Unearthed Arcana: Feats

For the month of June, the D&D team provides new feats along with more insight into the process of creating them.

Let’s take a look on the feats first. We get a total of eight new feats. The first four are combat oriented and provide bonuses for using a specific weapon or a weapon from a family of weapons. They try to suit the flavor of the weapon they’re made for and I really like that. For example, Flail Mastery provides the ability to try to knock a retreating enemy prone.

Moving on to the other four feats that focus on the tools the characters may use. I believe that the 5th Edition provides some interesting tools for the characters to pick. However, I don’t think that they have been utilized as much as they could be. And that’s why I am very happy to see feats tackling this problem. Until now, the set of tools that could be actually considered important was the thieves’ tools. There are a couple more that could be proven useful but not that much. However, the four new feats give purpose to other tools too.

Would you even consider picking the cook’s utensils as your artisan’s tools? Did you even know that cook’s utensils is a thing in 5th Edition? I didn’t (because my eyes would always lock on the cartographer’s tools).  What if I told you that by picking the Gourmand feat you can now determine if your food is poisoned? What if I also told you that you could also cook a good meal that would help you regain two extra Hit Dice after a long rest? Interested?

Another thing these feats provide is more flavor for your character. Let’s say someone wants their character to be a cook. Having the Gourmand feat gives them more opportunities to roleplay their choice and also gain something from it. This is very important, especially for new players that don’t have much experience with roleplaying.

As I mentioned before, the other subject this Unearthed Arcana tackles is the actual design process of feats. Mike Mearls gives some very good insight on the matter. It’s so good that if a Dungeon Master’s Guide 2 were to come out it, I would not be surprised if I saw this information in there. I also like that he uses the provided feats as examples.

Even if you’re not interested in creating feats, I suggest reading this so you can better understand what goes inside the heads of the D&D team when it comes to design. This way you will be able to provide better feedback on the surveys. And that means better content in the future.

You can read the full article here and download the PDF here.

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