The weapon feats are VERY welcome for warrior characters...helps the bruiser feel more powerful, helps the duelist seem more precise, helps the whirling dervish inflict death by a thousand cuts...the image of these benefits are quite appealing.
And hey; practical cooking & poisoning methods...bonus points for using both. : ]
The "Fey-Touched" & "Shadow Touched" feats ooze flavor...nice bit of customization for a character, too. As a lover of "Misty Step" & "Inflict Wounds", having those available with a stat boost to avoid multiclassing is quite welcome.
"Tracker" seems like it will be making the ranger angrily bash its bow on the ground in the corner somewhere...if the "Scout" Rogue takes this feat, then they very nearly become a better ranger.
But damn...getting a Fighting style? And being able to change it later, and more than once?
Gaining "Shield" proficiency, and being able to use it as a spellcasting focus?
...exciting stuff.
Scout Rogue is basically better already being Nature and Survival both being Expert skills for the Scout Rogue.
(Just here to point out that Monks grabbing the Hunter and Crusher feats would be very good. They are based around having a ton of attacks, mostly bludgeoning, and are very deadly with these)
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Okay so these New feats defenetly embrace the whole variant human is the best race thing by letting you suddenly have the Main gimmic of your class at level 1, and shield training overlaps a whole lot with a bunch of feats and effects, practiced expert is the prodigy feat finally being given to everyone and finally applying to tools, a level 1 human monk can in a game using both classvariants and these feats pick up the unarmed fighting fighting style and suddenly kick ass as they use both hands to make unarmed attacks both with their action and bonus action for a total of 2d8 + double dex or an average of 15 damage per turn not helped by ki at level 2
And lastly Chef is a Nice feat for an food focused mark of hospitality halfling artificer to have and i like it, just wish i could brew potions and use my other alchemy class features with cooks utensils or brewers tools instead of alchemist supplies and for the potions to be more easily reflavored
No idea how that works but it does and so casting the spell from a feat with your spell slots is not something New, but it is Good for it to become the norm i Think, very Good in fact
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I love these feats, it also came at a time that I was leveling up and so I a picking up Fey Touched (with DM permission)
Getting +1 Wisdom Misty Step an Hunter's Mark (with one free cast of both per long rest) for the low low cost of one ASI. I know power isn't always the incentive and shouldn't be, but damn are these feats strong. However, I love them for their role in simplifying multi-class options for people who wouldn't want all of that stress/ compromise.
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
I love these feats, it also came at a time that I was leveling up and so I a picking up Fey Touched (with DM permission)
Getting +1 Wisdom Misty Step an Hunter's Mark (with one free cast of both per long rest) for the low low cost of one ASI. I know power isn't always the incentive and shouldn't be, but damn are these feats strong. However, I love them for their role in simplifying multi-class options for people who wouldn't want all of that stress/ compromise.
I expect at least some of them will get nerfed before being officially published, Fae/Shadow Touched and Metamagic Adept are the ones I personally expect to get dialed down.
The weapon feats are VERY welcome for warrior characters...helps the bruiser feel more powerful, helps the duelist seem more precise, helps the whirling dervish inflict death by a thousand cuts...the image of these benefits are quite appealing.
And hey; practical cooking & poisoning methods...bonus points for using both. : ]
The "Fey-Touched" & "Shadow Touched" feats ooze flavor...nice bit of customization for a character, too. As a lover of "Misty Step" & "Inflict Wounds", having those available with a stat boost to avoid multiclassing is quite welcome.
"Tracker" seems like it will be making the ranger angrily bash its bow on the ground in the corner somewhere...if the "Scout" Rogue takes this feat, then they very nearly become a better ranger.
But damn...getting a Fighting style? And being able to change it later, and more than once?
Gaining "Shield" proficiency, and being able to use it as a spellcasting focus?
...exciting stuff.
Scout Rogue is basically better already being Nature and Survival both being Expert skills for the Scout Rogue.
Right?
With them now getting "Hunter's Mark"...well, the Rogue never lacked for damage; this merely reinforces it.
At this point, the Ranger only has their equipment, extra attack, and magic to separate themselves...which is still enough, in some respects.
