D&D 5E Which feats shouldn't be feats

Prism

Explorer
I think there have far too many new feats in the latest playtest which shouldn't be feats at all, either because they should be a skill use that anyone can do or should be a more specialised class ability

For example, track should be possible for anyone, better if trained in a skill

Disarm traps should be a rogue class ability. I know not everyone agrees with this

Others?
 

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avin

First Post
Disarm Traps should be available for everybody, as a skill, not a Feat or Class Ability. Rogues could have bonus for that.
 


Szatany

First Post
Charge definitely.

Disarm Traps should be available for everybody
Hard to comment because i don't know what's the deal with thief tools proficiency... but Disarm traps feat seems like its not required to disarm traps, it makes you better at it.

Disarm I belive should not be accessible to everyone. It seems like something difficult to perform and I'm more than fine with it being a feat or a class ability.

Find Familiar - a page long description is already a giveaway this shouldn't be a feat. Familiars should be a rules module, an ability available to everyone who deals with magic. Feat is fine, but only as something that improves your ability to get familiars, which itself should not be class/level/feat related.

Herbalism - Same as find familiar. Item crafting rules should not be covered by feats. A feat like Resourceful herbalist giving you discount on making herbs/potions would be just fine.

Iron Hide - hello feat tax!

Mimic - there's something wrong with this feat. It shows a bigger problem I think. Whoever takes this feat, chooses a flavorful ability over something actually useful mechanically. This, nor anything similar, should ever be a feat.

Pick Pockets - Unlike other roguelike feats (open locks, disarm traps), wording of this feat suggests that it is not possible to pick someone's pocket without this feat. This is bad. This feat would be fine if it improved the ability, but not if it grants it.

Read Lips - its fine as a rogue ability they get for free, but who would ever spend a feat slot to take this?

Durable or Resilience - both do the same, but are expressed in a different mechanical way. Kill one of them.

Restore Life - are you kidding me? Mundane ability that offers resurrection? This should be a supernatural ability of cleric or a spell. Oh wait, it already is.
 
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1of3

Explorer
Charge definitely. Hard to comment because i don't know what's the deal with thief tools proficiency... but Disarm traps feat seems like its not required to disarm traps, it makes you better at it.

You cannot open locks or disarm traps without proficiency in Thief Tools, see description in the equipment document. So you need either Open Locks feat or Disarm Traps feat. Whichever you choose, you can do both actions, but only have bonus, if you have the relevant feat.

Edit: Rogues get Proficiency with Thief Tools for free, without taking the feats.
 
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Falling Icicle

Adventurer
I am really annoyed with all the feats in this packet that are required to do something, whether it's track, open locks, pick pockets, or needing dual-wielding to use a non-light weapon when two-weapon fighting. I'm also flabbergasted that they made disarm and push require feats when they used to be things that anyone could do.
 

1of3

Explorer
I'm not sure about disarm and push. The way I read it:

I'm actually OK with most of the Combat Feats. Trip, Disarm and Shove say: Make an attack, on a hit also try a contest. That doesn't preclude other characters from making contests as a full action. The feat makes you better insofar that you also deal your usual damage. It's basically the same set up as in 4e: You can try anything per page 42, but a power allows you to make the stunt as part of an attack.

They text could be more clear in that regard.

The only offenders I see are Bull Rush and Taunt. The first one is redundant with Shove, the second one could be changed to also include an attack.
 

Viking Bastard

Adventurer
Reading the feats, except for Pick Pocket, they don't seem to preclude you from attempting these things without the feat, they simply make you better at them.

Nonetheless, when there's a feat called "Shove Away", it does give you the feeling you can't do it without it, even though I see no mechanical reason you couldn't.
 

1of3

Explorer
They could add a disclaimer to every feat how to do it without. I agree on Pickpocket. That should change. It isn't really a useful ability either. Even with reduced treasure, adventuring is probably still more lucrative and rewarding then pickpocketing. So unlike the Trap/Lock thing - which is the reason you want a Rogue in the party -, there is no justification to restrict it to Rogues or those who take a feat.
 

Klaus

First Post
Lots of stuff are hidden behind the feat wall, that I think should be skill functions or tasks.

Open Locks/Disable Device/Disarm Traps should be a single task, available to rogues for free, but that anyone could take (specially if you're a Guild Thief, or even an Artisan (locksmith).

Pick-pocket should be a Sleight-of-Hand function (or perhaps tied to Conceal an Object).

Track should be a task, based on Search or Spot/Listen.

Charge should be an action.
 

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