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New Race Feats Appearing in D&D's 'Xanathar's Guide to Everything
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<blockquote data-quote="Mephista" data-source="post: 7271653" data-attributes="member: 6786252"><p>Can I ask if you've read the UA about racial feats?</p><p></p><p>I would hardly call the racial feats overpowered. For the most part, they were flavorful, but hardly strong. Dragon fear - spend a feat to inflict Frightened. While a cool ability, its not that different from the Fighter Maneuvers to inflict frightened; worse, the Maneuver to scare someone deals actual damage, while this doesn't. Dragon hide - get claws, +1 CHA/STR and +1 AC <em>when not wearing armor.</em> This is only good if we have a barbarian or spellcaster dragonborn; and even then, its only an advantage when you somehow arrange things so that your +1 attribute bump gets you to an even number. Otherwise, its a bit worse than just taking +2 dex. Dragonwings - 20' fly when you're not wearing heavy armor. Sound nice for those aforementioned barbarians and sorcerers, I suppose. A bit slow to chase a flying creature as a melee barbarian, though. Paladin dragonborn wear heavy armor, so clearly they don't benefit. Its only on sorcerers that we see any real question of use over flying, which possibly leads to some issues, but no more than flying tieflings* and aarkosha haven't introduced already. If flying is an issue in your campaign, you're going to be banning more than this feat. If not, then its negligable compared to other options.</p><p></p><p>Human feat Prodigy- +1 to any attribute, then an extra skill, tool and language. If were talking variant human, then you basically have +2, +1 attributes with a free skill, a language and a tool. That sounds remarkably close to a high elf - +2 dex, +1 int, perception, free language, racial weapons, trance. The human gets a tool over the elf, whereas the high elf gets a free cantrip and darkvision over the human. That's terrible. Human Determination is actually pretty good - +1 to any attribute, and once a short rest get advantage on a roll. Its comparable to Lucky; the short rest versus long rest means that they potentially get the same number of uses per day, but in some games, those rests don't happen. H.D. gives a +1 attribute, but Lucky can also be used to effectively negate someone's attack. I think, all in all, Lucky is a better feat, which means that H.D. can't really be overpowered either.</p><p></p><p>Dwarf - Resilience requires you to dodge. Dodging in combat is rare as heck, imho. Grudge bearer has the same issues as Favored Enemy - what happens if you don't have a specific race that's everywhere? Even when the race appears, I'd say the benefits are worse than Human Determination; too unreliable. Squat nimbleness - +1 STR/DEX, walking speed +5, gain proficiency or expertise in Acrobatics or Athletics. Actually not bad. Extra movement is always good (prevents wasted turn) for melee types, and Athletics is a very solid skill to have in both combat and exploration. I can't think of a situation where this is going to be more than just good, though. Hardly powerful, let alone overpowered.</p><p></p><p>I could go on. Going by the UA, there's only a handful of feats that I think are really worthwhile. Even then, they're comparable to existing abilities, roughly equal, or just a slight touch weaker. </p><p></p><p>There's only one feat that I think is potentially "overpowered" and that's Elven Accuracy. Rerolling once when you have advantage is very strong. And that's assuming it survives as is.</p><p> I'm beginning to doubt we read the same material here. A good chunk of the core races are anything BUT well designed. Especially the poor dragonborn. They're terrible. Tieflings in the core aren't exactly shining exemplars either. Stout Halflings are pretty well laughed at. People consider non-variant humans to be a pretty bad design as well. </p><p></p><p>Humans, high/wood/half elves, dwarves, lightfoot halflings and gnomes are all solid. Everything pasts those?</p></blockquote><p></p>
[QUOTE="Mephista, post: 7271653, member: 6786252"] Can I ask if you've read the UA about racial feats? I would hardly call the racial feats overpowered. For the most part, they were flavorful, but hardly strong. Dragon fear - spend a feat to inflict Frightened. While a cool ability, its not that different from the Fighter Maneuvers to inflict frightened; worse, the Maneuver to scare someone deals actual damage, while this doesn't. Dragon hide - get claws, +1 CHA/STR and +1 AC [I]when not wearing armor.[/I] This is only good if we have a barbarian or spellcaster dragonborn; and even then, its only an advantage when you somehow arrange things so that your +1 attribute bump gets you to an even number. Otherwise, its a bit worse than just taking +2 dex. Dragonwings - 20' fly when you're not wearing heavy armor. Sound nice for those aforementioned barbarians and sorcerers, I suppose. A bit slow to chase a flying creature as a melee barbarian, though. Paladin dragonborn wear heavy armor, so clearly they don't benefit. Its only on sorcerers that we see any real question of use over flying, which possibly leads to some issues, but no more than flying tieflings* and aarkosha haven't introduced already. If flying is an issue in your campaign, you're going to be banning more than this feat. If not, then its negligable compared to other options. Human feat Prodigy- +1 to any attribute, then an extra skill, tool and language. If were talking variant human, then you basically have +2, +1 attributes with a free skill, a language and a tool. That sounds remarkably close to a high elf - +2 dex, +1 int, perception, free language, racial weapons, trance. The human gets a tool over the elf, whereas the high elf gets a free cantrip and darkvision over the human. That's terrible. Human Determination is actually pretty good - +1 to any attribute, and once a short rest get advantage on a roll. Its comparable to Lucky; the short rest versus long rest means that they potentially get the same number of uses per day, but in some games, those rests don't happen. H.D. gives a +1 attribute, but Lucky can also be used to effectively negate someone's attack. I think, all in all, Lucky is a better feat, which means that H.D. can't really be overpowered either. Dwarf - Resilience requires you to dodge. Dodging in combat is rare as heck, imho. Grudge bearer has the same issues as Favored Enemy - what happens if you don't have a specific race that's everywhere? Even when the race appears, I'd say the benefits are worse than Human Determination; too unreliable. Squat nimbleness - +1 STR/DEX, walking speed +5, gain proficiency or expertise in Acrobatics or Athletics. Actually not bad. Extra movement is always good (prevents wasted turn) for melee types, and Athletics is a very solid skill to have in both combat and exploration. I can't think of a situation where this is going to be more than just good, though. Hardly powerful, let alone overpowered. I could go on. Going by the UA, there's only a handful of feats that I think are really worthwhile. Even then, they're comparable to existing abilities, roughly equal, or just a slight touch weaker. There's only one feat that I think is potentially "overpowered" and that's Elven Accuracy. Rerolling once when you have advantage is very strong. And that's assuming it survives as is. I'm beginning to doubt we read the same material here. A good chunk of the core races are anything BUT well designed. Especially the poor dragonborn. They're terrible. Tieflings in the core aren't exactly shining exemplars either. Stout Halflings are pretty well laughed at. People consider non-variant humans to be a pretty bad design as well. Humans, high/wood/half elves, dwarves, lightfoot halflings and gnomes are all solid. Everything pasts those? [/QUOTE]
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