D&D 5E Unearthed Arcana: 16 New Feats

"Today’s Unearthed Arcana presents a selection of new feats for Dungeons & Dragons. Each feat offers a way to become better at something or to gain a whole new ability."


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The feats include Artificer Initiate, Chef, Crusher, Eldritch Adept, Fey Touched, Fighting Initiate, Gunner, Metamagic Adept, Poisoner, Piercer, Practiced Expert, Shadow Touched, Shield Training, Slasher, Tandem Tactician, and Tracker.
 

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I've been comparing the spells you can pick with Fey Touched and Shadow Touched, and Fey Touched is really much better (unless you are going for Darkness + whole party has Witch Sight cheese). Far more spells to choose from, including gamechangers like Hunter's Mark and Hex. The best things on the Shadow Touched list seem to be False Life and Cause Wounds.
I am playing a homebrew shadow Warlock (hybrid fiendish and fey mechanically). Switching to shadow sorcerer did not appeal since there are not enough thematic spells to pick with such a low number of spells known so I'm very interested in other ways to achieve a similar theme.

The base feat is fine but needs a way to synergise better with shadow sorcerer (such as a choice of darkness or a different specified spell like shadow step - effectively misty step between two areas of dim light or darkness).

I still want to see some mechanical support for shadow magic such as a way to make illusions have some physical substance or a couple of shadow themed spells. I don't want spell bloat but a couple of classic shadow spells like shadow monsters, shadow magic (very limited list of spells for balance), and some such.
 

Well, I like artificers and spore druids, have no objection to psionics (which aren't going to be in anyway), and like most aspects of these feats.

For me at least, I struggle to find places, roles, and histories for many of the new sub-classes in my world. Many, I've simply had to cast out (Storm Herald Barbarians). Others I struggle to understand the the mechanics attempt to represent (Glamour Bard). Many, however, are welcome additions to my world (Forge Clerics).

It feels awkward to present players with a character creation guide that includes a list of races, class, and sub-classes players may freely select from. Though I imagine many DMs grapple with the same difficulties whenever a new player-facing source book is released.
 

For me at least, I struggle to find places, roles, and histories for many of the new sub-classes in my world. Many, I've simply had to cast out (Storm Herald Barbarians). Others I struggle to understand the the mechanics attempt to represent (Glamour Bard). Many, however, are welcome additions to my world (Forge Clerics).

It feels awkward to present players with a character creation guide that includes a list of races, class, and sub-classes players may freely select from. Though I imagine many DMs grapple with the same difficulties whenever a new player-facing source book is released.
I don't think there is any need to give the players a list of what they can and can't choose - if they want to play anything not in the core rules they just say "can I play a []". Or I might say "[] type of character might be particularly appropriate for this adventure". My only hard rule is "no kenku".

There doesn't need to be a "place, role and history" for everything. If the PC is the only Storm Herald on the planet that's not a problem. Some heroes have unique skillsets.
 

I don't think there is any need to give the players a list of what they can and can't choose - if they want to play anything not in the core rules they just say "can I play a []". Or I might say "[] type of character might be particularly appropriate for this adventure". My only hard rule is "no kenku".

There doesn't need to be a "place, role and history" for everything. If the PC is the only Storm Herald on the planet that's not a problem. Some heroes have unique skillsets.

I guess that's where we differ. I don't see the PCs as heroes. My world doesn't have heroes, only selfish individuals struggling to survive in a dying fantasy world. Nothing new will ever exist again. The world is on the decline. Nothing will ever return it to its former glory. The days success are far behind. Only faint and fleeting glimmers of hope amongst a backdrop of exhaustion remain.
 

I guess that's where we differ. I don't see the PCs as heroes. My world doesn't have heroes, only selfish individuals struggling to survive in a dying fantasy world. Nothing new will ever exist again. The world is on the decline. Nothing will ever return it to its former glory. The days success are far behind. Only faint and fleeting glimmers of hope amongst a backdrop of exhaustion remain.
We play to be cheered up, if we wanted that stuff we have Real Life (TM).
 





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