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UA 16 New UA Feats: THE POLL!

Which of the new UA Feats do you like?


  • Total voters
    88

CleverNickName

Limit Break Dancing
Required Reading: Unearthed Arcana 2020: Feats

Now that we've all had a chance to read and discuss the new UA feats, I'm curious to see what everyone thinks of them. So I made a super-simple poll!
  • If you like a feat--maybe you think its interesting, you think it might be fun, etc.--vote for it.
  • Otherwise, don't vote for it.
  • As always, add any nuance or clarifications in the comments.
  • "Lemon Curry" is for those who don't like any of the options, and wanted to vote as such. Or for those who just want to be silly.
EDIT: Understand that this is not the official WotC survey, nobody from WotC will ever see this, and thus these votes will have absolutely no bearing on whether or not any of these feats are included in any official book. If you think it will, and are voting accordingly, you are doing it wrong. This is, and will only ever be, purely a conversation tool. Thanks!
 
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CleverNickName

Limit Break Dancing
For my part, I can see myself using nearly all of them. I'm not excited about the "damage type" ones like Crusher, Piercer, and Slasher, but I might give Poisoner a try because it comes with a tool proficiency.

My favorite one is Shield Training. Without this feat, it feels unfairly difficult to get proficient with shields. I also like Fey Touched and Tracker.
 
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NaturalZero

Adventurer
I'd really like to like the gunner feat because i'd prefer settings with guns but i can see how it would be problematic for groups where a player would grab this out of a book and the DM would be feel like he's being forced to add guns.
 



Baba

Villager
I can certainly think of campaigns where firearms would be fitting. My problem with the firearms in the DMG is that they are too good. I would want it to be a stylistic choice to use firearms, not something you choose just because it is better. I guess it's a nod to realism, but I don't need realism.

We allowed pistols in Curse of Strahd, but we just used the stats for hand crossbows.
 

jmartkdr2

Adventurer
On Gunner: I actually split this hair pretty narrowly: I don't mind guns in my fantasy, but I don't like guns in my DnD.

I'm not totally sure why that is, but it might come form starting in the late 80's right after DnD started to become it's own IP and not just a mishmash of whatever fantasy tropes the authors last ran into.
 

cbwjm

I can add a custom title.
I think they're all winners, there isn't a single one I felt wouldn't fit in my game and if any of my players wanted to use one I'd be all for it..

Class Feats. These feats that give you a little bit of power from another class and are a great way to provide a little bit of multiclass flavour. Metamagic adept is great as we finally have a way to allow a little bit of metamagic for other spellcasters. I never really liked that metamagic was locked away in the sorcerer. Tracker is a great feat and I'd be keen to include this on a fighter or barbarian outlander if I didn't want to go full ranger. A lot of people complain about options (whether feats or subclasses) stepping on another classes toes, I am not one of them.

Weapon/Armour Feats. Crusher, piercer, and slasher are another great customisation option. I really like the older UA weapon feats and I'm glad that these could lead to further customisation options for players that tend to stick to a certain weapon. Opening up fighting styles for other classes is also pretty good, I expect many will be taking this for the +2 from archery. Gunner is good, though I'm just as likely to allow crossbow expert to apply to firearms/pistols if I have firearms in the game. Shield training would be great for a mountain dwarf wizard.

Skill Feats. Chef is brilliant, Poisoner is good, and practised expert is similar enough to prodigy which I had already opened up to every race anyway. I think it is a really good addition. I really liked the various skill feats they put out in a UA an age back and was hoping that they'd show up in a book. Maybe these ones will manage to make it in.

Other Feats. Tandem Tactician is a great addition for a warlord feel. Although I'm not opposed to a warlord class, I do feel like the way the designers have split the warlord kit amongst a number of classes is better and a feat like Tandem Tactician could really help cement a character build.
 

dnd4vr

The Smurfiest Wizard Ever!
Actually, I only really like the idea of Practiced Expert, but we just house-ruled Prodigy available to every race so it isn't needed really. And actually, a +1 ASI and a skill and an expertise is a bit much for a feat, so we won't use it anyway.

