 7 looks as follows:

Turn 1: Action to dash, bonus action to make a charging attack. If it hits, turn into a tripping attack to give advantage to melee allies (12 damage min, 19 max), or use action surge for an immediate multi-attack with advantage since the target is prone, sneak attack damage on the first hit. If you want, retreat 35' and suffer no AoO from the target due to mobile feat. Repeat this turn as much as you want.

Turn 2 if you didn't retreat: Action to multi attack, retreat without taking AoO due to mobile, bonus action cunning action to hide if you found cover or dash to gain further distance.

If the enemy groups up so people other than your target gets attacks of opportunity, use a hand crossbow to literally run circles around them and pepper them with bolts from beyond their range.

/r/dndnext Thread Parent