Hello adventurers of all shapes and sizes! welcome to my website and thank you so much for tuning into the 27th episode of our feats series. Today we are going to be taking a look at one of the most commonly chosen feats in 5e and also one of the best at every level.
Today we’re checking out dnd 5e inspiring leader feat this absolute beauty of a feat is found in the players handbook and honestly it’s worth taking a look at regardless of your class. Why is that? let me tell you here in the description section.
First and foremost it might be worth noting that there is a prerequisite here and that is you have got to have a charisma of 13 or higher and let me tell you if you picked charisma’s you’re dumped stat, i feel for you the description reads as followed.
Prerequisite: Charisma 13 or higher
You can easily spend almost 10 minutes by inspiring your companions and also shoring up their resolve to fight. But whenever you do so, select up to the six friendly creatures (which can be include yourself) within the 30 feet of you those who can see or else hear you and who able to understand you.
Normally, each and every creature can not gain the temporary hit points from this feat again until unless it has finished the short or long rest.
Fantastic, at a glance it might seem that this feat is kind of good but i’ll tell you what makes it absolutely game breaking here in the walkthrough section. ∴Also read mounted combatant 5e feat 🙂
So, first and foremost let’s break it down just a little bit. Essentially what this does is you spend 10 minutes riling up your companions getting them ready to just start a fight, just a brawl you know really inspire and like that scene from braveheart and then they gain temporary hit points equal to your level plus your charisma modifier whatever that may be.
For the example used we assume the level of for charisma modifier two for an overall level or for overall temporary hit point increase of six. Now what might be worth noting is it actually doesn’t denote how many times you can use this feat throughout the day. It only says a creature can gain temporary hit points from this feat once per short or long rest.
But it doesn’t say that you can only use it once for short or long rest. What this means and what makes it kind of game breaking is if you have let’s say a hundred or let’s just sixty people for argument’s sake, you just have to do this ten times and all of them have temporary hit points.
Not to mention the beauty of it’s scaling with your level cannot be understated. This is what makes it a relevant feat from level four or level one of your variant human all the way up to level 20.
These temporary hit points will always be useful and they can very easily as you might imagine change the flow of battle entirely. Not to mention making you one of the most productive members of your current party. Fantastic stuff. Let’s get into my personal thoughts and let me share with you some other insights on it.
The best way to use this feat is to honestly just do it to your party at the beginning of every day. There’s no time limit on how often or on how long the temporary hit points can be enacted, it is kind of implied though that they go away after a short or long rest. But it’s not actually we put there as written.
Because of that is kind of up to your DM and how you might be able to persuade them otherwise. In terms of who benefits from this feat to the most! thematically i want to say paladin’s that make sense for them to get people riled up, it make sense for them to have a high charisma as well.
Outside of them you know any charisma based caster that would be the warlock and the sorcerer namely they would also make some fine use of the spell and the fact that they’re typically the squishier characters.
Anyways! make it a pretty good choice for them to give himself a little bit more of sturdiness in combat. That explained warlock in particular could make really great use of this and it also applies to any creature as you summon in so perhaps if you’re a sorcerer who specializes in summoning this could really help give your summons another leg up on the competition.
In addition, if you decided to go with the great old one warlock you can actually use your telepathy to communicate with all creatures so you can kind of circumvent the needs to know your language trait through that.
That being said, i think that’s all i really have to say about this solid pick especially if your party doesn’t really have a designated healer this is a great way to add stability to everyone in your group. That being said, if you have any crazy ideas or concepts for inspired leader please put them down in the comments below.
As well as if you have any build ideas or personal thoughts and opinions please i really do appreciate it guys and i know everyone else browsing this article does as well. Thank you so much in advance and as always have a great day and happy adventuring.