First, now anyone can specialize in a given skill, making a multitude of new character concepts possible. Second, with new feats come new possibilities - specially for fighters, that get more feats than anybody else, but not much else in some cases (the Champion, for example).
Combine these two and you get... The Grappling Fighter!
|I just googled "D&D grappling"... Thanks, Douglas!|
The hands-down most disappointing entry in the PHB, Grappler is the ultimate trap ability. Its first ability is a worse version of the shove-to-prone combat option grapplers already have. Why invest in a feat for advantage when you can do it with basic combat actions? The second ability is what earns Grappler its green status. A restrained target suffers from disadvantage to all Dexterity saving throws, which works nicely with grapplers who use Dexterity-based spell damage. Or grapplers who have allies using that magic. This is a niche way to grapple but a fun one, so I leave it out there as an option for grapplers looking for new ways to enjoy the combat style. As for the last bullet point, it's a leftover of an earlier edition. As the PHB Errata clarifies, " Ignore the third benefit; it refers to a nonexistent rule". All told, this is the feat that should have made us tick and instead it's one of the first you'll ignore.
Now, look at this new feat from UA:
You become stronger, gaining the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
• You count as if you were one size larger for the purpose of determining your carrying capacity.
This is an awesome feat to every Fighter - nah, to most "warrior" classes, including Barbarians, Paladins, etc. - and it is only a half feat", i.e., you also get +1 to Strength.
With decent strength, double proficiency, and increased carrying capacity, you will be able to grapple most monsters (unless they are more than one size larger than you) with ease and drag them around freely. This is no joke - you can reliably take down a death knight, most demons and young dragons!
Grappling might still be a bit limited - you can find some options here and here - but it just got a lot stronger.
There are lots of other interesting feats there. The medicine skill finally gets some use, you get a new version of the Help Other action, you get to intimidate foes during combat, and so on. Maybe I am not the greatest fan of feats - the bloat went to far in some former editions IMO - but some of these are really good.
I know, I know, many will say there is nothing broken in D&D 5e. But I'm really glad they are fixing it!