Revised Feat List

by DMB

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Revised Feat List


This is a large overhaul of a majority of feats available that I found problematic either for their lack of desireablity under most any circumstances, like Grappler, or feats that were just must haves like Lucky or Sharpshooter. All in all I feel they make for a more balanced playing experience.

This revised feat list uses the following home rules and additions for it to work.

Fighting Style Changes

Great Weapon Fighting removed

Dueling

When you are wielding a single melee weapon you gain a +2 bonus to damage rolls with that weapon.

Protection

You can use your reaction to impose disadvantage on an attack roll that would hit an allied creature within 5ft of you being targeted by a creature you can see. If the attack hits anyways, you reduce the damage of the attack by an amount equal to your proficiency bonus + your shield AC bonus if you are wielding one.

Healer's Kit

You may use a Healer's Kit to spend 1 minute attempting to heal a creature's wounds. Make a DC 10 Wisdom (Medicine) check. On a success, the creature regains hit points equal to the amount the check passed the DC by, plus its Constitution modifier (Minimum 1).

A creature that regained Hit Points in this way must complete a short- or long rest before it can do so again.

Improvised Weapons

Deal 1d8 + Strength modifier damage if it is wielded in two-hands.

Multiple Weapon Drawing

Every time you make an attack as an action or bonus action, you can draw a weapon and use it as part of the same attack.

Two-Weapon Fighting (not Style)

When you take the Attack action and Attack with a light melee weapon that you’re holding in one hand, you can make an additional Attack with a different light melee weapon that you’re holding in the other hand as part of the Attack Action. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative.

If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.

Unarmed Fighting

Your fists (or claws) are considered to have the light property and count as weapons for the purposes of two-weapon fighting, but are still not weapons themselves.

Changes are marked (-) for nerf, (+) for buff, (~) for reworked or feats that are buffed and nerfed

Non-core Feats not in Use:

(most) Any UA Feat
XGE Racial Feats

Prodigy can now be taken on any race, but it is also a starting Human racial; similarly, all Halflings start with Second Chance although it can be chosen as a feat by any race. Dragon Hide is now part of the Dragonborn's racial. Drow High Magic and Wood Elf Magic are now feats that can be learned by (most) anybody.

Removed Feats:

Charger
Weapon Master*

(renamed Warrior Training and buffed)

Durable*

(rolled into Tough)

Added Feats:

Light Armor Master
Skirmisher

General Feats

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being Hidden from you.

Athlete (+)

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • You gain climbing speed equal to your walking speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.

Dual Wielder (+)

You master fighting with two weapons, gaining the following benefits:

  • You can still grapple creatures even when you are wielding a separate weapon in each hand.
  • You gain a +1 bonus to AC while you are wielding a separate weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.

Dungeon Delver (+)

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.

Grappler (+) *

Prerequisite: Strength 13 or higher


You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • When you are grappling a creature you can attempt to shove it prone as a bonus action.
  • You have Advantage on attack rolls against creatures you are grappling.
  • When a creature you are grappling attempts to break your grapple and fails, you can use your reaction to make a melee attack against them.
  • You can grapple creatures 1 size larger than normal.

Healer (+)

Prerequisite: Proficiency in the Medicine skill


You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature, that creature regains hit points equal to your modifier in the Medicine skill.
  • You can use a Healer's Kit as an action in combat to heal a creature.
  • When you heal a conscious creature they regain additional hit points equal to their maximum number of hit dice.

Inspiring Leader (+)

Prerequisite: Charisma 13 or higher


You can spend at least 1 minute inspiring your companions and underlings, shoring up their resolve to fight. All friendly creatures who can see or hear and who can understand you can gain temporary hit points equal to your level + your Charisma modifier.

A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind (~)

Prerequisite: Intelligence 13 or higher


You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your intelligence score by 1, to a maximum of 20.
  • You always know which way is north and the number of hours left before the next sunrise.
  • You have advantage on any Intelligence checks to recall information you learned in the last 3 months, as well as any Intelligence checks you are proficient in (of Arcana, History, Nature, Religion) to recall information about creatures, places, spells, or rituals.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Lucky (-)

You have inexplicable luck that seems to kick in at just the right moment.

