It has been just under a year before we saw the 4th level feats in the Expert Classes playtest (PT2), with first-level feats in Character Origins (PT1). Since that time, we’ve had the OGL scandal, a D&D movie, a promise to monetize the game until Hasbro owns our tears, as well as two versions of (almost) every class.
Given how much has changed in the classes, I want to go back and take a look at the feats, and maybe see a bit more now that we have a sense of the overall PHB revisions.
Level 1 Feats (PT1):
Given how much has changed in the classes, I want to go back and take a look at the feats, and maybe see a bit more now that we have a sense of the overall PHB revisions.
Level 1 Feats (PT1):
- Ten options (9 in PT1 and Lightly Armored in PT2) is not nearly enough.
- There are five feats without any ASI in Tasha's Poisoner, Metamagic Adept, Eldritch Adept, Fighting Initiate, and Artificer Initiate. With the exception of the last, all could be dropped into the PHB without difficulty. Some won't want Metamagic and Fighting Initiate here; if they were moved to 4th-level (and given a +1 ASI?) that'd be fine with me (regrdless, there's going to have to be a statement somewhere about backwards compatibility).
- This is the sub-list that Warlocks can draw on through their Lessons of the First Ones invocation (PT7). So while it’s repeatable, I’m not sure how much choice there really is, since characters will be starting with one or 2 at level 1 in any case. I guess you could forego a pact and start with three feats as a Human Warlock 1?
- Savage attacker, Skilled, and Tough are all straightforward bonuses for your career. Nothing exciting, but clear and easy. Alert, Healer, and Magic Initiate are all solid ways of individuating a character. I suspect I’ve used Magic Initiate most as a first-feat choice in the current game, and it’s exactly the same; still desirable but not, IMO, overpowered.
- Lightly Armored gives light and medium armor proficiency, and shields. This is substantial (two 2014 feats combined), and allows a starting character to replicate the abilities of the mountain dwarf, through the initial feat. Will be popular, and, for my money, in the top two for initial choices, along with Magic Initiate.
- Lucky is still way too strong.
- Tavern Brawler is fun, and adds to the effectiveness of the Brawler subclass, but could work with other classes too. I still don’t know what Fighting Style the Brawler is supposed to choose; Defense would be disappointing. It would be nice if the wording for Duelling or Two-Weapon fighting were changed to were changed to work with this.
- Crafter and Musician still seem mis-framed. Musician provides a variant song of rest and proficiency in three instruments (but not Performance, or allow Expertise or advantage on Performance checks). Crafter gives tool proficiencies and a 20% discount on all nonmagical items. Does that include gems for spell components? Such a weird incentive in any case. Both need a serious re-think – nothing we’ve learned makes them feel any better.
- Six to choose from (PT6), all carried over from previous books. Trusted and safe.
- No blind sight, thrown weapon, interception, superior technique, unarmed fighting (all from Tasha’s).
- 17 total: 8 to choose from in PT2 (Expert), plus 3 from PT4 (Druid and Paladin) and 6 in PT5 (revised from PT2), at level 20. 2: combat prowess, fortitude, luck, peerless aim, recovery, skill proficiency, undetectability, unfettered. 4: fate, spell recall, truesight. PT5: dimensional travel, energy resistance, irresistible offense, recovery, speed, night spirit.
- Now no longer part of class progression, and “after level 20” (PT7).
- Now a feat, latest version in PT7.
- 29 options, all named after or replacing 2014 PHB options (Mobile becomes Speedster, e.g.). All of them “half-feats”; including a +1 ASI. Three PHB feats not carrying over: Dungeon Delver, Linguist, Martial Adept. All are changed, and most are improved (irrespective of the +1 ASI).
- Some of these were discussed in This thread.
- There are ten feats with an ASI in Tasha's. All of them could be 4th level feats.
- Each has a line asking if it’s repeatable, only Elemental Adept is. Why us not Resilient not repeatable?
- Significant changes to combat feats:
- Crossbow Expert now only used for crossbows – no longer the way to cast attack cantrips in melee range.
- GWM loses -5/+10, and gets +Prof 1/turn.
- Sharpshooter loses -5/+10, gets no disadvantage at long range, and lets ranged weapons be used in melee.
- Spell Sniper loses the free cantrip, and lets spells be used in melee.
- Dual Wielder no longer gives +1AC. PAM no longer works with q’staff.
- Mage Slayer – no reaction melee attack vs spells or advantage of melee-range spells; instead you get to pass any Int/Wis/Cha save. That’s super powerful, and makes this a good pick for almost anyone.
- Mounted Combat – it’s now a reaction to deflect an attack from your mount (and so only 1/round)
- Keen Mind and Observant now framed exclusively in terms of gaining one skill proficiency (or expertise), and being able to take an action (Study or Search) as a bonus action. The fluffy bits of both are gone.
- Ritual Caster, still my biggest disappointment (see next post).