Too many of the other feats invade class features, or are too much fluff for me, or just don't really fit. But as I wrote in the other thread, at least they are thinking about more feats, which is cool.
 

delphonso

Explorer
Getting an extra eldritch invocation would be really nice. It's also a good way for humans to get Devil's sight at first level.

I quite like all of these. They seem mostly strong, and cater to lots of character builds.
 

Benjamin Olson

Adventurer
I like that there is a shield proficiency feat, but I think that one needs work. First off one of the features is being able to equip or unequip the shield as a free action which is the way everyone I've ever played with seems to play already. That dropping your shield requires an action seems to be about the most obscure and rarely enforced rule in the game, so ignoring it seems like a rather minor feature. Maybe this is an unfair criticism, but I've seen people make the same argument about drawing two weapons with the dual wielder feat, and I've played at tables that were relatively strict about one free object interaction, but I've never encountered a table strict about shields. Seems like it needs another feature.

More importantly though I just think, if making shields a spell focus is going to be one of the big selling points of the spell it needs a different name like "Shield Caster" or something, to make it clearer to the uninitiated browsing through that this is a feat for people who otherwise wouldn't be using shields to use shields rather than to make your fighter into Captain America.

I like that there is one for guns, though it might need some language to make it clear that the "loading" property is different than the "Reload" property, and generally would benefit from having an original feature. This feels like some cautious DM's homebrew reskinning of Crossbow Expert for a player who wanted to use a gun. Maybe it should make you proficient with gun maintenance and gunpowder production.

Otherwise I love them all. A lot of characters have been rescued from awkward multiclasses here.
 

WotC says they want 70% approval from UA. While ENWorld is never going to get the response rate that WotC does, it is interesting to look at the few feats that aren't even close to 70%
 


Horwath

Adventurer
I like most of them,

Practiced expert might be a little strong,

feats that give fixed tool proficiency should come with expertise tagged along.

Fighting Initiate is weak for a full feat.
 

CleverNickName

Limit Break Dancing
We have a feat that will let you pick a combat style. And we have a feat that will let you choose a warlock invocation. And a feat that will let you choose a metamagic option. And they have Artificer and Ranger-flavored feats, too. They all look pretty useful and interesting, with the occasional fun combo (if maybe broken a little).

I wonder why they didn't offer a "channel divinity" flavored feat? Or a "sneak attack" flavored feat?
 

WotC says they want 70% approval from UA. While ENWorld is never going to get the response rate that WotC does, it is interesting to look at the few feats that aren't even close to 70%
Yes, I think the two that score low is the useful information in this poll.
On Gunner: I actually split this hair pretty narrowly: I don't mind guns in my fantasy, but I don't like guns in my DnD.

I'm not totally sure why that is, but it might come form starting in the late 80's right after DnD started to become it's own IP and not just a mishmash of whatever fantasy tropes the authors last ran into.
I think the issue with Gunner is it's a player facing option. It is basically telling players "guns are a thing". If anything belongs in a campaign setting book rather than core rules it is this feat.

Poisoner simply doesn't do enough to make poisons a viable option for players. It needs something fluffed as "you are so good at mixing poisons that you can even make a concoction that that works on things that are normally immune to poison". You could either do that as bypassing poison immunity, or let you freely change the damage type of your poison to something else.
 

Li Shenron

Legend
Chef is quite original and interesting, altogether I would prefer it without the ability bonus.

Fey/Shadow Touched are reinforcing the important of those 2 planes in the setting, which could be fine if you're into it, not particularly original but at least flavorful.

With all the others I have issues of various kind.
 

Fey/Shadow Touched are reinforcing the important of those 2 planes in the setting, which could be fine if you're into it, not particularly original but at least flavorful.
I think they are intended as a way to add more spells to sorcerers (and other casters who might be dissatisfied with what is on their class lists).
 

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