I just wanted to make a post to make sure folks see that the UA Survey for the Feats is out!
it came out fast, so i thought it would be good to promote it. Take that Survey!
and then come here and talk about what you thought or added~
if you feel like it
I focused on feedbak for Chef, Poisoner, fighter initiate, and tandem tactiian.
Chef. Tied for my favorite feat. I wanted them to switch it out. Right now its basically a static version of Song of Rest, and the battle snack being too weak to warrant the action. I suggested:
Short Rest instead heals with no Hit Die interaction. D8+Profiency bonus-which can be increased by Expertise.
Battle Snack (cookie) gives temp hp = Profiency Bonus. Which can also be increased by expertise
The expertise notes are important because this is a tool feat, it should make the actual tool profiency important. The player should be rewarded for character niches.
Poisoner: My favorite feat in concept. But as often discussed has issues. I made these suggestions
Cut the Gold cost--fact is that limits in weird ways. Many games don't use gold, instead they reward in items, or work for guilds, organziations etc. Instead make it short and long rest renewed. But you can only maintain up to Profiency Bonus amount, as it takes work to upkeep such specialized custom created poison. Solves the quantity issue, as well as allowing it to be used. GMs can add stipulation on supplies per game basis as all things. Prevents stock piling or poisoning every single arrow in an army. helps cut down on massive dice rolling
Damage should be a Rider effect. I.e. you hit, it does the poison damage. no save interaction--the save is just for the Poisoned condition. This would allow it to crit, and it would prove to make this poison especially unique in the game. Really make that character feel like the poison is their custom brew. 2d8 or 1d8 to balance it being just damage. Alternative was to add 1/2 damageo on a failed save, like almost all the other poisons. Boring, but useful.
DC needs to be addressed. However. I gave a unique solution. "You may add your profiency Bonus in Poisoner's Tools (including Expertise) to the DC of any poison you create, or use" Expertise might be too much, but also would make profiency in tools actually matter and would allow a player to put resources into this 'niche' and truly cusutomize their character. Which really.... all these feats are about customizing your character This would make the potenti poison 14+profiency, which lets it scale with you decently, or even bit a bit powerful/reliable if you had expertise. Its still poison, which is relatively easy to get immunitiy to. So it should be okay to make it a bit strong, kind of lke poison spray(which is not a good cantrip)
This really allows the character to become an actual poisoner. Because the poison you create with the feat becomes stronger-which you can use or hand out. Poisons you create via gold and crafting willl be stronger than others (which you could hand out) but balanced by cost. While your character could use any poison better than anyone else. They'd get more use out of basic poisons for instance. but if you handed that to someone else they wouldn't use it as well (unless you had spent gold/time to craft that basic poison)
The fluffing is amazing! Whether you're an alchemst like me who 'concentrates' their poisons or adds other things. Or if y ou're a rogue/fighter who learned to stab for maximum bloodflow infection-without making them bleed it all out on strike.
Fighting Initiate: My main problem with this feat is that it's not for intiiates.. you already have to be a martial to take this feat. That prereq doesnt' really fit to me. instead this feat should helpe initates and experienced. To that end I'd suggest these changes. which makes it a feat to take to create a gish, or to strengthen your martial.
Remove the prereq
Add 1 (or 3) martial weapon profiencies
retain the ability to switch out it currently lists-this is nice for martials who may wanna switch combat methods
Tandem Tactician: Also tied for one of my favorite feats. I mostly stated i liked it quite a lot. But that it needs to be more clearly written. It currently reads like it increases the base help range of 5 by 10 for a total of 15 when it probably meant 10ft total--similiar to reach weapons. I also commented on how odd it feels that you can help t wo people, but you can't help one person twice.
I made various comments on other stuff.. but those were the ones i talked about the most I t hink or they were the ones I wanted to take on my Alchemist and noticed various issues when trying them out, or going back to suations and thinking on how they would turn out with them.
go fill that survey out folks with what you've learned or tried!
I also added a fair bit of feedback on Poisoner and I'm really hoping it sees some love in the next iteration, whether that's a follow-up UA or a book publish. I love the concept and have wanted something like it in 5e for years, but the first draft of the implementation was just sorely lacking.
A note for those leaving feedback on Poisoner - the fixed save DC is also reflected in the fixed gold cost. A scalable DC will likely also require a scaling gold cost, or similar resource investment. You may want to consider whether you'd rather have limited uses and make the feat act more like a magical item/superpower, or whether you'd rather have it act more like a crafting feat.