  • You have 3 luck points. Whenever you make an attack roll, ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You can choose to use your Luck roll in place of the normal die result.
  • If you spend a luck point on a roll that has advantage or disadvantage, you roll the extra d20 and choose the result after the higher or lower die is chosen.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

Mage Slayer

You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.

  • You learn two cantrips of your choice from that class’s spell list.
  • In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Martial Adept (+)

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You gain proficiency with 4 weapons of your choice.
  • You learn two maneuvers of your choice from the fighter Maneuver list. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have or gain Superiority as a class feature, this grants one more usage; otherwise, you have two uses of Superiority, and regain your expended uses when you finish a short or long rest.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Mounted Combatant (+)

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • When you make a melee weapon attack against a creature, you and your mount don't provoke opportunity attacks from that creature for the rest of the turn.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws for that ability.

You can select this feat multiple times.

Ritual Caster

Prerequisite: Intelligence or Wisdom 13 or higher


You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose ritual spells from that class’s spell list. The class you choose also determines your spellcasting ability for these spells.

If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Savage Attacker (+)

You are a brutal and terrifying opponent in combat, and gain the following benefits:

  • Increase your Strength or Charisma score by 1, to a maximum of 20.
  • When you score a critical hit with a weapon attack, the first weapon damage die you would roll is maximized.
  • When you score a critical hit or reduce a creature to 0 hit points with a weapon attack, you can use a bonus action to attempt to frighten another creature within 30 feet of you until the start of your next turn. The creature must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier.

Second Chance (+)

Fortune favors you when someone tries to strike you. You gain the following benefits:

  • Increase one ability score by 1, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
  • When you make an attack roll and the result is a 1, you can re roll the die and must use the new result. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Skilled (+)

  • Increase one ability score by 1, to a maximum of 20.
  • You gain proficiency in any combination of 3 skills, tools, or languages of choice.

Skulker (+)

Prerequisite: Dexterity 13 or higher


You are expert at slinking through shadows. You gain the following benefits:

  • You have advantage on any checks to hide when you are at least heavily obscured, and can attempt to hide if you are only lightly obscured.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Tough (~)

Prerequisite: Constitution 13 or higher


Hardy and durable, you gain the following benefits:

  • When you roll a Hit Die to regain hit points, you regain an additional amount of hit points equal to half your Constitution modifier rounded up (minimum 1).
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Warrior Training (+)

You have practiced extensively, honing your fighting prowess, and gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You learn one Fighting Style from the Fighter list
  • You gain proficiency with 4 weapons of your choice.

Skill and Tool Feats

Alchemist (!)

Prerequisites: Proficiency with Alchemist's Supplies


You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You add double your proficiency bonus to any checks you make with your Alchemist's Supplies.
  • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • Over the course of any short rest, you can temporarily improve the potency of a potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. For the next 8 hours that potion will restore its maximum number of hit points.

Gourmand (!)

Prerequisites: Proficiency with Cook's Utensils


You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You add double your proficiency bonus to any checks you make with your cook's utensils or relating to food.
  • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
  • During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves 4 + 2 more for each person who helps you cook the meal (does not count as interrupting their short or long rest), and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

Prodigy

You have a knack for learning new things. You gain the following benefits:

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one tool or skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Armor Feats

Heavy Armor Training (+)

Prerequisite: Proficiency with medium armor


You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain proficiency in heavy armor.

Medium Armor Training

Prerequisite: Proficiency with light armor


You have trained to master the use of medium armor and shields, gaining the following benefit:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.

Light Armor Training

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor and bucklers.

Heavy Armor Master (~)

Prerequisite: Proficiency with heavy armor


You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • While wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical attacks is reduced by an amount equal to your proficiency bonus.

