A Player's Guide to Feats - Fighting Initiate

A Player's Guide to Feats - Fighting Initiate

Fighting Initiative may not be a feat for everyone. Sure, you get to take one of those fancy fighting styles fighters get. You may be green with envy every time you watch your party’s fighter re-roll a critical miss with their greatsword. But what good is that going to do a wizard? Don’t get me wrong, it could be fun for your glass cannon wizard to combine the Weapon Master and Fighting Initiative feat, but are you really going to go down that path? 

What is the Fighting Initiative Feat

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.

Tasha’s Cauldron of Everything

Dissecting the Feat

Let’s start by saying I am wondering why there is no +1 to any ability score. Given that a good number of other feats of similar strength provide you with a +1 bonus to at least two ability score options, it’s left me wondering why Fighting Initiative does not. Adding an ability score bump wouldn’t make the feat overpowered, not by a long shot. If anything, it reduces the probability of taking the feat since so many other feats of comparable power do.

Let’s look at each of the Fighting Styles to choose from and get a brief idea if they are, in general, worth taking. Some of them may work for specific classes, and we’ll get into that when we discuss the Fighting Initiative feat’s useability by class.

Archery – You gain a +2 bonus to attack rolls you make with ranged weapons.
If you’re going with a ranged build, it’s a must.

Blind Fighting – You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Extremely situational, making it a weak option at best

Defense – While you are wearing armor, you gain a +1 bonus to AC.
Any increase to Armor Class merits some consideration.

Dueling – When you a wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
It doesn’t seem that great, but a +2 makes many one-handled weapons do the same damage as a two-handed weapon, AND you get to use a shield.

Great Weapon Fighting – When you roll a 1 or 2 on a damage die for a 2-handed melee weapon attack, you can reroll the die and must use the new number, even if that new roll is a 1 or 2. The weapon must have a versatile or two-handed property to use this benefit.
It’s no Great Weapon Master, but it’s ok.

Interception – When a creature you can see hits a target other than you within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + proficiency bonus. You must be wielding a shield or a simple or martial weapon to use this reaction.
It will always limit the damage, and on a crit, that could be the difference between life and death.

Protection – When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
It’s a poor man’s Interception. Disadvantage means the attack has a great chance of missing, but there’s no guarantee. Plus, if you’re not wielding a shield, it’s useless.

Superior Technique – You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist, the saving throw DC equals 8+ your proficiency bonus + STR or DEX modifier (player’s choice). You gain one superiority die, which is a d6. This die is used to fuel your maneuvers. You regain a spent die after a short or long rest.
The best explanation of why this is a good but not great option can be found here.

Thrown Weapon Fighting – You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Similar to the Archery feat, but how many people go with a thrown weapon build?

Two-Weapon Fighting – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Depending on your class, this could be a great, good, or useless option. We’ll explore the great options below.

Unarmed Fighting – Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your STR modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
To be truly effective, you’ll need to combine with the Tavern Brawler feat. If you’re willing to burn two chances to increase your ability scores, go for it. I’m not.

Since you are limited to fighting styles from the fighter class, the Blessed Warrior (Paladin) and Druidic Warrior (Ranger) are missing from the list above. Switching fighting styles provides the feat with some additional depth and comes in handy as you level up. If the fighting style you initially took isn't working for you or if your role in the party has changed with time, being able to change it up is extremely helpful.

Ranged heroes aren't limited to the Archery style, but it's the only option that truly makes sense. Melee heroes get the most out of the feat since they'll have the most options. This is doubly true if your character already has a fighting style, as you can have two fighting styles at one time. The argument that you could dip into a fighter to gain a fighting style is valid. There are a lot of benefits to a single-level fighter beyond obtaining a fighting style: a d10 hit die, second wind, and access to all armor and shields. But is not taking two ability score points worth more than losing an entire level in your primary class? I think not.

Primary spellcasters get the least out of it… obviously.

The Fighting Initiative Feat Useability by Class

Artificer: There's a good option (or three) for the Artillerist (Archery) and Battle Smith (Defense, Interception, and Protection). If you decide to create elixirs or build armor for your friends, the feat isn't for you.

Barbarian: There may be better feats to take, but I'd say seriously consider this feat. Great Weapon Fighting makes sense since most barbarians enjoy hitting things. Defense is good since you can't wear armor. You can even consider Unarmed Fighting if your party's monk tells you how much fun it is to punch things and you want to try it.

Bard: You can get some mileage from the feat if you play a College of Swords or Valor bard. A College of Sword bard can double up on fighting styles, which shouldn't be underestimated even though you're 'only' a bard. Two-weapon fighting and Defense are great on a CoS bard, and CoV bards can benefit from Two-Weapon Fighting, Dueling, Defense, and Superior techniques.

Cleric: If you're a cleric who likes to hit more than heal, you can benefit from Great Weapon Fighting, Dueling, Defense, or even Blind Fighting. 

Druid: You get to be a bear, so what more do you want? Not worth taking

Fighter: Great if you want two fighting styles, but be warned. Choose your fighting style wisely, and be prepared to change it as you reach higher levels. For example, Two-weapon fighting suits your lower-level fighters, allowing you to maximize damage via your two attacks. A great sword or axe will deliver more damage than two weapons at higher levels, so you'll want to switch it out.

Monk: I'm not a fan of this feat for the monk. If you take the feat, Unarmed Fighting will be your primary option.

Paladin: Another class that allows you to have two fighting styles. It depends on your build and your role in the party more than any of the other classes where you can have two simultaneously. If you can develop a great combo that fits what your paladin is trying to do, go for it. Otherwise, scroll to the Sentinel, Polarm Master, and Resilient feats.

Ranger: Melee rangers could consider Dueling, and Ranged rangers can look at Archery. That's about it, so it's not worth taking.

Rogue: Another class with a few solid options but nothing that screams, "You MUST take this feat." If you're opposed to getting hit and using ranged weapons, then Archery is for you. Two-weapon fighting gives you two chances to utilize your sneak attack. Dueling can give that sneak attack damage more oomph. Personally, I'd instead take the Mobile feat to maximize my Dash action, Sharpshooter if I'm a ranged rogue, or Fey Touched to get me out of a jam. 

Sorcerer: Not worth taking.

Warlock: Not worth taking.

Wizard: Not worth taking.

Conclusion

I want to like this feat, but I can't bring myself to say it's worthwhile outside of the classes that could have two Fighting Styles. Even then, it's heavily dependent on your build. The lack of a little ability score bump really does it for me. Add that to the feat, and maybe I could recommend the feat. Even then, it's just a maybe.

Make sure to check out ToolCraft, available for pre-order now!

The 180+ page book contains everything you’ll need for crafting items.

  • 40+ tools, including Homebrew tools

  • Over 350 recipes to craft using your tools

  • Individualized mechanics for every tool

  • PDF and Hardcover books available

Art Credit - Wizards of the Coast

A Player's Guide to Feats - Flames of Phlegethos

A Player's Guide to Feats - Flames of Phlegethos

A Player's Guide to Feats - Grappler

A Player's Guide to Feats - Grappler

0