I left thoughts on every single feat and won't bore people with the whole list, but overall satisfaction rating was high. Lots of good shit this time around. Some places one could improve, but this was still worlds better than the crapass subclasses we've been getting for a while now.
Yeah I really like this UA, only real comment I had was to add a feat that gave something like 2 infusions know one usable or something like that. Just to round out metamagic, invocations, and maneuvers.
A note for those leaving feedback on Poisoner - the fixed save DC is also reflected in the fixed gold cost. A scalable DC will likely also require a scaling gold cost, or similar resource investment. You may want to consider whether you'd rather have limited uses and make the feat act more like a magical item/superpower, or whether you'd rather have it act more like a crafting feat.
I left thoughts on every single feat and won't bore people with the whole list, but overall satisfaction rating was high. Lots of good shit this time around. Some places one could improve, but this was still worlds better than the crapass subclasses we've been getting for a while now.
Yep it was a pretty fantastic UA.
In general, I'd rather make that poison cost nothing and hav a fixed amount in existence. Either 'per day' or just a rolling total l ike in my suggestion. I just hate the idea of a hard gold number set into a feat--it really limits a lot of story methods and arcs. I hope they'll alter the cost in some method. I rather they leave it up to the GM to limit or not limit the supplies on a daily basis. Simliar to component pouches. Its often generally assumed you gather materials and refil the pouch. Not all GMs some make you track things but i imagine most just let it go along with food and water. Only bringing it up when its narratively important.
Arguably I'd also just accept some method to make poisons in general stronger instead of giving a specific one.. though i'm greedy. I want both haha
I gave somewhat similar feedback on poisoner. We dont need to get through resistance - we need to have a DC system akin to spellcasters: 8+proficiency+INT/WIS.
Secondly, I think Tandem Tactician is too strong. Now by spending your bonus action + your action you can help 4 people reliably. I can see a lot of spellcasters doing that while maintaining concentration on something nice.
Third I think the damage-type feats are too uneaven. Blunt is really really strong, while piercing is only good in the early game.
Fey Touched and Shadow Touched also scream of powercreep for no reason. I think they should just be removed.
Tracker is too weak and lackluster, while Shield Training is too strong. For a spellcaster its already a flat +2 AC. What we need is a fighting style that gives you something for having a free hand so you are not forced to use a shield if you want to play effectively.
Actually played with Piercer in a level 5 one-shot my brother ran the other night. Think I've started to come around a little bit on it. It's not as flashy as Crusher or Slasher, and I'll admit that level 5 is still pretty low, but being able to try and save a bad damage roll every turn is honestly nice. Turned at least three 1s into 8s, which is statistically unlikely I know. But it's a whole lot less likely with no Piercer. the crit effect never came into play, but if it did? Hoo. I was playing a high mobility dexy paladin with a rapier; those'd be some hefty crits.
As a half-feat that adds a point of ST or DX, I think it may be more worthwhile than some folks think. Not as style-defining as Crusher or Slasher, but not totally worthless, either.
Tandem Tactician is fine. Nobody in the history of D&D has ever used "The Help Action" in combat except for people who find a way to do it as a bonus action from a distance. Even if they can do that, it's advantage on one and precisely one check or attack on their next turn. Other than helping to prime a rogue - and if your rogue needs you to Tandem Tactician them to get their Sneak Attacks they're roguing wrong - at no point does advantage on the first attack per round break the game. if the entire party is bullt around it, maybe - but at that point you, as a DM, have a party of PCs mechanically built around the concept of actively assisting each other in combat and maintaining strong unit discipline. Ahem: winning.
Fey Touched is nuts, simply because Enchantment and Diviniation are such a huge list. That aforementioned dexy paladin also had Fey-Touched, giving him Misty Step and Hex as well as +1 CHA. That is a hell of a lot of mojo for one feat. Shadow Touched, despite using the exact same framework, is honestly almost underpowered because Darkness is nowhere near as useful as Misty Step, and the Illusion/Necromancy first-level list is vastly smaller and less useful. It's an interesting dichotomy, honestly. Fey-Touched is bonkers good, character-defining even; Shadow-Touched is basically flavor with a +1 attached.