Medium Armor Master (+)

Prerequisite: Proficiency with medium armor


You have practiced moving in medium armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor you gain a +1 bonus to AC.

Light Armor Master (!)

Prerequisite: Proficiency with light armor


You are agile and hard to pin down in your light armor and gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • If you do not start your turn within the reach of a hostile creature, opportunity attacks from moving are made against you with Disadvantage.
  • You can take the Dodge Action even when your speed is 0.

Spellcaster Feats

Drow High Magic (~)

Prerequisite: 6th level and the ability to cast at least one spell


Through study and practice you learn more of the magic typical of dark elves.

You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Elemental Adept

Prerequisite: The ability to cast at least one spell


When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you cast a spell of 1st level or higher that deals damage of this type, the initial damage increases by one damage die.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Spell Sniper

Prerequisite: The ability to cast at least one spell


You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from.

War Caster

Prerequisite: The ability to cast at least one spell


You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Wood Elf Magic (~)

Prerequistite: The ability to cast at least one spell


Through study and pracitce you learn the magic of the primeval woods, which are revered and protected by the Wood Elves.

You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Martial Feats

Crossbow Expert (+)

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack and reload a hand crossbow you are holding.

Great Weapon Master (~)

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. While wielding a weapon with the heavy and two-handed properties you gain the following benefits:

  • Once on each of your turns when you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to half the damage of the original attack.
  • When you make a melee attack and reduce a creature to 0 hit points or score a critical hit, you can make another attack with the weapon as a bonus action.

Polearm Master (~)

You can keep your enemies at bay with reach weapons. While you are wielding a glaive, halberd, pike, quarterstaff, spear, or trident in two hands you gain the following benefits:

  • When you take the Attack action with a polearm you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • Other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Sharpshooter (~)

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • When you make a ranged weapon attack, you can use a bonus action to add 1d10 to the attack or damage roll of that attack. You can add the amount before or after making the attack or damage roll, respectively, but before any effects of the attack are applied.
  • Attacking a prone target or attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.

Skirmisher (!)

You've learned how to harass your opponents from afar in combat, leaving them off balance when you close in to strike. You gain the following benefits:

  • When you take the attack action and are not within a hostile creature's reach, you can use a bonus action to draw and make a ranged weapon attack with a weapon that has the thrown property.
  • When you attack a creature with a ranged attack, you have advantage on your next melee weapon attack against that creature until the end of your next turn.
  • When you take the Disengage action your speed increases by 15ft. for the rest of your turn.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that would deal damage to you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Tavern Brawler (+)

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons, their damage increases to 1d6, or 1d10 when wielded in two hands, and your fists are considered improvised weapons.
  • You can make an attack with an improvised weapon as a bonus action against a creature you are grappling.

Removed Feats

Charger

Charger was simply a feat that made little sense mechanically, as well as having no drawback for using it, until you get extra attack and a bonus 5 damage becoming absolutely useless. Leading to overuse early on then never being touched unless someone wanted to knock a guy off a cliff. And is running at a guy and stabbing them really a feat of heroics anyways?

Weapon Master

Technically not removed, just renamed. Now in addition to learning how to use four weapons, you can also learn a Fighting Style. Anything to encourage taking a feat instead of just multiclassing with Fighter and getting armor, weapons, and a Fighting style.

Feats as Racials

Prodigy

Prodigy is a fantastic feat. Both in design and feedback, but it's actually just a good version of Skilled that was race locked? I find it as a racial gives a nice nudge to humans to put them on the same power level as the other races, while also fitting thematically. Only a standout human, a prodigy, if you would, could rise from nothing to become a hero of the multiverse.

Dragon Hide

Is a godawful feat and a weak racial, but a solid buff to the race as a whole.

Racial Feats as Feats?

I don't care for Racial Feats. They encourage a specific min maxing type of play ill suited for 5e. Feats should be available for everyone or no one, and sure they can be better on some characters than others, but if you want to be a Gnome Sorcerer Polearm Master, you go for it, and if you want to learn some Wood Elf spells, you learn them all you want Mr. Tiefling. One could argue it makes Magic Adept useless, but Magic Adept lets you learn any spell, whereas Drow and Wood Elf Magic are specific spells. Second Chance is a nice defensive feat, I don't necessarily think it should be Halfing locked is all.

