D&D 5E Unearthed Arcana: 16 New Feats

"Today’s Unearthed Arcana presents a selection of new feats for Dungeons & Dragons. Each feat offers a way to become better at something or to gain a whole new ability." https://dnd.wizards.com/articles/unearthed-arcana/feats The feats include Artificer Initiate, Chef, Crusher, Eldritch Adept, Fey Touched, Fighting Initiate, Gunner, Metamagic Adept, Poisoner, Piercer, Practiced Expert...

"Today’s Unearthed Arcana presents a selection of new feats for Dungeons & Dragons. Each feat offers a way to become better at something or to gain a whole new ability."


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The feats include Artificer Initiate, Chef, Crusher, Eldritch Adept, Fey Touched, Fighting Initiate, Gunner, Metamagic Adept, Poisoner, Piercer, Practiced Expert, Shadow Touched, Shield Training, Slasher, Tandem Tactician, and Tracker.
 

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dalisprime

Explorer
Mask of Many Faces, Devil's Sight, Beast Speech, Eldritch Sight, Eyes of the Rune Keeper, Gaze of Two Minds, Misty Visions... they all sound like pretty darn good choices.

Seriously though - Devil's Sight is almost a no brainer.
 

Mask of Many Faces, Devil's Sight, Beast Speech, Eldritch Sight, Eyes of the Rune Keeper, Gaze of Two Minds, Misty Visions... they all sound like pretty darn good choices.

Seriously though - Devil's Sight is almost a no brainer.
I was thinking in terms of raw combat power.

Fighting in the dark isn't party friendly, so unless everyone has it, I wouldn't rate it that highly. It's potentially very powerful, but you really have to build your whole squad around it to get the best from it.
 

Micah Sweet

Level Up & OSR Enthusiast
Pistol does 1d10 one-handed, which is not quite double hand crossbow, but still pretty solid. Musket does 1d12 two-handed, which is only one size up from a heavy crossbow. Still, I think there’s got to be a better way to improve a firearm user’s damage output with this feat than to ignore loading. Especially since this feat would be the only non-homebrew way to get proficiency with firearms. If the only way to gain proficiency also lets you ignore one of a weapon’s properties, why is the property even there to begin with?
Artificers have proficiency with firearms if they're part of the campaign. I see your point in general though. Maybe add a sidebar in whatever book this stuff ends up in that shows which classes have firearm proficiency in games where they exist.
 

dalisprime

Explorer
I was thinking in terms of raw combat power.

Fighting in the dark isn't party friendly, so unless everyone has it, I wouldn't rate it that highly. It's potentially very powerful, but you really have to build your whole squad around it to get the best from it.
It does solve a whole lot of issues for races that don't have darkvision. The added benefit of seeing through magical darkness is just cherry on top.
 

Crusher works for magic stone rogues!A ArtificerInitiate for magic stone arcane tricksters! SAD!

I would like some of these feats to be less wordy, but I love how many character concepts these feats enable.
 


CapnZapp

Legend
I'm not a fan of feats that commit melee characters to a particular type of weapon. Not given that the game conveys a strong sense of either fixed (e.g. written into adventures) or random magic items.

I'd be better with it with a rule (house rule?) that any time you gain a level you can swap one feat.

Or make it explicit, in the DMG and in official adventures, that DMs should tweak magic treasure to fit the needs/desires of the heroes.
What feats are you talking about?

By my quick reading they have gone out of their way to avoid exactly the thing you're talking about.

Unless you feel being restricted to making "slashing" damage is overly restrictive...

...in which case I need to remind you of the feats of a much older UA, which rightfully was withdrawn on the criticism "being restricted to hammers (etc) is no fun".
 

CapnZapp

Legend
I was thinking in terms of raw combat power.

Fighting in the dark isn't party friendly, so unless everyone has it, I wouldn't rate it that highly. It's potentially very powerful, but you really have to build your whole squad around it to get the best from it.
It's like dark vision.

If you're the only one with it, it's not powerful, almost a ribbon ability.

It's power comes when NOBODY is without it, so you can drop those torches altogether.

I believe it's undercosted for this specific reason. Darkvision should not have been so ubiquitous in 5E.
 


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