| Post/Author/DateTime | Post |
|---|---|
| #1PetardoMauritiAug 14, 2014 14:51:04 | It is possible that you can retrain a feat you chose in earlier levels? I think that it was possible in 4e, but there feat were raining from the sky, while in this edition are almost a luxury.
For example, if you plan to be Eldritch knight, you may try to take a feat Magic initiate, so for 1st and 2nd level you are not stuck with a useless stat INT, while Fighters would obviously prefer CON or DEX (maybe even WIS). In this case would this feat would not be that useful anymore even if it stacks as you get spellcasting as class feature already.
Or in case you want to take a feat you just qualified for via ability score increase. |
| #2Plaguescarred1Aug 14, 2014 15:11:55 | There is no retraining rules in the PHB, so it should be up to DMs |
| #3DaBeerdsAug 14, 2014 17:54:07 | IMO, your latter example would fly. In previous editions you had to be able to prove that you could have taken your new feat at the time when you took the feat you don't want anymore: example from 3.5e PHB2: A 4th-level fighter/1st-level rogue couldn’t trade the Mobility feat he chose at 3rd level for Weapon Specialization, even though he currently meets the prerequisite (fighter level 4th), because he could not have done so as a 3rd-level character. Just because you now have the ability score prerequisite does not mean you can retrain a feat you had before.
That being said, I agree with Plaguescarred: until a specific rule is added to 5e it will be up to the DM and/or the group as a whole.
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| #4PetardoMauritiAug 14, 2014 21:59:55 | I never played 3.5e, but now I remember in 4e that some feats were neccessary to retrain, because becoming obsolete on higher levels.
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| #5shivafangAug 15, 2014 15:17:38 | If you are playing in Adventures League, you can rebuild your character completely at any time up to (and including) level 4 - this can be a complete rebuild of everything except your name. Once you hit Level 5 you are 'locked in'.
If you are not playing Adventures League, this does not apply. |
| #6UnknownMournerAug 21, 2014 21:27:38 | I would make them jump through at least one hoop, even if just a little side quest within the regular adventure. Then they and everyone at the table will feel good about it, and you prevent the minor cheese factor.
In your Eldritch Knight example, maybe he has to resign from the guild with which he was initiating, turn in his library card, get a stern talkin' to during adventure downtime, and possibly have to reimburse the guild for his squandered scholarship. Or perhaps he has to go to the militia boot camp, losing the ability to scout out the next dungeon and gather rumors, then pass their hazing ritual of a drinking game or a cage fight. Make the player explain it then give him a few options, like a money route, a fighting route, a danger route, a skill route, etc. Heck even just some cookie cutter kill quest, like "kill at least 3 giant rats in the cave of woe."
There should be at least a little slap on the wrist IMO.
Just my style, not saying everyone needs to agree. |
| #7VeleriaAug 21, 2014 22:57:25 | This is entirely up to the DM. Much of the book was written to allow DM adjuication so the game runs the way they like and to limit rules lawyering. |