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D&D 5E Types of feats you'd like to see in future UA articles and books

Regarding feat chains. Give Feats and Swaps a straightforward level requirement, and divide them up by the proficiency tiers:

Level 1 (+2 proficiency): Student tier
Level 5 (+3 proficiency): Adventurer tier
Level 9 (+4 proficiency): Master tier
Level 13 (+5 proficiency): Leader tier
Level 17 (+6 proficiency): Legend tier
 

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For example, one Swap can allow an Elf to swap out Darkvision or the +1 ability score increase, for Misty Step (Fey Teleportation) or Elven Accuracy.

An other can allow the Elf to swap out the bow proficiency to apply the finesse property to the longsword.

And so on.

Good examples....we already do this kind of thing, so we would be more interested in feats.
 

Good examples....we already do this kind of thing, so we would be more interested in feats.

I would like this kind of thing, the Swap, to be more official. It seems under-utilized.

The Swap is so useful for customization.

Each Feat could also come with a list of Swaps for it.
 

At the moment I'm wishing for a Feat that would allow me reach through the Internet and slap idiots. (Nothing to do with anything anybody said in this thread...just popping in to express exasperation.)
 

Feats for spellcasters.

Feats that allow you to nibble at other classes look'n'feel.

IMPROVED MAGIC INITIATE
Prerequisite: 6th level Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard.
You learn one 2nd or 3rd level spell of your choice from bard, cleric, druid, sorcerer, warlock, or wizard. The spell you choose must be of a level you can cast.
Once you learn that spell, you cannot exchange it for another.
You use your spellcasting ability for this spell and can cast it as though it was on your class’s spell list.


SUPERIOR MAGIC INITIATE
Prerequisite: 10th level Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard.
You learn one 4th or 5th level spell of your choice from bard, cleric, druid, sorcerer, warlock, or wizard. The spell you choose must be of a level you can cast.
Once you learn that spell, you cannot exchange it for another.
You use your spellcasting ability for this spell and can cast it as though it was on your class’s spell list.
 

If I remember correctly, in previous UA articles the following feats types were explored:

- weapon mastery feats: each feat works with a small number of weapons, provides +1 to attacks and a couple of special effects
- feats for races: each feat requires a specific race or two, most of them grant an ASI, other benefits vary a lot
- feats for skills: each feat grants proficiency OR expertise, an ASI, and one special ability
- feats for tools: each feat grants proficiency OR expertise, an ASI, and a couple of special abilities

The only other UA feat I remember was the special snowflake feat "Dragonmarked", but there might be more...

We are aware that almost all the UA feats didn't pass the mark for inclusion in XGE, except the (slim) majority of the racial feats, but this doesn't mean that they are all gone for good. At least many of those were probably rejected because of mechanical issues rather than concept.

So what type of feats would you like to see re-done in future UA articles and books, and with what kind of changes overall (not looking at the specific feats, but as the whole approach for their type/group)?

An what other types of feats do you feel there is room for in 5e, and you'd like to see them at least attempted in UA?

TWO-WEAPON FIGHTING EXPERTISE
Prerequisite: Minimum 8th level Fighter or Ranger with Two-Weapon Fighting Style
• Your offhand attack becomes part of your Attack action.
• When a hostile creature within 5 feet of you provokes an opportunity attack, you can use your reaction to make two opportunity attacks. One attack with each melee weapon.


EVASION
Pre-requisite – 12th level character
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make Dexterity saving throw for only half damage, you instead take no damage if you succeed on the saving throw. You take only half damage if you fail.


FIGHTING STYLE
Through martial training, you learn a particular style of fighting as you specialty. You can choose one fighting style option from the following. Archery, Dueling, Great Weapon Fighting, or Two-Weapon Fighting. If you already have a fighting style, you cannot select it again.
 




#1: Avoid feat taxes. I don't want any feats in the game that are a "must have" for certain broad categories of characters, like GWM is a near requirement for two handed characters. Feats should give distinction to the PC, not be a required feature to be 'competitive'. This unfortunately eliminates several concepts from feats, such as feats that add bonuses to hit or add to damage broadly.

#2: It has to give something unique to the PC that will be felt often. A once per LR ability is just too rare to really feel like something substantial.

#3: It has to be good enough that someone will take it. Giving us a list of 1000 new feats when 999 of them allow your PC to raise 999 different types of grass is not really giving us 1000 new feats. At most it is giving us one.

#4: It can't be too narrow. Races may get one or two feats to give them advanced racial abilities, but I'm not a fan of giving out feats that only 5% of PCs can qualify to get. I don't want a feat for shortswords, or a feat for wizards that cast fire spells. I'd rather have a feat that works with piercing weapons or a feat that works with fire, lightning or thunder spells.

#5: It has to be quick to implement. Adding a role to every attack is out of the question (as in, "If you hit with a hammer, the target must also make a strength saving throw or....) Something that requires a lot of interpretation is bad, as well.
 

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