OneDnD Expert Classes - Feats Discussion

So we see 4th level feats - and some 20th level feats. The question is whether there are 8th or 12th level feats or just 1st, 4th, and 20th level feats. Some takeaways
  • Fighting Styles are now 1st level feats that require PCs to be in the Warrior Group or to be rangers (or probably paladins)
  • The other 1st level feat included is "Lightly Armoured" for training with light and medium armour and shields - a pretty obvious gap from the previous packet
  • All fourth level feats give you a single point of ASI (yes, even War Caster( - other than the repeatable feat that gives you two (and replaces the old ASI boost)
  • Some of the old power feats have been changed - with the "power attacks" vanishing
    • Great Weapon Master now gives you prof bonus to damage 1/round as well as possible extra attacks
    • Polearm Master requires heavy reach weapons (i.e. polearms) - no spear or staff and shield
    • Crossbow Expert now requires you to get the extra attack from the light weapon property - so no single hand crossbow rapid fire. This wouldn't be broken anyway because:
    • Sharpshooter now cancels disadvantage but no extra damage
  • Everyone's now a ritualist - the key benefit of the Ritual Caster feat is once per day cast a ritual in regular casting time without spending a slot
  • The common pattern for utility feats is one ASI, one either training or Expertise in a single skill, and the ability to use a utility action as a bonus action
I'm cautiously optimistic here. The feats do look both good and characterful enough to use without costing you too much stat progression. And the OP feats have generally been nerfed. Sword and Board I think works quite a lot better when you aren't getting potential +10 damage on the greatweapons.
 

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Stalker0

Legend
The Winner

Durable: That feat is GOOD now, like I can see a lot of warriors taking it. Being able to fast heal in combat can be life saving.

Charger: Rock solid now

Keen Mind: From Garbage to gold

Mage Slayer: I've heard some people think this new one is worse, which means they haven't looked close enough. You get an AUTOMATIC pass on 1 wisdom/int/or charisma save per day, and thats after you fail (so its never wasted). That is pure unadulterated gold, like sign me up any day of the week. That ability alone might be worth a feat, that's how good it is.

Skulker - now that is some skulking.
 






Bill Zebub

“It’s probably Matt Mercer’s fault.”
Mage Slayer: I've heard some people think this new one is worse, which means they haven't looked close enough. You get an AUTOMATIC pass on 1 wisdom/int/or charisma save per day, and thats after you fail (so its never wasted). That is pure unadulterated gold, like sign me up any day of the week. That ability alone might be worth a feat, that's how good it is.

I don't disagree, but my favorite part of the old feat was the opportunity attack for spell casting. Especially with a rogue or paladin. Seems like the rogue doesn't get sneak attack on OAs anymore, though, so....
 

squibbles

Adventurer
[...] Crossbow Expert now requires you to get the extra attack from the light weapon property - so no single hand crossbow rapid fire. [...]
It also only removes disadvantage for crossbows when attacking at close range.

Awesome.

--edit--
Ah, hadn't read to sharpshooter yet.

But the new sharpshooter also specifies "ranged attack rolls with weapons" (with the disadvantage cancelling feature for spell attacks being moved to spell sniper)

So... still awesome.
 
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payn

Legend
Whats with the Epic Boon naming convention? Why not just go with Epic? Epic combat prowess, Epic luck, Epic peerless aim, etc...
 




Amrûnril

Adventurer
Just noticed that the feat form of Protection Fighting Style gives -2 to an attack instead of imposing disadvantage, which seems like a pretty significant nerf. It does have the advantage that it's triggered after the attack roll and can thus be saved until it will change the outcome, but I'm not sure that's enough to compensate.
I suppose the new version makes sense in that +2 is the normal shield bonus to AC, but it seems a lot more fiddly than the 2014 version, especially since it turns the "to hit" calculation into a 3 person affair. And it doesn't solve the original version's issue of scaling poorly with high levels/multiple attacks, except insofar as having fewer opportunities to actually work makes it less likely to be used up.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Just noticed that the feat form of Protection Fighting Style gives -2 to an attack instead of imposing disadvantage, which seems like a pretty significant nerf. It does have the advantage that it's triggered after the attack roll and can thus be saved until it will change the outcome, but I'm not sure that's enough to compensate.
I suppose the new version makes sense in that +2 is the normal shield bonus to AC, but it seems a lot more fiddly than the 2014 version, especially since it turns the "to hit" calculation into a 3 person affair. And it doesn't solve the original version's issue of scaling poorly with high levels/multiple attacks, except insofar as having fewer opportunities to actually work makes it less likely to be used up.
I feel like it should be prof bonus instead.
 

Baumi

Adventurer
Overall I am VERY happy with it! They made every weak/usefull Feat now really compelling ... except Weapon Training, which still sucks (but at least give a Ability Increase now) :p

As a fan of Inspiring Leader, I find it interesting that they uncoppled it from Charisma. I belive that it is slightly weaker now (have to check) but I do find it cool that it is no longer only interesting for Charisma Types.
 


Baumi

Adventurer
Just noticed that the feat form of Protection Fighting Style gives -2 to an attack instead of imposing disadvantage, which seems like a pretty significant nerf. It does have the advantage that it's triggered after the attack roll and can thus be saved until it will change the outcome, but I'm not sure that's enough to compensate.
I suppose the new version makes sense in that +2 is the normal shield bonus to AC, but it seems a lot more fiddly than the 2014 version, especially since it turns the "to hit" calculation into a 3 person affair. And it doesn't solve the original version's issue of scaling poorly with high levels/multiple attacks, except insofar as having fewer opportunities to actually work makes it less likely to be used up.

Yeah I don't like that change. The old version was quite underrated but actually felt great if you took it and was quite powerful a. which I find good if you take something that helps other instead of yourself.
 


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