So, thinking over it, Scout Rogues are even better at replacing rangers than before. Find some way to get Longbow proficiency (either be an Elf, Hobgoblin, or Variant Human for the Weapon Master feat. The Bracers of Archery work as well), then take the Fighting Initiate feat, choose Archery, and also get the Tracker feat, so you can have Hunter's Mark. Hang on until you get an Oathbow and the Sharpshooter feat, and you can now deal a bunch of damage with a bow, be likely to hit, and be better than the Ranger in almost every way.
If you are variant human, you can have all of this (minus the Oathbow) by level 8, which is a respectable level to be better at being a ranger than rangers are.
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So, thinking over it, Scout Rogues are even better at replacing rangers than before. Find some way to get Longbow proficiency (either be an Elf, Hobgoblin, or Variant Human for the Weapon Master feat. The Bracers of Archery work as well), then take the Fighting Initiate feat, choose Archery, and also get the Tracker feat, so you can have Hunter's Mark. Hang on until you get an Oathbow and the Sharpshooter feat, and you can now deal a bunch of damage with a bow, be likely to hit, and be better than the Ranger in almost every way.
If you are variant human, you can have all of this (minus the Oathbow) by level 8, which is a respectable level to be better at being a ranger than rangers are.
Minus Magic, the abillity to make Three or more attacks per turn and some minor details
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
So, thinking over it, Scout Rogues are even better at replacing rangers than before. Find some way to get Longbow proficiency (either be an Elf, Hobgoblin, or Variant Human for the Weapon Master feat. The Bracers of Archery work as well), then take the Fighting Initiate feat, choose Archery, and also get the Tracker feat, so you can have Hunter's Mark. Hang on until you get an Oathbow and the Sharpshooter feat, and you can now deal a bunch of damage with a bow, be likely to hit, and be better than the Ranger in almost every way.
If you are variant human, you can have all of this (minus the Oathbow) by level 8, which is a respectable level to be better at being a ranger than rangers are.
Minus Magic, the abillity to make Three or more attacks per turn and some minor details
Rangers have to be melee to make 3 attacks in a round, Scout Rogues will do more damage at nearly every level and be better at tracking, and rangers' magic isn't overly important to being a ranger.
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Please check out my homebrew, I would appreciate feedback:
So, thinking over it, Scout Rogues are even better at replacing rangers than before. Find some way to get Longbow proficiency (either be an Elf, Hobgoblin, or Variant Human for the Weapon Master feat. The Bracers of Archery work as well), then take the Fighting Initiate feat, choose Archery, and also get the Tracker feat, so you can have Hunter's Mark. Hang on until you get an Oathbow and the Sharpshooter feat, and you can now deal a bunch of damage with a bow, be likely to hit, and be better than the Ranger in almost every way.
If you are variant human, you can have all of this (minus the Oathbow) by level 8, which is a respectable level to be better at being a ranger than rangers are.
Minus Magic, the abillity to make Three or more attacks per turn and some minor details
Rangers have to be melee to make 3 attacks in a round, Scout Rogues will do more damage at nearly every level and be better at tracking, and rangers' magic isn't overly important to being a ranger.
Pass Without Trace is something that a Ranger has over a Scout Rogue IMO. That said, there's no denying that Scout Rogue with the Tracker feat is basically what the Ranger is trying to be, but without the class-based baggage.
So, next UA? I don't think it's going to be a second feats UA, because this one wasn't named "Unearthed Arcana 2020 Feats Part One" but I'm still hoping for another Class Feature Variants, just to see what changes they're thinking of for the book. The Sorcerer is in desperate need of an overhaul, especially with this new UA, and there are other features and classes that need a bit of help (Monks, Bard's Countercharm, etc).
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I’d say it’s either subclasses or class feature variants. The next UA will most likely be the last one to have a chance of being in the next book. If the UA was subclasses, they might do a few plane themed ones that they’ve been holding off on for secrecy, or maybe that’s just wishful thinking. I could see a second edition of CFVs, too. Monks are pretty good, but a few abilities could use a rework. I never got Countercharm, it just sucks.
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Please check out my homebrew and give me feedback!
So, thinking over it, Scout Rogues are even better at replacing rangers than before. Find some way to get Longbow proficiency (either be an Elf, Hobgoblin, or Variant Human for the Weapon Master feat. The Bracers of Archery work as well), then take the Fighting Initiate feat, choose Archery, and also get the Tracker feat, so you can have Hunter's Mark. Hang on until you get an Oathbow and the Sharpshooter feat, and you can now deal a bunch of damage with a bow, be likely to hit, and be better than the Ranger in almost every way.