Added Feats

Light Armor Master

Was added to give Light Armor fighters something defensive. Now yes, they already are decently defensive, being that they usually have the best Dexterity saves or skills and spells to be defensive. So it's not that strong, but could still be alright in some situations.

Skirmisher

Throwing weapons need love too. A lot of classes are mobile but have little to do with that mobility except to dash out and attack, then retreat behind their Paladin or Barbarian. This feat opens up some more options for such characters, and is a general buff for anyone focused on using throwing weapons.

You don't actually have to get into melee if you don't want to, you just get one extra attack with throwing weapons in case you want to relive the glory days of Rome and chuck javelins into an approaching horde of savages. I mean it even works with shields.

Nerfed Feats

I'm sure everyone is clamoring for why I gutted Sharpshooter and Great Weapon Master, we'll get to that.

Durable & Tough

So just rolling the two feats together. They had similar flavor, and work well together. Especially if you use Slow Natural Healing. Losing the +1 Con can be an issue and is somewhat of a nerf there I admit, but the feat would be too strong if you could also increase Con off it.

Lucky

Lucky. Oh how I abhor you as a DM.

Heavy Armor Master

Some would argue that despite the scaling, the drop in damage reduction from 3 to 2 at 4th level, or earlier, makes the feat useless. I disagree, I think the feat was too strong in the early levels, and while it certainly falls off later, 3 damage reduction is 3 damage reduction when it does trigger. It may even be a fair bit too strong for medium and high level play being it's a feat which gives you 1 ability score as well. I've seen it in action and the feat pays dividends in any module I've seen it taken.

Sharpshooter & Great Weapon Master

The one I'm sure people actually care about. Why Sharpshooter?

Simple. Damage bloat. Accuracy is very easy to stack in 5e, even if it weren't a -25% chance to hit to deal 10 more damage, or effectively a second attack's damage worth (a Greatsword with +3 Str deals an average of 10 damage) was a very good deal. You were doubling your damage in many cases in exchange for reducing your hit rate by, well it varied. -25% chance to hit isn't actually 25% less chance to hit because let's assume you hit on an 11 or higher, that's a 55% hit rate, take a -5 or -25% now it's a 16 or higher to hit, or 30% chance to hit.

But again, so many ways to stack accuracy. Bless. Reckless Attack. Precision Attack. Fighting Spirit. Elven Accuracy. Having a +7 to hit at 6th level.

And ultimately what was the theme? More damage? I tried to make both significantly more thematic to their namesake instead of them just being +damage feats. At least PAM's makes sense to the theme, y'know?

Buffed Feats

Defensive Duelist

It was an incredibly weak feat before. While I could have just made it a +1 Dex feat, some crappy thing you pick up if you need to round out a score and don't want anything else, I instead tried to make it more appealing on its own merits.

Dual Wielder

A small buff for the feat.

Dungeon Delver

It's a fine feat, but just rarely worth taking unless your DM is a sadist that traps everything. Giving it an ability score Increase makes it nicer to pick up in general and I hardly find doing so makes it overpowered in any way.

Grappler

The feat may as well not exist in base 5e. This rework, effectively, actually makes it a usable and worthwhile feat to get. While it may sound ridiculous to let a Small creature grapple a Large, or a Medium creature grapple a Huge, just remember that Grappling merely sets a creature's speed to 0. It doesn't necessarily mean they're physically holding them in place by their own might. They could merely have a single thumb held down, and if the creature moves, its thumb will break. Pain is an incredibly powerful source of motivation for someone to not move an inch.

Healer

An already good feat, I made it even better because I wanted to. In combination with the new healing rules it makes it a reliable way to recover hit points, and is a strong buff to the previously mostly useless Medicine skill.

