BoLS logo Tabletop, RPGs & Pop Culture
Advertisement

D&D: The Five Best Tal’Dorei Feats In ‘Campaign Setting Reborn’

4 Minute Read
Jan 27 2022
Advertisement

Tal’Dorei Campaign Setting Reborn is chock full of new feats of varying power. For our money, these are the Five Best Feats in Tal’Dorei.

Feats are an optional rule in D&D that most people don’t really use as optional. They’ve been around since 3rd Edition, and in myriad forms. In 5th Edition, feats are either extremely fun nuggets of flavor or essential to make your character optimized.

tal'dorei feats

Whatever the case, you probably play with them. We know Matt Mercer does. And Tal’Dorei Campaign Setting Reborn has many new feats to customize your adventurer. And while they’re all good, these are the five best feats in Tal’Dorei.

Vital Sacrifice

tal'dorei feats

This feat is a Matt Mercer get your character killed special. But I love it. It’s a feat for people who’ve learned blood magic without necessarily becoming blood mages. The feat gives you the ability to use a bonus action to take 1d6 damage and gain a blood boon.

A blood boon lasts for an hour, and you can spend it to add an extra d6 to an attack roll, reduce an enemy’s Strength, Dex, or Con save by a d4, or you can use it for damage. Specifically you can deal out 2d6 damage for every 1d6 damage you take. Now, it takes a bonus action to use this feat. But there’s no limit on the number of blood boons you can have.

So theoretically you could sit back for a few minutes to an hour (depending on your hit points) and store up a cavalcade of blood boons. If you have a friend heal you up afterwards, you could wade into battle and deal handfuls of d6s on an attack. Or two handfuls if you manage a crit.

Even if your DM nerfs it so you can’t spirit bomb an enemy out of existence, it’s still one of the best feats in Tal’Dorei.

Advertisement

Thrown Arms Master

tal'dorei feats

via Amazon

Thrown weapons are an underrated gem in D&D 5th Edition. And the Thrown Arms Master feat makes those even better. It’s a little overpowered, if we’re being honest. But that’s no reason to not take it. In a nutshell, it lets you throw any weapon, not just thrown weapons, as though it had the thrown tag.

It also increases the range of actual thrown weapons by 20/40 ft. and lets you boomerang missed weapons back to your hand. And on top of all that, you still get to bump your Strength or Dex by 1 with this feat.

Remarkable Recovery

legend of vox machina cast

via Amazon

Remarkable Recovery is the opposite of a Matt Mercer kill your character special. In fact, if Mollymauk had this he might still be alive today. This feat is another one that seems a bit OP on first glance and it’s not hard to see why.

In a nutshell, whenever you successfully stabilize while dying you regain hit points equal to your Con modifier. So even just making all three of your death saves is the same as rolling a natural 20 in terms of getting back in the fight. But it’s not going to make that much difference.

Enemies can still kill you while you’re dead. This just makes it a little harder for you to bleed out. Plus you regain your Constitution modifiers any time you regain hit points from a spell, potion, or class feature.

Advertisement

Cruel

tal'dorei feats

This feat is one of the best in Tal’Dorei because it introduces a new bonus mechanic: cruelty. In a nutshell, you gain a number of “cruelty dice” equal to your proficiency bonus. These dice can be spent to deal extra damage, gain temporary hit points on a critical hit, or to add to an intimidation check. Of course it’s all you being cruel, so that might inform how the world thinks of your character.

Spell Driver

tal'dorei feats

This is one that might actually just be broken. But broken is really good. And Matt Mercer and co. love playing with power almost as much as Nintendo does. This feat straight up lets you cast a spell as a bonus action and then also use your action to cast a spell that isn’t a cantrip.

A few caveats here: you have to be 11th level or higher to pick this feat up (so it will probably never come up in your game), and when you cast two spells of 1st level or higher in a turn with this feature, only one spell can be 3rd level or higher. So you still can’t double fireball without picking up Action Surge.

Even so, DMs might want to be careful with this one. But if you’re up for it, it could take your game into killing gods territory even sooner.

Happy Adventuring!

Advertisement

Avatar
Author: J.R. Zambrano
Advertisement
  • D&D: Mordenkainen's Multiverse Makes Magic Monsters Manageable