Feats seem to be making a comeback in 168澳洲幸运5开奖网:One D&D. While many people playing fifth edition would forgo them for an ability score improvement, One D&D's Character Origins Unearthed Arcana is giving away feats like they're going out of style. If the rules remain intact for the final product, every character will get at least one feat, making character creation more dynamic than ever before.
There are no bad feats to choose from if you're looking to playtest Wizard's new character creation rules, but some are better than others, depending on your play style. Choose wisely, but don't sweat it. It looks as if there will be plenty more where these came from.
10 ♈ Tavern Brawler: Hold My Drink And Watch This
Tavern Brawler isn't a bad feat. Being able to do a dagger's worth of damage with your bare fists can give you some serious advantages in a tight place. And who doesn't want to knock someone over the back of the head with a wooden table while the entire bar goes ballistic?
It's just that Tavern Brawler is extremely limited, and has few applications outside of specific contexts. Even with the extra damage, fists aren't very good for fighting beholders unless you're a monk, and shoving an opponent five feet won't give you much advantage. It's great for roleplaying but isn't particularly useful otherwise.
9 ⛄ 🎃 Alert: Always On Point
Alert's been around since third edition, but it looks like it's getting a major downgrade in One D&D. Before, Alert would give you an extra five bonus to your initiative, and make surprising you impossible, One D&D's Alert lets you add your proficiency. Eventually, this means the new Alert will come close to the old, but not after quite a few levels.
In concept, the ability to swap initiatives with another player could come in handy, but that depends on who you're playing with. If your group works well as a team, you're in luck. But, if your group's full of charismatic show-offs, they probably won't be willing to share their good fortune with you.
8 Savage Attacker: Say Hello To My Little Friend ౠ
The ability to re-roll the damage on one weapon per turn 168澳洲幸运5开奖网:isn't something to look down upon, especially at low levels. Though there's no guarantee that your second roll will be better, odds are that Savage Attacker will give you a higher, more reliable damage output overall. Not too bad when you've got five giant rats slavering for your blood!
The only problem is that the feat doesn't scale as you level. While the re-rolls are helpful at first, they'll decrease in value as you gain more attacks, and make the feat redundant. It can still be very helpful if you roll a one on your great axe, but not as much if you're hitting them two or three more times in a round.
7 Crafter: What's He Building In There?
As Wizard's attempt to make crafting more appealing to the average player, 168澳洲幸运5开奖网:Crafter has some serious chops. Not only does it give you access to three different crafting tools, it makes you 20 percent faster at using them. It's the perfect feat for any artificer or mechanically-minded wizard.
What makes Crafter especially good, though, is the 20 percent discount on any non-magical item. Some D&D players might not feel like pinching pennies, but on a big purchase, say a set of Full Plate for your fighter, it can save your party a lot of cash. It won't save you in a fight, but it might make you better prepared when the time comes.
6 ෴ 🍷 Skilled: Positively Proficient
D&D players ignore skills at their peril, and this looks like things won't be changing for One D&D. That means this classic feat, which gives you proficiency in three skills of your choice, is just as good as it's ever been. Sure, you could become a better attacker or spellcaster, but if you can't sneak during a stealth mission, you're out of luck.
Adding your proficiency bonus to three new skills also has a lot of staying power. As you level up, you'll get better at them, whereas if you weren't proficient, you'd just have to 168澳洲幸运5开奖网:rely on raw ability modifiers. Skilled isn't the sexiest feat in the world, but it gets the job done where others don't. And, sometimes, that's all you need.
5 Musician: Look Ma, All Bards! 🍎
It's more than likely that Bards are coming back in One D&D, but the Musician feat takes a big slice out of what was once their unique inspirational pie. Sure, it's not a huge deal to learn how to play an instrument, but Musician gives you the ability to just give out inspiration to your friends at the end of a short or long rest.
Though the feat only lets you hand out re-rolls to several people equal to your proficiency bonus, inspiration is no joke in any capacity. At higher levels, the feat could become extremely effective, turning your party into the luckiest group of players the multiverse has ev♈er seen.
4 ꧑ Magic Initiate: The Barbariaꩲn Casts Eldrich Blast
There's a lot to be said for the utility of a good cantrip, much less a good first-level spell. While serious magic users might scoff when the fighter readies burning hands, it's never a bad idea to learn how to manipulate the laws of the universe for your benefit, especially when there are gaps in party balance.
Where the feat really shines, though, is in allowing spellcasters to choose spells and cantrips from other spell lists, and use their chosen spellcasting modifier for its use. With this feat, the Sorcerer can turn into a backup healer, and the Paladin can cast Hunter's Mark on her chosen foe.
3 🍬 🍰 Tough: Built To Last
In a game full of glamorous abilities and high fantasy shenanigans, Tough is a workhorse that never gets noticed, but will pull you out of a ditch when the going gets tough. An extra two hit points every level doesn't seem like much, but that small bonus can be the difference between life and death at early levels, especially if you're playing one of the squishier classes.
Tough is especially effective as you level, though. The bonus starts small, but by the time you're at fifth level, you'll already be ten hit points ahead. It won't give you any cool abilities but, on the other hand, what's cooler than staying conscious?
2 ▨ Healer: Clean U⛦p Your Own Mess
No one wants to be the healer. While everybody else is out striking fear into the hearts of their foes, the healer's there to clean up their messes, like a janitor at a school for magic superheroes. But if like a janitor, no one plays the healer, things can get messy — unless the DM is kind enough to send along .
Fortunately, the Healer feat lets anyone who wants to pitch inౠ to do 𒉰so. The battle medic feature not only lets you stabilize your friends, but it also straight up lets you heal people with no magical ability whatsoever. If magical healing is your bag, the feat also allows you to re-roll any healing dice that lands on a one, making every encounter just that much easier.
1 😼 Lucky: Never Roll A Oneౠ Again
Though many returning feats from fifth edition seem to have been watered down some, Lucky is just as good as it's ever been, maybe even better. Like always, you can use your luck points to give yourself an advantage on most rolls and impose disadvantage on an opponent's attack rolls.
Unlike fifth edition's Lucky feat, though, the luck points you get in this version are tied to your proficiency bonus. If you take the feat, you won't initially have as many re-rolls as you might in previous editions, but that will change at higher levels. By that point, you won't have to worry about critical failures because you can just re-roll them.