D&D 5E DMGuild Review 10 New Feats for 5th Edition

Zardnaar

Legend
This is a review of the following product.

http://www.dmsguild.com/product/185763/10-New-Feats-for-5th-Edition-DD

10 new feats for 5E. As a general rule I am not a fan of 3pp or DMGuid feats for 5E as generally I have found them to be over powered, broken or just badly designed. I generally prefer 3pp for options either lacking in the main game or to enhance neglected areas of the game so things like the En5ider Rangers I tend to like, feat bloat not so much. I picked this PDF upin a recent bundle for $10 for a heap of DM adventures, monsters etc.

Well this PDF gave me a very pleasant surprise. Not only would I allow most of them into the game I would encourage the PCs to have a look through this document as after 3 years the 40 odd feats in the PHB do not really cut it. Also with things like shield master, polearm master, great weapon master and sharpshooter you tend to see the same feats again and gain for the martial types. The 5E PHB also tends to lack exciting feats for spellcasters so you often default to warcaster, resilient:con, or Alert. So I will have a quick look at the 10 feats and give you an idea of what they do and new options they allow.

Acrobat
The acrobat feat is one of those useful feats that does its job and is great in certain situations. +1 dex, half damage in falls less than 30 feat and advantage on checks vs things like shove attacks and avopiding or escaping grapples. Not to exciting I suppose I doubt I would pick it but it looks OK.

Arcane Archer
This feat might get a heap of flack due to it being named after a prestige class. basically it lets you cast a lvl 1+ spell, fire it from your bow (using the bows range) and it lets you apply the bows damage as well. Thought it was OP at 1st but it is a bit limited but this feat I think is great for certain cleric builds and elven spellcasters. Bow damage+inflict wounds and other shenanigans can be had. Not as good as you would think for valor bards as it is kind of like Green Flame Blade in some ways. Also plays nice with certain 3pp domains such as the Hunt Domain and the PHB War domain. I like the feat and it is limited by the amount of spell slots you have.

Close Quarters Shooter
Basically functions as Cross Bow Expert for bows but you do not get the bonus action attack that Crossbow Expert allows. Combos a bit with Sharpshooter and more or less eliminates all the downsides of using a bow.

Commander
For those of you who miss the warlord this feat might help plug the gap if you combine it with the Battlemaster Fighter and the Inspiring Leader feat. It grants 3 effects you can do as a bonus action.
1. Grant advantage to a allies next attack (a'la mastermind rogue)
2. Dash action as a bonus action
3. Make an immediate saving throw.

A creature can only benefit from one of these effects 1/minute but you can pick a different target. I like this feat a lot and it fills a hole some posters have been clamouring for. Commander, Inspiring Leader, Battlemaster fighter is actually a great combo IMHO.

Improvisational Caster

This is more or less the 3.0 Energy Substitution feat (not the 3.5 one) as you can use a bonus action to turn your spells into different elemental effects including Thunder. You can also can use different gestures to cast your spells and advantage on rolls to activate items such as spell scrolls. The most obvious use for this feat is for Sorcerers as fire ones are well catered to, frost you can almost do but you lack spells for the others (lightning maybe at a squeeze). Balance wise though throwing around acid balls might be OP but the Dragon Sorcerer needs some love IMHO.

Small Arms Expert

One of the new feats that also caught my eye. It gives you +1 strength of dexterity, functionally gives thrown weapons the ammunition property (allowing higher level and action surging fighters for example to make multiple attacks with spear/javelins), and lets you add strength and dexterity modifiers to damage with light weapons. At 1st I thought this ability was broken and then you think of things like Polearm Master, Crossbow Expert, Great Weapon Master etc so getting a +2 or +3 damage on a generally underpowered weapon style. Also enables the brutal rogue concept without multiclassing. I have some definite thoughts on how to use this feat and I like it as it makes other styles a bit more viable such as TWF and duelist with a rapier.

Spell Duelist
A dedicated spellcaster feat that is not strictly a blatant power creep a'la to many 3E era feats. It allows you to have advantage on saves vs spells you have prepared, reflect spells back on spells you counterspell, The final part of the feat lets you deal 1d6 points of force damage per level on any spell yo dispel. The feat is probably a bit narrow to reliably pick but it looks like fun as well. Bonus points for interesting and fun but probably a bit to limited.

Spell Focus.

A rebirth of an infamous 3.0 feats at least in name. This version is more defensive as it grants you advantage on saves vs a chosen school and negates advantage on an opponents save. It also makes your spells of a school harder to dispel.

Weapon Master
You gain +1 strength or dex and proficiency in 4 weapons or in an exotic weapon. There are 4 exotic weapons and they are a lot less useful than the 3E equivalents. The weapons are.

Chakram. Basically a 1d6 damage long range dagger.
Composite Bow. A 1d8 short bow for smalle races who can't use the longbow.
Spiked Chain. 2d4 two handed weapon with reach. Allows bonus action grapple rolls.
War Sythe 1d10 two handed heavy weapon allows bonus action shove attacks to knock opponents prone.

Overall I do not mind this feat. Exotic weapons I can give or take and good luck finding a magic one. The new hexblade warlock option with a war scythe looks interesting though..

Weapon Specialisation

This brings back echoes of AD&D where it more or less gave you a +1 to hit, +2 bonus damage and a extra attack every second round. This one has several effects.
1. +1 str or dex
2. Reroll attack rolls resulting in 1`(a'la halflings, they get to reroll 2's).
3. Extra dice of damage on a critical hit.

I like this feat a lot and want to test out a halfling duel wielder combining this with the Small Arms expert. Its also a nice feat for sword and board types and champion fighter/half orc champion fighters.

Underdog
Feat number 10 and the last one of the PDF. It boosts con or wisdom by +1, gives you temporary hit points when an ally fails a death save and gives you advantage to hit anyone who gets a critical hit on you.

Its a feat, probably to situational, and it is just another feat IMHO but it is a little bit interesting at least.

Overall.
Over half of thefeats in this PDF are useful/fun, most are interesting and the power creep is on some of the weaker options in the game so that is fine as well (1d8 bows for the shorties, elemental non fire sorcerers, light weapons, halflings etc). For the massive price of $1 I think it is a great deal.
 
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