If you are variant human, you can have all of this (minus the Oathbow) by level 8, which is a respectable level to be better at being a ranger than rangers are.
Minus Magic, the abillity to make Three or more attacks per turn and some minor details
Rangers have to be melee to make 3 attacks in a round, Scout Rogues will do more damage at nearly every level and be better at tracking, and rangers' magic isn't overly important to being a ranger.
You are so incredibly wrong, hunters, horizon walkers and beast masters all basically get an weaker form of the fighters third attack per round at 11th level, hunter rangers can also use horde breaker to make an additional attack even if they did not spefically take the attack action, and in the case of that abillity it is easier to pull of with a bow than it is with a melee weapon
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I love these feats, it also came at a time that I was leveling up and so I a picking up Fey Touched (with DM permission)
Getting +1 Wisdom Misty Step an Hunter's Mark (with one free cast of both per long rest) for the low low cost of one ASI. I know power isn't always the incentive and shouldn't be, but damn are these feats strong. However, I love them for their role in simplifying multi-class options for people who wouldn't want all of that stress/ compromise.
I expect at least some of them will get nerfed before being officially published, Fae/Shadow Touched and Metamagic Adept are the ones I personally expect to get dialed down.
Fae and shadow step do not seem all that bad when compared to the racial feats for the Wood elf and drow in xanatars guide to everything, and while metamagic shure is way too Good i am not shure how much you could nerf it without it becoming horrible, defenetly reduce the options it grants to 1 but if you gave em Only 1 sorcery point the feat would kinda suck imo
metamagic shure is way too Good i am not shure how much you could nerf it without it becoming horrible, defenetly reduce the options it grants to 1 but if you gave em Only 1 sorcery point the feat would kinda suck imo
I wouldn’t do both, I would only limit it to a single Metamagic option and not adjust the number of points.
So, thinking over it, Scout Rogues are even better at replacing rangers than before. Find some way to get Longbow proficiency (either be an Elf, Hobgoblin, or Variant Human for the Weapon Master feat. The Bracers of Archery work as well), then take the Fighting Initiate feat, choose Archery, and also get the Tracker feat, so you can have Hunter's Mark. Hang on until you get an Oathbow and the Sharpshooter feat, and you can now deal a bunch of damage with a bow, be likely to hit, and be better than the Ranger in almost every way.
If you are variant human, you can have all of this (minus the Oathbow) by level 8, which is a respectable level to be better at being a ranger than rangers are.
Minus Magic, the abillity to make Three or more attacks per turn and some minor details
Rangers have to be melee to make 3 attacks in a round, Scout Rogues will do more damage at nearly every level and be better at tracking, and rangers' magic isn't overly important to being a ranger.
You are so incredibly wrong, hunters, horizon walkers and beast masters all basically get an weaker form of the fighters third attack per round at 11th level, hunter rangers can also use horde breaker to make an additional attack even if they did not spefically take the attack action, and in the case of that abillity it is easier to pull of with a bow than it is with a melee weapon
I said Rangers, as in the class in general. Sure, certain subclasses get very limited 3 attacks each turn, but that's not the base ranger. I'm not comparing the Scout Rogue to the Ranger subclasses, I'm comparing the Scout Rogue to the Base Ranger.
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I think the next one might be spells if they are done with subclasses. If a new book is to come I think it a bit thin should it only be the summoning and psionic spells.
I think the next one might be spells if they are done with subclasses. If a new book is to come I think it a bit thin should it only be the summoning and psionic spells.
I really hope we get a Spell UA and another round of Feats
Scout Rogue is basically better already being Nature and Survival both being Expert skills for the Scout Rogue.
