D&D 5E Feats


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There aren't any really. There's just the Deep Gnome Magic feat and the playtest feats from that one Unearthed Arcana article. You can probably find some unofficial feats on the DMs Guild, though.
 




There is an unearthed arcana article with quite a few nice feats.

Well, at least there's an UA article with feats. I wouldn't say there's universal acclaim that they are nice - I really dislike some of them and mildly dislike the rest.

For the weapon feats I really don't like the power creep of +1 to hit, the further lock-in to specific weapons to a character so I must tailor magic weapons to specifics, the extra time at the table some require like "did both dice of advantage hit?" or "would the discarded die of disadvantage have hit?".

Some of the non-weapon ones were okay, but gave out abilities that you should be able to work out with checks but now it's sort of codified you need a feat. "Can I taste a small bite fo the food and tell if it seems off?" shouldn't be responded with "Do you have the Gourmand feat?". And the one the doubled thieves' tools seemed like it had the potential to turn into a feat tax - if one character with proficiency gets it and the DM recalibrates DCs, then all of he characters with thieves' tools proficiency need it.
 

Well, at least there's an UA article with feats. I wouldn't say there's universal acclaim that they are nice - I really dislike some of them and mildly dislike the rest.

For the weapon feats I really don't like the power creep of +1 to hit, the further lock-in to specific weapons to a character so I must tailor magic weapons to specifics, the extra time at the table some require like "did both dice of advantage hit?" or "would the discarded die of disadvantage have hit?".

Some of the non-weapon ones were okay, but gave out abilities that you should be able to work out with checks but now it's sort of codified you need a feat. "Can I taste a small bite fo the food and tell if it seems off?" shouldn't be responded with "Do you have the Gourmand feat?". And the one the doubled thieves' tools seemed like it had the potential to turn into a feat tax - if one character with proficiency gets it and the DM recalibrates DCs, then all of he characters with thieves' tools proficiency need it.

Those feats are nice. You do not have to do any extra work as DM. If you do you do it wrong. If you decide to specialize as player, you linit yourself. You trade versality against power. The opposite of multiclassing.
 

The Primeval Thule Player's Companion has 11 new feats in it. All are at least decent, in my opinion, and all can work without using anything else from the Primeval Thule setting.

NOTE: the Player's Companion was written before the 5e OGL was released, and thus as a few awkward rules dance-arounds (the term "tactical advantage" instead of just "advantage," for example). If that will bother you, go no further.
 


Hmm thanks all for the replies. Maybe if i just ask for what I'm looking for i might be able to either get a homebrew feat or pointed to an actual feat that helps. I have a dwarf monk that I'm taking through a homebrew drunken master specialty. There really isn't a core feat that will help with my monk damage or even monk armor. I am going to stay monk for all my levels except a dip[ into barbarian so i can add CON to my AC. Any help would be appreciated
 

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