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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Artificer Initiate should give expertise in chosen tool.

Chef feat should give expertise in cooking tools.

Poisoner should give expertise in poisoner's kit,

Is Expertise actually a defined, generalized thing in the 5E rules or is it just a thing that keeps coming up as a Class or Race or similar feature? If it's still not generalized, I can see why they didn't take this approach.

A combo that is good isn't power creep, unless you can point to an actual total character that is more powerful than what you can make along a similar theme and concept using the core books.

Yup. This is actually at the core of a lot of issues around people claiming stuff is "overpowered" in 5E. In most cases, it's actually significantly less powerful than stuff in the PHB. The PHB has a bunch of extremely strong races, extremely strong subclasses, and still pretty much the outright most powerful Feats in 5E, and people who start shouting "power creep!" are generally pointing to things that are merely solid-to-good, but still clearly behind much of the PHB. This is different to a lot of editions, particularly 3E, where books started coming out with straight-up better PrCs, Feats, weapons, etc. than the PHB almost immediately. It's also different to a lot of other TT RPGs and some D&D sourcebooks, where some books add new abilities or systems accessible by one, some or all PCs, which make them straight-up more powerful (Theros has this, for example, though obviously by default it only applies to Theros).
 
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Guest 6801328

Guest
This misses on many points. +1 to my prime stat (or even +2if no feat) compaired to opening new options is super hard to judge...

My warlock of baba yaga (Fey pact but looks and acts like melisandra from AsoFaI.) At 4th level had to decide if she would up her cha to 18, or take magical adept. .magic adept gave me a melee attack (primal savagery =iron fangs dripping with acid) the ability to aid my friends in skill checks (guidence) gave me a 1/per day cure wounds based on my 14 wis, but also added that cure wounds to my warlock spells known. How can you compare the 2?

So your argument is that because sometimes it’s hard to choose between +’s and new abilities, it always is?
 



The artificer one is already borderline overpowered without buffing it further.

Adding expertise to poisoner would still leave it woefully underpowered.
 


Sunsword

Adventurer
I don't understand the need for the multi-class type Feats unless you don't allow multi-classing.

It all feels like rules bloat to me.

Depending on how this and the alternate abilities UA several months ago turn out, this might the first 5E book I don't use at my table.
 



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