D&D Unearthed Arcana: Feats of Skill
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Reading: D&D Unearthed Arcana: Feats of Skill
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Add some extra dynamism to your skills with these feats !
That ’ s correctly ! Why waste your feat on something like wielding two weapons flush better when you could alternatively spend it on the ability to cast Alarm once per day without expending a spell slot. Waitaminute…
Although, in their department of defense, the feat that gives you that ALSO grants you proficiency in Survival if you don ’ t have it or double your proficiency bonus if you do, in addition to increasing your wisdom score by 1 ( up to 20, as per common ). And that correct there is basically what all of these feats do. It ’ s a little act like bringing back the erstwhile Skill Focus feat from 3.x/Pathfinder, only it adds a scale bonus ( in that your proficiency increases as you level astir ), so you ’ ll merely get well as you level astir. This can potentially tip the scales of the Bounded Accuracy system–and it ’ sulfur true that Bards get to do this with a number of skills of their choice–but I however feel like these would about be better if they offered you advantage alternatively. I don ’ metric ton know though. The feats besides add an extra ability associated with each of the skills ( normally requiring a check ) .
Bob here has failed a few skill checks in his day…
That ’ s the early big matter these feats add–extra abilities ( or spells, in some cases ) that are tied to how these skills work–though I ’ m not sure these are for the best either. It makes it feel a fiddling more restrictive, in that, “ well do I have to have the feat in rate to try and bluff my way past person or grant myself advantage on an fire wheel ” sort of way, but that one might equitable be me worrying excessively much about something that ’ s clearly meant for like, league dally or something .
Let ’ s dive in and take a attend so you can judge for yourself .
Skill Feats
Acrobat ( Dexterity ) — In addition to improving acrobatics ( like it says on the can ) you besides gain the ability to make a DC 15 check as a bonus action besides dismiss difficult terrain until the end of your current turn. ad
Animal Handler ( Wisdom ) — You ’ ra ace at handling animals, and as a bonus action you can command one friendly animal to do a thing, or give it a job to do for a moment ( go see if anyone ’ s down the well ! ). not badly in that it only costs you a bonus action .
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By subscribing you agree to our Terms of Use and Privacy Policy Arcanist ( Intelligence ) — Learn Prestidigitation and Detect Magic. You can cast Detect Magic once per long rest without needing a slot. Good for if you don ’ t have anyone else in the party with access to that spell ( or ritual casters ) .
Brawny ( Strength ) — You count as if one size larger for carrying capability purposes. honestly, I don ’ thymine think this one is worth the cost of a feat. If you ’ re truly having to worry about hindrance rules, then, sure possibly this is big, but compare this ability to something like Arcanist, which gives you spells, or Silver-Tongued which lets you make attacks with advantage against a target until the end of your next turn. Like there ’ s no contest–I don ’ t know what precisely this one needs, but it needs something.
Diplomat ( Charisma ) — If you spend a moment talking at person, they may be charmed if you can beat them at an react opinion volt Insight control. This one is pretty odoriferous, actually. It has a furtive screen of bypass of saves. Many more creatures have proficiency in Wisdom saves than in the Insight skill, and you ’ ll be doubling your proficiency bonus. This even lets you bypass things like a Paladin ’ south aura, or effects like Magic Resistance .
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statesmanship in action…
Empathic ( Wisdom ) — Take an action ( and make an oppose Insight five Deception check ) to try and gain advantage on attack rolls AND ability checks against the aim until the end of your adjacent turn, which sounds bang-up until you realize that it ’ randomness taking up your action. It ’ s still good, particularly since you get a bonus on ability score checks against the target–so if you have more than one of these and want to truly make certain one lands, you can set up a jazz band. Dunno how practical that is though .
Historian ( Intelligence ) — Aid Another on steroids, basically. Whenever you take the Help action to aid person else ’ randomness skill check you can give them your proficiency bonus. I don ’ thymine know if this works in addition to, or alternatively of the advantage you ’ d differently gain from the Help Action. presumably in addition to, otherwise it might be making the Help Action worse… particularly since it would mean you could potentially fail to help person ( if you didn ’ t make that DC 15 History see ) fifty .
Investigator ( Intelligence ) — You can search as a bonus action. Which, okay, let ’ s be real. I don ’ thyroxine know how much of a difference this is ever very going to make. How many times has it mattered that you search as an legal action or a bonus action–even if you can think of an model, I ’ ll bet you can ’ thyroxine think of more than three that could conceivably ever come up in a single session. not quite, but about, as situational as Brawny .
Medic ( Wisdom ) — Make a DC 15 Medicine check and you can give person soap hit points back on a single Hit Die spent during a short rest. very good at early levels, with diminishing returns as you level up, you ’ ll want to grab this one early. But even when you ’ rhenium 20th level, soap horsepower back on a hit die is even soap horsepower back on a hit die .
Menacing ( Charisma ) — This one is fantastic for Valor Bards and Melee Sorcerers/Warlocks. Whenever you take the attack legal action on your act, you can swap out one attack with an oppose Intimidation vanadium Insight hindrance. If you succeed, your target is frightened until the conclusion of your next turn. Being Frightened is pretty beastly, a great defensive option in a competitiveness .
Naturalist ( Intelligence ) — Learn Druidcraft and Detect Poison and Disease. You can cast Detect Poison and Disease once without a spell time slot. For those days when the Druid or the Ranger are out disgusted .
Perceptive ( Wisdom ) — This is one of the few skills where it would about be worth it barely to double your proficiency bonus. But on top of that, lightly obscured areas mean nothing to you arsenic long as you can see and hear. ad
Performer ( Charisma ) — I love the mental image that this feat conjures up. Its ability is that you can make a Performance v Insight check mark and if you succeed, you distract it to the point that it has disadvantage on Perception and Investigation checks because you ’ re so perturb. sol of course I ’ m picturing an investigator at a crime setting trying to piece together clues and the bard just starts juggling until the research worker gives up and goes home .
You ’ re not even playing that lute… what did you take Perform in, steely gaze ?
Quick-Fingered ( Dexterity ) — You can make most Sleight of Hand checks as a bonus military action. Which is okay, but I would ’ ve figured many of those were already bonus actions. This is one of those “ I feel like it ’ s a stealth increase of rules strictness ” that kind of goes against the fifth Edition ethos. To me, at any rate .
Silver-Tongued ( Charisma ) — This one is good great. Give up one of your attacks for a Deception five. Insight check and if you win, you can move without provoking attacks of opportunity from your target–which is already reasonably decent. But then on top of that you besides have advantage on attack rolls until the end of your adjacent flex. So stack those attacks people–especially if you ’ re a Melee Sorcerer or Valor Bard who dipped into Fighter to get Action Surge .
Stealthy ( Dexterity ) — Stay hide for up to 10 feet adenine long as you ’ rhenium moving from cover to cover. Kind of dainty for the furtive types–it ’ s decidedly one you ’ d want to make sure your GM is will to work with ( after all it ’ s useless if most of your encounters happen where there ’ s no cover ), but it ’ s a good complement for Rogues who want to save their clever military action for something limited .
Survivalist ( Wisdom ) — You can cast Alarm. Which would be all right except you don ’ thyroxine tied get a cantrip. Compared to all the other ones that grant a cantrip and a spell, this one feels very lacking .
Theologian ( Intelligence ) — See what I mean ? Pick up Thaumaturgy and Detect Evil and Good. Cantrip, spell. The system works–all hail the system !
At any rate, there ’ second a hale swath of new feats here. Although I kind of feel like these are a little specialize for what you ’ ra getting. I mean compare them to an existing feat like Tavern Brawler which changes the way you fight in a stripe brawl or Resilient which gives you proficiency in a salvage. Although I guess these are about on equality with something like Observant, which in accession to the Int or Wis addition lets you read lips and gives you a bonus to your passive perception and Investigation scores. I guess the jury ’ south still out for me .
What do you think about these feats? Yay or nay? How would you fix them? What kind of feats would you like to see? ad
writer : J.R. Zambrano Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [ electronic mail protected ]
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