Shield Training is honestly no issue. Lightly Armored offers the same +2 to AC over a baseline unarmored caster. You get no choice of Con bump, but you also don't care about donning/doffing your armor as a free item interaction since you're wearing the junk, nor do you care about using armor as a casting focus. Shield Training is marginally better for some folks, but the mechanical power difference between Shield Training and Lightly Armored for most wizards/sorcerers (i.e. the folks most interested in the feat) is negligible. Shield Training is better for classes that already have light armor, of course. Your bards and warlocks won't bother with Lightly Armored but Shield Training is a nice one. At that point though, once again, you're comparing Shield Master to Moderately Armored. Moderately Armored also gives shield proficiency, and it upgrades your caster which may not have invested deeply into Dexterity the option to wear medium armor instead of light to reduce their dex dependence. Moderately Armored also opens up a lot more magic item options than Shield Training - there's only so many magic shields, but tons of different options for magical metal armor. It's honestly interesting to see so many people go so nuts over Shield Training when Lightly/Moderately Armored are often considered total dump feats, never worth taking seriously.
The UA Feats Survey is broken. Rather than show the results of the survey, which are nowhere to be seen, it just says, "This survey is not accepting additional responses at this time. Thank You!" So it's broken. I suggest the simple solution is that someone who has access to the survey results just POST A SCREENSHOT of the results.
The UA Feats Survey is broken. Rather than show the results of the survey, which are nowhere to be seen, it just says, "This survey is not accepting additional responses at this time. Thank You!" So it's broken. I suggest the simple solution is that someone who has access to the survey results just POST A SCREENSHOT of the results.
It’s not “broken,” it’s closed. They closed that survey when they opened the survey for the two new subclasses.
Yep survey isn't open too long it closed a while back now. They're not for public consumptions since that would add public pressure on their internal decision making. Since.. internet is rather vocal, and often less than kind in expectations.
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Howdy.
I just wanted to make a post to make sure folks see that the UA Survey for the Feats is out!
it came out fast, so i thought it would be good to promote it. Take that Survey!
and then come here and talk about what you thought or added~
if you feel like it
I focused on feedbak for Chef, Poisoner, fighter initiate, and tandem tactiian.
Alternative was to add 1/2 damageo on a failed save, like almost all the other poisons. Boring, but useful.
I made various comments on other stuff.. but those were the ones i talked about the most I t hink or they were the ones I wanted to take on my Alchemist and noticed various issues when trying them out, or going back to suations and thinking on how they would turn out with them.
go fill that survey out folks with what you've learned or tried!
have fun
A link to the survey would have been helpful.
I also added a fair bit of feedback on Poisoner and I'm really hoping it sees some love in the next iteration, whether that's a follow-up UA or a book publish. I love the concept and have wanted something like it in 5e for years, but the first draft of the implementation was just sorely lacking.
Here is the link:
https://dnd.wizards.com/articles/unearthed-arcana/survey-feats
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
A note for those leaving feedback on Poisoner - the fixed save DC is also reflected in the fixed gold cost. A scalable DC will likely also require a scaling gold cost, or similar resource investment. You may want to consider whether you'd rather have limited uses and make the feat act more like a magical item/superpower, or whether you'd rather have it act more like a crafting feat.
I left thoughts on every single feat and won't bore people with the whole list, but overall satisfaction rating was high. Lots of good shit this time around. Some places one could improve, but this was still worlds better than the crapass subclasses we've been getting for a while now.
Please do not contact or message me.
Yeah I really like this UA, only real comment I had was to add a feat that gave something like 2 infusions know one usable or something like that. Just to round out metamagic, invocations, and maneuvers.
Yep it was a pretty fantastic UA.
In general, I'd rather make that poison cost nothing and hav a fixed amount in existence. Either 'per day' or just a rolling total l ike in my suggestion.
I just hate the idea of a hard gold number set into a feat--it really limits a lot of story methods and arcs. I hope they'll alter the cost in some method. I rather they leave it up to the GM to limit or not limit the supplies on a daily basis. Simliar to component pouches. Its often generally assumed you gather materials and refil the pouch. Not all GMs some make you track things but i imagine most just let it go along with food and water. Only bringing it up when its narratively important.
Arguably I'd also just accept some method to make poisons in general stronger instead of giving a specific one.. though i'm greedy. I want both haha
Specific rule trumps General rule.
