Overall, a lot of the feats seem to have prerequisites (racial, stat,class and a new one: tier) which is a bummer. For the most part they make sense, (like str15 + con15 for full plate) but I feel the choices are narrowed down a lot.
That said, the feats seem very much driven by the 4 roles philosophy, and they let you choose exactly where you want to be: does your cleric want to DPS or tank on the side? There are more viable options in those directions than before, like taking armor specialization (chainmail). (+1 to ac when wearing chainmail)
Overall there will be fewer broken things happening *looks at persistent spell*
Here are some noticeable ones:
Jack of all trades: +2 to all untrained skills.
You can also take a "skill training" feat to get a +5 to any skill. thats a huge one. then take the focus feat for +3.
Theres a cool channel divinity one too: when you roll 20 on a saving throw, you affect an enemy with the effect you were trying to save against.
The channel divinity ones are underwhelming, for the most part.
There is a wizard one which has a requirement I dont like: spell focus, gives a -2 to all saves against your spells. Requires Cha 13? At first consideration it looks like a must have for wizards, so now they have to spend some points on cha.
That said, the feats seem very much driven by the 4 roles philosophy, and they let you choose exactly where you want to be: does your cleric want to DPS or tank on the side? There are more viable options in those directions than before, like taking armor specialization (chainmail). (+1 to ac when wearing chainmail)
Overall there will be fewer broken things happening *looks at persistent spell*
Here are some noticeable ones:
Jack of all trades: +2 to all untrained skills.
You can also take a "skill training" feat to get a +5 to any skill. thats a huge one. then take the focus feat for +3.
Theres a cool channel divinity one too: when you roll 20 on a saving throw, you affect an enemy with the effect you were trying to save against.
The channel divinity ones are underwhelming, for the most part.
There is a wizard one which has a requirement I dont like: spell focus, gives a -2 to all saves against your spells. Requires Cha 13? At first consideration it looks like a must have for wizards, so now they have to spend some points on cha.
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