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# Before we Begin 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, especially in regards to characters who wish to dual wield in combat. ### Fighting Style Changes *Great Weapon Fighting removed* #### Dueling When you are wielding a melee weapon in one hand or two hands and no other weapons, 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 When you use a Healer's Kit to restore health to a creature you spend 1 minute's time and make a DC 10 Intelligence (Medicine) check. The creature regains hit points equal to the amount you exceeding the check by. Once a creature has been healed it cannot be healed again in this way until it finishes a short or long rest. ### Improvised Weapons Deal 1d8 + Strength modifier damage if it has the heavy and two-handed properties, such as a large piece of construction wood, a heavy steel brazier, or a backpack full of a particularly large sum of metal coins. ### 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. ### Unarmed Fighting Your fists are considered to have the light property for the purposes of two-weapon fighting. \columnbreak ## Non-core Feats not in Use: ##### Any UA Feat ##### XGE Racial Feats Instead, **Prodigy** is now a starting Human racial, and **Dragon Hide** is now part of the Dragonborn's racial. **Drow High Magic, Wood Elf Magic,** and **Second Chance** are now feats that can be learned by (most) anybody. ## Removed Feats: ##### Charger ##### Savage Attacker ##### Weapon Master* (renamed **Warrior Training**) ##### Durable* (rolled into **Tough**) ## Added Feats: ##### Light Armor Master ##### Spellcaster Feats **Drow High Magic** and **Wood Elf Magic** are feats any spellcaster can learn. ##### Skirmisher
\pagebreakNum # General Feats ###### *Changes are marked (-) for nerf, (+) for buff, (~) for reworked or feats that are buffed and nerfed* #### 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 (-) *Prerequisite: Wisdom 13 or higher*
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. - Your climbing speed equals your move speed. - You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. #### Defensive Duelist (+) *Prerequisite: Dexterity 13 or higher*
An expert at the dueling style of fighting, you gain the following benefits: - Once per round, when you are wielding a weapon with which you are proficient and not wielding a shield other than a Buckler, and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. - If it does, you can make a special melee weapon attack as a reaction. This attack has Advantage; if it hits you deal 2 + your proficiency bonus of the weapon's damage type to the creature that attacked you. \columnbreak #### Dual Wielder (+) You master fighting with two weapons, gaining the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. - You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. - When you take the attack action on your turn you can make a separate attack with a weapon in your offhand as part of the same attack action instead of as a bonus action. #### 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 successfully grapple a creature, you can attempt to knock it prone as a bonus action. - You have Advantage on attack rolls against creatures you are grappling. - Creatures that attempt to break your grapple and fail provoke opportunity attacks from you. - You can grapple creatures 1 size larger than you normally could.
\pagebreakNum #### 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:
- You have advantage on any Wisdom (Medicine) checks you make. - 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 Bandage a creature. #### Inspiring Leader (+) *Prerequisite: Charisma 13 or higher*
You can spend 10 minutes 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 of20. - 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 relating to them. \columnbreak #### Linguist You have studied languages and codes, gaining the following benefits: - Increase your Intelligence 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 2 luck points. Whenever you make an attack roll, an 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 choose which of the d20s is used for the attack roll, ability check, or saving throw. - 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: - You have a number of charges equal to 1 + your proficiency bonus with which you can disrupt a spell's casting. You regain all expended charges used to disrupt spells when you finish a long rest. - 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. If the attack hits and the spell is not a cantrip, and contains somatic or material components, you can forgo dealing damage and expend one charge to instead cause the spell's casting to immediately fail. The caster must make a Constitution saving throw with a DC equal to the damage they would have taken or else also lose the spell slot you interrupted. - 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. #### 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. \pagebreakNum #### 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 among those available to the Battle Master archetype in the fighter class. 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 superiority dice, you gain one more; otherwise, you have two superiority dice which are d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice 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. - While mounted when you make a weapon attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. - 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 passive Intelligence (Investigation) scores and can use your passive values in place of rolling a Wisdom (Perception) or Intelligence (Investigation) check. \columnbreak #### Resilient Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. You can select this feat multiple times. Each time you do so, you must choose a different ability score.
#### 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. #### 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. \pagebreakNum #### Second Chance Fortune favors you when someone tries to strike you. You gain the following benefits: - Increase your Dexterity, Constitution or Charisma 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. #### Sentinel You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: - you always benefit from reach from weapons, instead of only when you make an attack - 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 (+) 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. #### 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.