The Sorcery Points in the PHB are the General rule, the feat is a specific rule, and even says it is added to the points you may already have.
I gave somewhat similar feedback on poisoner. We dont need to get through resistance - we need to have a DC system akin to spellcasters: 8+proficiency+INT/WIS.
Secondly, I think Tandem Tactician is too strong. Now by spending your bonus action + your action you can help 4 people reliably. I can see a lot of spellcasters doing that while maintaining concentration on something nice.
Third I think the damage-type feats are too uneaven. Blunt is really really strong, while piercing is only good in the early game.
Fey Touched and Shadow Touched also scream of powercreep for no reason. I think they should just be removed.
Tracker is too weak and lackluster, while Shield Training is too strong. For a spellcaster its already a flat +2 AC. What we need is a fighting style that gives you something for having a free hand so you are not forced to use a shield if you want to play effectively.
Actually played with Piercer in a level 5 one-shot my brother ran the other night. Think I've started to come around a little bit on it. It's not as flashy as Crusher or Slasher, and I'll admit that level 5 is still pretty low, but being able to try and save a bad damage roll every turn is honestly nice. Turned at least three 1s into 8s, which is statistically unlikely I know. But it's a whole lot less likely with no Piercer. the crit effect never came into play, but if it did? Hoo. I was playing a high mobility dexy paladin with a rapier; those'd be some hefty crits.
As a half-feat that adds a point of ST or DX, I think it may be more worthwhile than some folks think. Not as style-defining as Crusher or Slasher, but not totally worthless, either.
Tandem Tactician is fine. Nobody in the history of D&D has ever used "The Help Action" in combat except for people who find a way to do it as a bonus action from a distance. Even if they can do that, it's advantage on one and precisely one check or attack on their next turn. Other than helping to prime a rogue - and if your rogue needs you to Tandem Tactician them to get their Sneak Attacks they're roguing wrong - at no point does advantage on the first attack per round break the game. if the entire party is bullt around it, maybe - but at that point you, as a DM, have a party of PCs mechanically built around the concept of actively assisting each other in combat and maintaining strong unit discipline. Ahem: winning.
Fey Touched is nuts, simply because Enchantment and Diviniation are such a huge list. That aforementioned dexy paladin also had Fey-Touched, giving him Misty Step and Hex as well as +1 CHA. That is a hell of a lot of mojo for one feat. Shadow Touched, despite using the exact same framework, is honestly almost underpowered because Darkness is nowhere near as useful as Misty Step, and the Illusion/Necromancy first-level list is vastly smaller and less useful. It's an interesting dichotomy, honestly. Fey-Touched is bonkers good, character-defining even; Shadow-Touched is basically flavor with a +1 attached.
Shield Training is honestly no issue. Lightly Armored offers the same +2 to AC over a baseline unarmored caster. You get no choice of Con bump, but you also don't care about donning/doffing your armor as a free item interaction since you're wearing the junk, nor do you care about using armor as a casting focus. Shield Training is marginally better for some folks, but the mechanical power difference between Shield Training and Lightly Armored for most wizards/sorcerers (i.e. the folks most interested in the feat) is negligible. Shield Training is better for classes that already have light armor, of course. Your bards and warlocks won't bother with Lightly Armored but Shield Training is a nice one. At that point though, once again, you're comparing Shield Master to Moderately Armored. Moderately Armored also gives shield proficiency, and it upgrades your caster which may not have invested deeply into Dexterity the option to wear medium armor instead of light to reduce their dex dependence. Moderately Armored also opens up a lot more magic item options than Shield Training - there's only so many magic shields, but tons of different options for magical metal armor. It's honestly interesting to see so many people go so nuts over Shield Training when Lightly/Moderately Armored are often considered total dump feats, never worth taking seriously.
Please do not contact or message me.
The UA Feats Survey is broken. Rather than show the results of the survey, which are nowhere to be seen, it just says, "This survey is not accepting additional responses at this time. Thank You!" So it's broken. I suggest the simple solution is that someone who has access to the survey results just POST A SCREENSHOT of the results.
The results are not normally made available to the general public as far as I know.
She/Her Player and Dungeon Master
It’s not “broken,” it’s closed. They closed that survey when they opened the survey for the two new subclasses.
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Yep survey isn't open too long it closed a while back now. They're not for public consumptions since that would add public pressure on their internal decision making. Since.. internet is rather vocal, and often less than kind in expectations.