Inspiring Leader

Why can you only give a speech to 6 guys? Who even has more than 3 party members? If you have Hirelings they probably suck and will die anyways if it's a real fight, regardless of whether they get 12 temporary hit points or not. This is mostly a buff based on roleplay, not mechanics, I admit. Also yes it still works on you, what, you've never hyped yourself up before?

Keen Mind

I Don't Want to Take Notes the feat. Now it's actually useful for people who do take notes or actually can remember what happened a week ago. May be a bit too strong for some super hardcore survival campaign where you have to roll for dysentery if you don't explicitly tell the DM you're boiling the water beforehand. But I assume in those kinds of campaigns if the DM doesn't like a character wrecking their campaign they'll just kill them off.

Mage Slayer

It could be considered a nerf, but I think it's a buff. Who needs Advantage on a Saving Throw when you can just stop a mage from casting Fireball in the first place. The lack of damage on the reaction attack is more a gameplay concession than anything, and yes, a mage could just Misty Step away like before.

Martial Adept

An extra superiority usage if you don't have any, and 4 weapon proficiencies of your choice. A decent feat but now more attractive. 1 maneuver a short rest isn't really attractive on its own merits, although it is a great addition if you already have superiority if only for the expanded maneuver list you would then have.

Mounted Combatant

Slight buff but nothing gamebreaking.

Skilled

Another minor buff. Just a way to learn a new language without needing a ton of downtime or having to take Linguist.

Skulker

A meh feat, I buffed it to a level I find is usable. It's still more of a skill that benefits a lone wolf in a game about teamwork, so mileage may vary.

Warrior Training

Seriously why would anyone burn an ASI to learn how to use 4 weapons? If you care about Strength or Dexterity you probably already have most any weapon you care to learn to use. Letting it also grant you a Fighting Style makes it attractive for Barbarians, Paladin, Rangers, Fighters, or Dwarves. An indirect buff to Two-Weapon Fighting, as well, by letting characters who don't normally get Fighting Styles pick up the fighting style without needing to multiclass.

Also gave the weapons to Martial Adept, because it just makes sense. Two ways to get weapons, each offering different specifics.

Still not as good as just taking a 1 level dip into Fighter if you actually want to wear armor and wield weapons.

Armor Training

Why can you only increase your Strength score from Heavy Armor training?


Why do these feats exist when you can just take a level dip in Fighter?

Heavy Armor Master

It's a good feat it's not only for levels 1-4 fuck you.

Medium Armor Master

Who thought it was okay to let HAM give you 1 ability score increase but a feat reliant on having 16 Dexterity didn't let you increase an ability score?

It's basically a +1 AC feat now you can take in case you need to round out your Strength or Dexterity and want to be able to sneak.

Polearm Master

Sort of a buff, sort of a nerf? Thematically I get why certain weapons were disallowed from benefiting from PAM, but customization is good. Also, PAM + shield was kinda silly which is why I specified you needed to wield a quarterstaff in two hands to benefit. I don't feel strongly about either of these changes, however. If you'd rather not have PAM Pikes, then don't. If you want PAM + shield combos, whatever.

Tavern Brawler

BUT MOOOOOOOOOOONKS!


Alright. First off, Monks don't rely on their fists to deal damage. Flurry of Blows is bonus dpr for a low cost, they still use weapons that they CAN use their unarmed strike damage for if they so wish as their main forms of dealing damage early on. Letting everyone have incredibly sub par damage if they want to punch but want to play a different class than Monk by taking a Feat to do so is perfectly fine and balanced.

I'm still keeping in the increase your Str or Con because again, you're literally just able to punch for the same damage as you could do with simple weapons. The amount of times you get disarmed in 5e is usually kind of rare unless your DM is a sadist.

It's also a buff to grappler focused characters. Now they can punch people they grapple in the face. Or butt them in the face with a sword hilt. You can decide what constitutes as an "Improvised Weapon" and fluff it however you'd like. I'd argue a knee to the gut could count given it is called Tavern Brawler.

 

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