Revised Feats

by Voyager1

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Feats Revised

I looked over all of the feats and picked the ones I determined to be in some way lacking and buffed them accordingly. The purpose of his homebrew is to increase the usage of feats and increase the variety of attractive feat options for players to choose from.

Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse you can't benefit from the Grappler feat until your Strength is restored.

Actor

Prerequisite: Charisma 13 or higher

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

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with the disguise kit, if you are already proficient, you can double your proficiency bonus instead.
  • You have 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.

Athlete

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't cost you extra movement.
  • 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 one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Brawler

Prerequisite: Strength 13 or higher

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • You have advantage on attack rolls against a creature you are grappling.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
BOGO

This feat replaces both the grappler and tavern brawler feats by combining their respective effects into one feat.

Charger

When you use your action to Dash, you can use your bonus action to make one melee weapon attack or to shove a creature. If you gain the extra attack feature, you can make a number of melee weapon attacks granted by extra attack.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a bonus to the attack's damage roll equal to 5 + half your character level, rounded down(if you chose to make a melee attack and hit); or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Defensive Duelist

Prerequisite: Dexterity 13 or higher

Increase your Dexterity score by 1, to a maximum of 20.

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC until the end of that creature's turn, potentially causing their attacks to miss you.

Dual Wielder

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

  • 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 make a melee weapon attack with the weapon in your main hand, you can attack with a melee weapon in your off-hand as part of your attack action. You can only do so once per round.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

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

  • 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.
  • You gain darkvision to a distance of 30 feet. If you already have darkvision, the range is increased by 30 feet instead.

Heavily Armored

Prerequisites: medium armor proficiency, Strength of 13 or higher

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

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.
  • You do not suffer any negative penalties from sleeping in heavy armor.

Indomitable Might

Hardy and resilient, you gain the following benefits:

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • 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.
BOGO

This feat replaces both the durable and tough feats by combining their respective effects into one feat.

Inspiring Leader

Prerequisite: Charisma 13 or higher

  • Increase your Charisma score by 1, to a maximum of 20.
  • You can spend 1 minute inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature 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

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.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
  • You gain proficiency with navigator's tools. If you are already proficient, you can double your proficiency bonus for ability checks made using navigator's tools.

Lightly Armored

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with light armor.
  • When you take the dash action on your turn, you can move an additional 10 feet.

Linguist

Prerequisites: Intelligence 13 or higher

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

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn two languages of your choice plus a number of additional languages equal to your intelligence modifier. Whenever your intelligence modifier increases, you can choose to learn another language.
  • 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.
  • You can add your Intelligence modifier to all Charisma checks made while conversing with a creature in its native tongue.

Martial Adept

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

  • 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 have superiority dice, you add one more to your existing pool (regardless of when you gain them); otherwise, you have two superiority dice, which are a 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.

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 can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Moderately Armored

Prerequisite: proficiency with light armor

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

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.
  • You can don and doff medium armor in half the time.

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.
  • 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.
  • If you successfully hit a creature with a melee weapon attack while mounted, you can command your mount to make one attack against the same creature as a bonus action.

Savage Attacker

Once per turn, when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. When you score a critical hit with a melee weapon attack, you can treat one damage die as having rolled it's maximum value.

Skilled

You gain proficiency in any combination of three skills or tools of your choice. You can also double your proficiency bonus with any ability check made with one skill or tool of your choice that you are already proficient with.

Skulker

Prerequisite: Dexterity 13 or higher

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

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are heavily obscured, you have advantage on Dexterity(stealth) checks made to hide
  • 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 attack rolls or Wisdom (Perception) checks relying on sight.

Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it.You gain the following benefits.

  • You gain a +1 bonus to attack rolls you make witha spear.•When you useaspear, its damage die changes from a d6 toa d8,and from a d8 to a d10 when wielded with two hands.(This benefit has no effect if another feature has already improved the weapon’s die.)

  • You can set your spear to receive a charge. As abonusaction, choosea creature you can see that is at least 20 feet away from you. If that creaturesmoves within yourspear’sreachon its next turn,you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takesan extra 1d8 piercing damage,or an extra 1d10 piercing damage if you wield the spear with two hands.You can’tuse this ability if the creatureused the Disengage action before moving.

  • As a bonus actionon your turn, you can increase yourreach with a spear by 5 feet for the rest of your turn.

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:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • 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 chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with four simple or martial weapons of your choice, or 3 weapons and shields.
  • You learn 1 fighting style of your choice from the fighter class. You can't choose a Fighting Style twice, regardless of where you gain it from.
Credits

I didn't come up with a lot of these fixes on my own. I'd like to credit everyone who participated in this comment thread for some really useful suggestions: https://www.reddit.com/r/dndnext/comments/8dbxt7/which_feats_are_lackluster_and_how_do_you_think/

 

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