D&D 5E Lets Discuss Feats. Do you like them? Plus, some questions!

painted_klown

First Post
Hello all,

I am spending more time familiarizing myself with the PHB, and have dived into reading about feats. I am playing in a Pathfinder game, so I am somewhat familiar with them, and do not see any reason why I shouldn't allow them in my games. Some of these seem fairly powerful on paper, and I know my players will want to use them. I am planning to allow it.

Having said that, I see some feats that almost dive into a bit of multi-classing on first glance, and wanted to get everyone's thoughts before I jumped to too many conclusions, or mid-interpreted what I read.

I say this because the Fighter class has the most opportunities to potentially use feats, and could use them to great effect in a game that doesn't allow multi-classing (such as mine).

Specifically, I am looking at feats that give the ability to add magic using. Elemental Adept, Magic Initiate, Ritual Caster, Spell Sniper, and War Caster.

I assume that any class, including Fighter, can pick these magic giving feats so long as they meet any prerequisites. Does the player selecting any of these HAVE to be a magic using class (or Eldritch Knight) to begin with? I see some of these feats do have a prerequisite that states you must be able to cast at least one spell, but this can easily be met by taking, say, Magic Initiate.

What say you?
 
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Well, the feats in 5E are taken in place of stat increases, so they have to be pretty hefty to be on par. I really like the way feats are done in this edition, unlike some previous ones where the feat trees were nearly incomprehensible and if you didn't take the right feats your character was gimped. Most of these feats are flavorful and powerful, and I am looking forward to leveling my char to 4th so I can take one. I say let your players take whatever the rules allow!
 

The magic giving feats are completely fine. The majority of classes have some magic anyway. I don't even use multiclassing, I find subclasses and feats are enough.

The feats that are the most controversial seem to be Crossbow Expert, Great Weapon Master, and Sharpshooter.

Grappler just doesn't work right so you should either change it or advise against taking it.

A couple other feats are a bit weak too and could maybe use a +1 attached to them.
 

Personally, I say they're not needed. A lot of classes get magic through class features or archetypes anyway (pretty much all of them, the last I checked), and used as-is these classes are generally pretty versatile and powerful.

Really, overall, I don't see why you would actually need feats.
 

My only concern is that is seems that the two classes that get the most ability increases (and thus most options to trade them for feats) seems to be the two classes taht just need one ability anyway, while many classes that rely on having at least two abilities with high values only have to do that with five increases (and are thus at a disadvantage when it comes to also wanting feats). That is mostly just an impression I have, maybe it will not bother me as much when I actually play for long time and have seen how it really feels when having high level characters.
 

It's really tough deciding between a feat or a stat increase, at least at 4th and 8th level (and 6th for fighter). I find it a cool mechanic that makes each character differnt.
 

I assume that any class, including Fighter, can pick these magic giving feats so long as they meet any prerequisites. Does the player selecting any of these HAVE to be a magic using class (or Eldritch Knight) to begin with? I see some of these feats do have a prerequisite that states you must be able to cast at least one spell, but this can easily be met by taking, say, Magic Initiate.

What say you?

And yes, Magic Initiate makes a PC eligible for those feats. If you wanted to make a F/M type (without going EK) you could also keep taking the MI feat, by 8th level fighter you could have 3 (or 4 if human) 1st level spells and 12 Cantrips. That's a neat character, Captain Cantrip.
 

Hiya!

So far my group and I (I'm DM) are finding Feats to be pretty powerful...but then again, they only *just* hit level 4 after about three month's of playing every weekend.

The Rogue (Thief) in the party is the only human, and I allowed her to use the alternate Human option (start with an extra skill/tool and a Feat at level 1). She took Crossbow Expert (she has the Urchin background, so she uses a hand crossbow that her loving, prostitute mom gave her). Anyway...she was easily the character that did the most consistent high-damage in the group (a Wyr Paladin [wyr = kinda like a dragonborn], and two Cu'Lain brothers [Fey Warlock and Thief (Arcane Trickster); Cu'Lain = 8" to 11" 'pixie-faerries'; all in my home-brew world of Paeleen ( https://paeleen.obsidianportal.com/ ).

Anyway...the biggest difference we see in 5e feats vs 3e/PF feats is that the 5e ones seem "broader" in scope. Taking Crossbow Expert actually makes you a crossbow expert. In 3e/PF you'd have to spend multiple feats to really 'feel' like you were an expert in crossbows.

The only house-rule I'm using right now for Feats is that nobody can have more than 3 (I may up that too 4) feats. Period. I also "suggested" to my players that they try and make their characters trade off Feat / Stat / Feat / Stat / Feat / Stat as they advance in level, in stead of just grabbing the first 3 or 4 feats that they can and then having "nowhere to go" (feat wise). This allows, I think, for a more organic feeling character as they advance in level.

Feats definitely add to the "niche power" aspect of a character, so just keep that in mind.

^_^

Paul L. Ming
 

I have some issue with feats. The monsters don't really have them. This gives the pc's a huge boost against them. While I don't find it that big of a deal it does become so when combined with player stat expectations from previous editions and other games.

My players were NOT happy with the point buy method at all. They felt like wimpy versions of their previous characters and so really pushed me for rolling 4D6 and rerolling 1's.When I agreed they all ended up with maxed out main stat scores ect ...combine that with a feat choice if picking human(variant) and another at 4th and 8th and suddenly I had some VERY overpowered characters to deal with. Add in a couple of magic items and well.......they just flat out massacred even boss's 6+ levels higher in a round.

Once I got my feet under me as the DM I realized my many mistakes and ended up just killing them all off in a epic adventure that we all agreed would be cool.

So really what I guess I'm saying is.....

Feats are just fine IF you play 5E with a eye toward balance from the start. Normally now people don't really choose feats till 12th level and if they do they do so without maxing their stats. We don't use the variant human either now.

Not that I'm knocking games that do use the roll method ect... It's just not what we were aiming towards. Also even with the roll method ...errr....how do I say this? It might not be a bad thing IF people actually ..you know...rolled their stats and ended up with typical rolled stats. My players always seem to roll lots of 16-18's whenever I look away when rolling characters or when rolling at home. Yeah .....
 

I love feats, both as a DM and a player. I agree that Sharpshooter, GWM, and others are really strong, which leads to fighters being really strong--but I am totally okay with that result. I like fighters, and I like choices and opportunity cost.

When it comes to balance distortion, I'd say "watch out for magic items more than feats," especially home brewed magic items. If you start handing out bracers of AC 15 and vorpal swords +5 you will rapidly discover that the DMG encounter building guidelines no longer create difficult challenges. Which can admittedly be totally fine, if you like to design encounters for verisimilitude instead of game balance. "Why yes, it is indeed a whole banquet hall full of fire giants. Looks like you've interrupted their meal and some of them look put out, but the big guy at the head of the table is gesturing to you with a huge flagon of ale. What do you do? Encounter difficulty, what's that?"
 


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