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Unearthed Arcana: 16 New Feats
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<blockquote data-quote="Paul Farquhar" data-source="post: 8036959" data-attributes="member: 6906155"><p>My thoughts:</p><p></p><p><strong>Artificer Initiate</strong></p><p>This is a no-brainer, but as written it is stronger than Magic Initiate - change spells on levelling, cast with any spell slot. It may be that Magic Initiate will be errataed to match this. Artificers don't really get anything build defining on their spell list though (<em>Magic Stone </em>might be worth a second look). Interesting wrinkle - say a ranger who doesn't like the ranger spell list takes this: they could use all their spell slots (save the odd <em>Hunter's Mark</em>) to cast their artificer spell using INT as their casting stat and dump wisdom.</p><p></p><p><strong>Crusher etc</strong></p><p>I find players <em>like </em>to specialise in particular weapons.</p><p></p><p><strong>Eldritch Adept</strong></p><p>First thought was "Agonising Blast Sorcerer without multiclassing". However, the wording of this feat prohibits that, since it has a prerequisite (Eldritch Blast) and it requires at least one warlock level if there are any prerequisites. A Vuman warlock could use it to pick up Agonising Blast at 1st level instead of 2nd though. Actually, the majority of Invocations have prerequisites, and are thus barred to non-warlocks. The most powerful choice for non-warlocks would seem to be Fiendish Vigor, but it's not that good. Armor of Shadows doesn't give anything you can't already get with Magic Initiate.</p><p></p><p><strong>Fighting Initiate</strong></p><p>In addition to fighters gaining an additional style I can see a lot of Rogues using this to learn Two Weapon Fighting.</p><p></p><p><strong>Poisoner</strong></p><p>Ignoring Poison Resistance is the main thing - intended to make Green Dragon Sorcerers suck slightly less.</p><p></p><p><strong>Shield Training</strong></p><p>Bards and Dwarf Wizards approve of this.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8036959, member: 6906155"] My thoughts: [B]Artificer Initiate[/B] This is a no-brainer, but as written it is stronger than Magic Initiate - change spells on levelling, cast with any spell slot. It may be that Magic Initiate will be errataed to match this. Artificers don't really get anything build defining on their spell list though ([I]Magic Stone [/I]might be worth a second look). Interesting wrinkle - say a ranger who doesn't like the ranger spell list takes this: they could use all their spell slots (save the odd [I]Hunter's Mark[/I]) to cast their artificer spell using INT as their casting stat and dump wisdom. [B]Crusher etc[/B] I find players [I]like [/I]to specialise in particular weapons. [B]Eldritch Adept[/B] First thought was "Agonising Blast Sorcerer without multiclassing". However, the wording of this feat prohibits that, since it has a prerequisite (Eldritch Blast) and it requires at least one warlock level if there are any prerequisites. A Vuman warlock could use it to pick up Agonising Blast at 1st level instead of 2nd though. Actually, the majority of Invocations have prerequisites, and are thus barred to non-warlocks. The most powerful choice for non-warlocks would seem to be Fiendish Vigor, but it's not that good. Armor of Shadows doesn't give anything you can't already get with Magic Initiate. [B]Fighting Initiate[/B] In addition to fighters gaining an additional style I can see a lot of Rogues using this to learn Two Weapon Fighting. [B]Poisoner[/B] Ignoring Poison Resistance is the main thing - intended to make Green Dragon Sorcerers suck slightly less. [B]Shield Training[/B] Bards and Dwarf Wizards approve of this. [/QUOTE]
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