Site icon Stands in the Fire

Stinky Feats: A Few Feat Alternatives to the June 2016 UA

D&D, D&D 5e, DnD, DnD 5e, Dungeons and Dragons, Dungeons & Dragons, Dungeons and Dragons 5e, Dungeons & Dragons 5e, 5e, weapon feats, feats, martial feats, exotic weapons, martial weapons, simple weapons, feat options, alternate feats, homebrew, homebrew feats, homebrew weapons, alternate weapons, homebrew martial weapons, homebrew simple weapons, homebrew exotic weapons, Unearthed Arcana

Today a new Unearthed Arcana was released. It’s a look inside their feat design thought process, which is cool. I’m always a big fan of behind-the-scenes features. A glimpse into someone’s thought process can go a long way towards things making sense, or seeing it from another perspective. Unfortunately, I don’t think this UA was a particularly strong showing. It highlighted some of the power creep disconnects that game is currently facing, and it also engages in the rules legalese that can really turn people off to an experience. Rather than pick it apart (it’s a free release brainstorming work for a reason, and I like the tool feat ideas), I thought I might try my hand at what I would like to see from future feats.

Briefly stated, I’d like to see expanded support for weapons that are not likely to see a lot of use due to initial design. I’d also like to see some additional caster options. One of the things I like about feat design is the usually large net it casts in any specific area. Any created feat should have a similarly wide imprint. Another thing I like about original feats are they stay away from small numerical bonuses. Adding something like a passive +1 bonus to attack rolls is going to border on mandatory, particularly in bounded accuracy design. There should be several different, yet similarly themed, parts of the feat. The power of any created feats should not exceed the existing feats. This is pretty easy to do, with stuff like Great Weapon Mastery, Sharpshooter, Sentinel, and War Caster on the table.

Uncommon Weapon Mastery
You have mastery a variety of uncommonly used weaponry. You gain the following benefits when using a flail, great club, handaxe, morningstar, quarterstaff, sickle, spear, trident, or war pick:

My thought process on this is to bring some options to lesser used weapons and encourage their use. This might be too much, but I don’t think it’s any worse than existing feats. It might be better than Martial Adept, but I don’t think it is due to Martial Adept refreshing on short rest and you get two maneuvers to select. This puts some limitations around that. It’s not like this is prime time ready, or anything. The first part of the feat plays with the tag systems weapons already possess, and at one point looked to be the direction weapons were trending. The template design approach to weapons was interesting, and it’s sort of sad it didn’t make it. What is published is a mix of that system and a more standard system, which causes weird overlap.

Watcher of the Warp and Weft
Prerequisite: The ability to cast at least one spell

The act of casting a spell opens your senses and attunes you to the magical world. You gain the following benefits:

Just an idea on this one. I might be way off base. It’s possible it does a little too much, but it’s mostly against spells. A good melee strike will still make your life sad, though a little less sad with the last point.

 

Exit mobile version