(Just here to point out that Monks grabbing the Hunter and Crusher feats would be very good. They are based around having a ton of attacks, mostly bludgeoning, and are very deadly with these)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay so these New feats defenetly embrace the whole variant human is the best race thing by letting you suddenly have the Main gimmic of your class at level 1, and shield training overlaps a whole lot with a bunch of feats and effects, practiced expert is the prodigy feat finally being given to everyone and finally applying to tools, a level 1 human monk can in a game using both classvariants and these feats pick up the unarmed fighting fighting style and suddenly kick ass as they use both hands to make unarmed attacks both with their action and bonus action for a total of 2d8 + double dex or an average of 15 damage per turn not helped by ki at level 2
And lastly Chef is a Nice feat for an food focused mark of hospitality halfling artificer to have and i like it, just wish i could brew potions and use my other alchemy class features with cooks utensils or brewers tools instead of alchemist supplies and for the potions to be more easily reflavored
Also note that previously, bards, warlocks and sorcerers who picked the Magic initiate feat for their own class got to cast the 1st level spell with spell slots according to sage advice https://www.dndbeyond.com/sources/sac/sage-advice-compendium#Feats
No idea how that works but it does and so casting the spell from a feat with your spell slots is not something New, but it is Good for it to become the norm i Think, very Good in fact
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I love these feats, it also came at a time that I was leveling up and so I a picking up Fey Touched (with DM permission)
Getting +1 Wisdom Misty Step an Hunter's Mark (with one free cast of both per long rest) for the low low cost of one ASI. I know power isn't always the incentive and shouldn't be, but damn are these feats strong. However, I love them for their role in simplifying multi-class options for people who wouldn't want all of that stress/ compromise.
I expect at least some of them will get nerfed before being officially published, Fae/Shadow Touched and Metamagic Adept are the ones I personally expect to get dialed down.
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Right?
With them now getting "Hunter's Mark"...well, the Rogue never lacked for damage; this merely reinforces it.
At this point, the Ranger only has their equipment, extra attack, and magic to separate themselves...which is still enough, in some respects.
If you are variant human, you can have all of this (minus the Oathbow) by level 8, which is a respectable level to be better at being a ranger than rangers are.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Minus Magic, the abillity to make Three or more attacks per turn and some minor details
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Rangers have to be melee to make 3 attacks in a round, Scout Rogues will do more damage at nearly every level and be better at tracking, and rangers' magic isn't overly important to being a ranger.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Pass Without Trace is something that a Ranger has over a Scout Rogue IMO. That said, there's no denying that Scout Rogue with the Tracker feat is basically what the Ranger is trying to be, but without the class-based baggage.
*bad. Bad class based baggage
So, next UA? I don't think it's going to be a second feats UA, because this one wasn't named "Unearthed Arcana 2020 Feats Part One" but I'm still hoping for another Class Feature Variants, just to see what changes they're thinking of for the book. The Sorcerer is in desperate need of an overhaul, especially with this new UA, and there are other features and classes that need a bit of help (Monks, Bard's Countercharm, etc).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I’d say it’s either subclasses or class feature variants. The next UA will most likely be the last one to have a chance of being in the next book. If the UA was subclasses, they might do a few plane themed ones that they’ve been holding off on for secrecy, or maybe that’s just wishful thinking. I could see a second edition of CFVs, too. Monks are pretty good, but a few abilities could use a rework. I never got Countercharm, it just sucks.
Please check out my homebrew and give me feedback!
Subclasses | Races | Spells | Magic Items | Monsters | Feats | Backgrounds
You are so incredibly wrong, hunters, horizon walkers and beast masters all basically get an weaker form of the fighters third attack per round at 11th level, hunter rangers can also use horde breaker to make an additional attack even if they did not spefically take the attack action, and in the case of that abillity it is easier to pull of with a bow than it is with a melee weapon
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Fae and shadow step do not seem all that bad when compared to the racial feats for the Wood elf and drow in xanatars guide to everything, and while metamagic shure is way too Good i am not shure how much you could nerf it without it becoming horrible, defenetly reduce the options it grants to 1 but if you gave em Only 1 sorcery point the feat would kinda suck imo
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I wouldn’t do both, I would only limit it to a single Metamagic option and not adjust the number of points.
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I said Rangers, as in the class in general. Sure, certain subclasses get very limited 3 attacks each turn, but that's not the base ranger. I'm not comparing the Scout Rogue to the Ranger subclasses, I'm comparing the Scout Rogue to the Base Ranger.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think the next one might be spells if they are done with subclasses. If a new book is to come I think it a bit thin should it only be the summoning and psionic spells.
I really hope we get a Spell UA and another round of Feats
She/Her Player and Dungeon Master
I hope artificers get some love, both in spells (construct creation in particular), subclasses, class variants, new infusions, etc
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes