Unearthed Arcana: Feats 2020
Updated: Jul 27
Watch Live: 7pm Est 7/26/20
Crit Academy covers the newest Unearthed Arcana: Feats. Released 7/13/20 this new collection of feats for 5th Edition Dungeons and Dragons offers a way to become better at something or to gain a whole new ability. Many of these new feats include limited to access to class features. Much like the Martial Adept feature in the Player's Handbook.
Segment: Crit Nation Feedback: Let’s talk about Blank!
These hand drawn item cards are perfect to get you started when rolling your 5th edition character! Every race/class begins their adventure with an equipment pack full of useful bits and pieces, and with the nifty little themed boxes you can keep these items and all loot won on the journey safe inside for your next session.
This Equipment Pack - Full Set is a digital download containing:
All pages of Equipment Packs item cards & themed box patterns to cut out and assemble
Extra blank cards, including a custom font to fill them in with
Instructions and OG License
Modular dungeon tiles are an easy way to create your own beautiful digital maps. The Arcania lets you make dark, shadowy dungeon map, rich with the fumes of arcane secrets.
Didn’t win? Np, head to www.critacademy.com/loresmyth a free set of digital terrain and much more.
The Unearthed Arcana document presents new feats for you to playtest from Wizards of the Coast. You can download the PDF from Wizards of the Coast here.
A feat represents a character achieving mastery in one of their capabilities or discovering the ability to do something completely new. Playtest Material The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game development. This material is not officially part of the game. For these reasons, it is not legal in D&D Adventurers League events.
Fey Touched - Austin’s Pick
Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Poisoner - Justin’s Pick
You can prepare and deliver deadly poisons, gaining the following benefits:
When you make a damage roll, you ignore resistance to poison damage.
You can coat a weapon in poison as a bonus action, instead of an action.
You gain proficiency with the poisoner’s kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Tandem Tactician - Ian’s Pick
Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
You can use the Help action as a bonus action.
When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.
A masked menace terrifies the region, raiding villages to fund her devious plan. Unknowingly, the adventurers stumble into her most recent evil scheme: the kidnapping of a famous performer known as Devon Artis. Their mission is to deliver a ransom and collect Devon. Though, as in most cases, not all goes as planned.
Didn’t win? Np, head to www.critacademy.com/jeffstevens to get Villains and Lairs III and Encounters on the Savage Seas III Free
Segment: Unearthed Tips and Tricks! (We give you creative content for your next adventure)
First, start off as a Warforged. Class into Thief Rogue in specific. This could be a neutral character. And as simply as that, you have become a bionic assassin. You can run, jump, and climb many places. Have fun roleplaying with fun phrases such as, "Exterminate." or "Die from the words of my master." or just insert your best R2D2 impersonation as you cut a person open. You could also say you were created to take on jobs for your creator, whomever that may be. Every time you leave a room, you say “I’ll be back”.
Goblins are by and large in general are considered to suck at magic. And normally, you would be right. However some every now and then, one doesn’t just have good juju flowing through their veins, but have an otherworldly connection to nature. Almost as if they are an extension of it. They can bring this power forth against their enemies and this gives them a special status among their people since they are one of the few who seem to be able to wield the power of fire and kabooms and somehow have not blown themselves up. Yet.
Lost Features: Reduce size to small. Remove spell list
At will: druidcraft, produce flame, shillelagh
3/day each: barkskin, entangle, speak with animals, thunderwave
Sorcery Points. The goblin has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:
When it casts a spell that forces other creatures to make a saving throw, it can protect some of those creatures from the spell’s full force. To do so, it can spend 1 sorcery point and choose a number of those creatures up to its Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
When it casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
A Rocky Road
This is an ideal event for traveling between villages or cities. The characters spot a trail of smoke filling the air, surrounding the area in a fog effect. A large wagon is toppled over on the side of the road, draft horses stone statues, petrified by the basilisks. A character can spot the stone horses with a successful DC 17 Wisdom (Perception) check. The twang of crossbows and arrows can be heard in the distance. A medicine woman (acolyte) and 2d4 guards are taking shelter under the wagon, shooting at the two basilisks. A character who succeeds a DC 15 Intelligence (Nature) check successfully identifies the creatures.
First the basilisks must be driven off, or defeated. The area is full of medium sized boulders, making for great cover. The smoke makes it difficult to breathe, every round each creature must succeed on a DC 13 Constitution saving throw or be poisoned until the start of their next turn. A character who fails 3 or more saves, gains a level of exhaustion.
Once dealt with, the characters must tend to the injured, and then the characters must help with the damaged wagon in any way they can.
Staff, rare (requires attunement)
You have a bonus to attack and damage rolls made with this magic weapon. When a creature deals damage to you with a ranged spell of 1st level or higher, you can use your reaction to allow the staff to absorb some of the magical energy charging the staff with power. A number of arcane runes appear on the staff equal to the spells level up to a maximum of 3. These charges last for 24 hours before fading.
As a bonus action you can speak the staff's command word and imbue the weapon with a magical force. The first time you hit with a melee weapon attack until the start of your next turn, your weapon releases a burst of raw magical power during the strike, and the attack deals an extra 2d4 force damage to the target.
Dungeon Master Tip:
For some Dungeon Masters, the lack of heavy hitting rules can leave the game feeling a bit uneven. Characters can beat into the ground, making death saves, and a single cured hit point brings them back to full functionality. For some DM’s, this doesn’t capture the severity of falling in combat, when in reality, an enemy is likely to attack a downed opponent. But some DMs don’t want to go that far, so instead you can encourage your players to prioritize avoid being knocked unconscious by adding a new level of complexity. When a character is brought to 0 hit points, they suffer a level of exhaustion. The trauma of near death can cause players to consider their choices a bit more, as it will have much longer lasting effects.
Player Tip: Don’t be a Dick
Mind your Minions Does your character have minions or familiars? Remember them! Be sure to incorporate them not just in gameplay but in roleplaying as well. Have your owl deliver the mail. Have your servants transport your stuff or your butler make tea and can even flavor actions and features to incorporate them. When swapping weapons for example have your butler bring up a golf bag full of weapons, “Given the fact you are dealing with fey, I recommend the cold iron sir.”
If you have any feedback, unearthed tips and tricks or topics you would like us to discuss, please send them to us. You can email them to us at firstname.lastname@example.org or find us on twitter and facebook @critacademy.
We hope you’ve enjoyed your experience here at Crit Academy. If you did, you can help others find the show by leaving a hopefully 5 star review on itunes. Or just send us a message telling us how much you enjoy the show.
Also be sure to give us a like and a share!
Make sure to subscribe to our show at www.critacademy.com, follow us on Twitch and Youtube so we can help you on your future adventures as well as a chance to win cool prizes each and every week. Make sure to check out our fellowship members as well.