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2016 Feats Review
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<blockquote data-quote="CapnZapp" data-source="post: 6961072" data-attributes="member: 12731"><p><u>Polearm Master</u></p><p><em>bonus attack, OA when moving into melee with you</em></p><p><span style="color: #0000FF"><strong>Design:</strong></span>Two clean abilities. As a quibble, I would have preferred it if the weapons were identified by keyword (such as feats that say "when you use a heavy weapon" or finesse or two-handed etc) rather than a crude list. I won't let that quibble detract from my grade.</p><p><span style="color: #0000FF"><strong>Fun:</strong></span> This feat makes your polearm feel polearmy, so, fun.</p><p><span style="color: #6698FF"><strong>Power:</strong></span> A reliable way to use a bonus action for an extra attack is the cornerstone to combat power, so this feat will rate highly solely because of that. The "OA upon entry" is gravy. But not just gravy - for instance, coupled with sentinel is can stop a foe completely. Of course, that tactic is limited to once/round, only applies to melee monsters w/o reach, and doesn't prevent the monster from simply attacking someone else. So powerswise its gravy. So, is it <em>too</em> powerful then? I would say no. After all, you only have the one bonus action, and the attack is with a small damage die.</p><p></p><p><u>Resilient</u></p><p><em>saving throw proficiency</em></p><p><strong>Design:</strong>I guess no complaints. Saving throws break at higher levels, but that's not this feat's fault. Making the half feat open is good.</p><p><strong>Fun:</strong> Shoring up a weakness isn't exactly fun.</p><p><span style="color: #800080"><strong>Power:</strong></span> Since there are six saving throws, and since proficiency doesn't exactly save you if you don't also have a decent score, this is not a powerful way of getting good at saving throws. (Not that there's much choice). Couldn't WotC have thrown this a bone?</p><p></p><p><u>Ritual Caster</u></p><p><em>cast spells from ritual spellbook</em></p><p><span style="color: #0000FF"><strong>Design:</strong></span>Turns you into a "ritual wizard" that can cast spells without spellcaster levels. A nice inclusion, a clean design</p><p><span style="color: #0000FF"><strong>Fun:</strong></span> This has to be rated fun for those interested</p><p><strong>Power:</strong> At first it appears no more powerful than, say, Magic Initiate. But it will let you collect more rituals, and you can cast them approximately as a Wizard of your level. No earthshattering power, but definitely nice. Note my grade is based on the assumption your DM will generously allow you to find most of the better rituals for your chosen class.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6961072, member: 12731"] [U]Polearm Master[/U] [I]bonus attack, OA when moving into melee with you[/I] [COLOR="#0000FF"][B]Design:[/B][/COLOR]Two clean abilities. As a quibble, I would have preferred it if the weapons were identified by keyword (such as feats that say "when you use a heavy weapon" or finesse or two-handed etc) rather than a crude list. I won't let that quibble detract from my grade. [COLOR="#0000FF"][B]Fun:[/B][/COLOR] This feat makes your polearm feel polearmy, so, fun. [COLOR=#6698FF][B]Power:[/B][/COLOR] A reliable way to use a bonus action for an extra attack is the cornerstone to combat power, so this feat will rate highly solely because of that. The "OA upon entry" is gravy. But not just gravy - for instance, coupled with sentinel is can stop a foe completely. Of course, that tactic is limited to once/round, only applies to melee monsters w/o reach, and doesn't prevent the monster from simply attacking someone else. So powerswise its gravy. So, is it [I]too[/I] powerful then? I would say no. After all, you only have the one bonus action, and the attack is with a small damage die. [U]Resilient[/U] [I]saving throw proficiency[/I] [B]Design:[/B]I guess no complaints. Saving throws break at higher levels, but that's not this feat's fault. Making the half feat open is good. [B]Fun:[/B] Shoring up a weakness isn't exactly fun. [COLOR="#800080"][B]Power:[/B][/COLOR] Since there are six saving throws, and since proficiency doesn't exactly save you if you don't also have a decent score, this is not a powerful way of getting good at saving throws. (Not that there's much choice). Couldn't WotC have thrown this a bone? [U]Ritual Caster[/U] [I]cast spells from ritual spellbook[/I] [COLOR="#0000FF"][B]Design:[/B][/COLOR]Turns you into a "ritual wizard" that can cast spells without spellcaster levels. A nice inclusion, a clean design [COLOR="#0000FF"][B]Fun:[/B][/COLOR] This has to be rated fun for those interested [B]Power:[/B] At first it appears no more powerful than, say, Magic Initiate. But it will let you collect more rituals, and you can cast them approximately as a Wizard of your level. No earthshattering power, but definitely nice. Note my grade is based on the assumption your DM will generously allow you to find most of the better rituals for your chosen class. [/QUOTE]
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