\pagebreakNum # 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. #### 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 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.
\pagebreakNum # Spellcaster Feats #### Drow High Magic (~) *Prerequisite: 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 roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. 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. \columnbreak #### 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.
\pagebreakNum # 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 with 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. You gain the following benefits: - On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. - Before you make a melee attack with a heavy weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. #### Polearm Master (~) You can keep your enemies at bay with reach weapons. You gain the following benefits: - When you take the Attack action and attack with a glaive, halberd, pike, quarterstaff, spear, or trident wielded in two hands 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. - While you are wielding any of the above weapons in two hands, 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: - Once per turn, when you make a ranged or thrown weapon attack as part of the attack action and miss, you may reroll the attack. You must use the new result. - Attacking at long range doesn't impose disadvantage on your ranged and thrown weapon attack rolls. - Your ranged and thrown weapon attacks ignore half cover and three-quarters cover. \columnbreak ### 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 thrown weapon. You can make this extra attack as long as you are not wielding an item that has the two handed or heavy properties. - If you hit a creature with this bonus attack you have advantage on your first melee attack against that creature until the end 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 targets only 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 they have the heavy and two-handed properties, 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. \pagebreakNum # Why the Changes? ## 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? ##### Savage Attacker This feat was just bad. It slowed down the game from re rolls, it offered a whopping 1 point of damage average more per hit, and I could think of no way to actually improve it while keeping the base idea in. In a game where weapon damage is your tertiary source of damage, behind reliable ability damage and class damage effects, it just feels like a waste of space. ##### 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 to Fighter and getting heavy armor, all weapons, and a Fighting style. ## Feats as Racials ##### Prodigy Prodigy is a fantastic feat. Both in design and feedback, but the fact you can take it multiple times as well? 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. \columnbreak ## 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, we'll get to that. ##### Alert Alert is a fine feat, I didn't nerf it much, just gave a Wisdom score requirement. Now your 7 Wisdom Wizard can in fact be surprised because he's too busy calculating advanced theories in his mind to notice he's walking into an orc camp. An unwise time to theorycraft for sure. ##### 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. \pagebreakNum ##### Sharpshooter The one I'm sure people actually care about. Why Sharpshooter and not Great Weapon Master? Simple. Playstyle. The Archery fighting style carries a +2 to accuracy, this is to offset the fact that while in melee your allies act as half cover for those guys you're trying to kill. Well Sharpshooter gets rid of that penalty, so now you've got a +2 to hit. You can take a -5 to hit to deal 10 more damage! But, compare that to the GWM dude. He has the same penalty, but no skill to increase his accuracy. He's in melee combat, if he misses or can't kill the enemy he gets many attacks to the face, which he has to hope his +1 to AC while wearing armor will help, if he even took that Fighting Style, or has it available in the first place. Meanwhile you have Sharpshooter. You're standing 500 feet away, not even on the game board, making perfectly accurate shots, completely safe from harm. And if you're not in the middle of some forest and you're in some dank dungeon you're still behind your front line, much safer than they are. ___ To put it succinctly, Great Weapon Master is a high risk high reward. Sharpshooter was low risk high reward. ___ The change goes into making it more about what the name implies. Accuracy. Also I let thrown weapons benefit from it because thrown weapons need love and nets are still terrible either way. ## 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. Also, Rogues can get it now. ##### Dual Wielder At first glance this looks like a nerf. I feel it's a significant buff to Rangers, Barbarians, and any on-hit class and archetypes that use their Bonus Action in general. Because it frees up your Bonus Action for anything else, including other feats, while still allowing your use of a Bonus Action to attack, it makes dual wielders more versatile. They can still Dodge and make an attack. Also, this buffs Action Surging TWF Fighters a lot. Multi Weapon Drawing allows for drawing two (or more) weapons each turn without requiring a feat or fighting style, it helps out everyone as a whole, so Dual Wielder specifying you can draw two weapons is unneeded. ##### 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. \columnbreak ##### 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 explicity 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. ##### Mounted Combatant Slight buff but nothing gamebreaking. ##### Observant Just a clarification if anything, not even a real buff. \pagebreakNum ##### 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 indrect 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. \columnbreak ##### 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 punch people who try to break their grapples 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 the flavoring of Tavern Brawler.