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# D&D 5e Tweaks & Fixes ## Feats Revised v1.0 By KireExion (a.k.a, u/Kire-Ikasu) ### Preface This document contains homebrew material that has been developed from my own observations as well as common player criticisms and suggested fixes made by various players and dungeon masters alike. However, this material has not been completely play-tested and should be carefully considered before implementing it into your own game. My hopes are simply to address features and traits that are considered lackluster and poorly balanced by the community and help by offering alternatives so that Players will suffer less frustration and gain more enjoyment out of the game. Use as many or as little of these revisions as you like while keeping the overall balance of your game in mind. The Dungeon Master has final say on whether or not any of this material can be implemented into your game. ## Feats **Sources:** Player's Handbook Xanather's Guide to Everything Tasha's Cauldron of Everything * **Actor:** Improved * **Athlete:** Improved * **Charger:** Re-written * **Defensive Duelist:** Improved * **Dual Wielder:** Improved * **Dungeon Delver:** Improved * **Durable:** Improved * **Elemental Adept:** Improved * **Grappler:** Re-written * **Great Weapon Master:** Re-written * **Heavily Armored:** Replaced * **Heavy Armor Master:** Improved * **Keen Mind:** Improved * **Lightly Armored:** Replaced * **Linguist:** Improved * **Martial Adept:** Improved * **Medium Armor master:** Improved * **Moderately Armored:** Replaced * **Poisoner:** Re-written * **Savage Attacker:** Re-written * **Sentinel:** Re-written * **Sharpshooter:** Re-written * **Skill Expert:** Improved * **Skulker:** Improved * **Slasher:** Improved * **Spell Sniper:** Improved * **Tavern Brawler:** Improved \columnbreak ### Actor Skilled at mimicry and dramatics, you gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain **proficiency** in disguise kits. * You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person, or **mimic the sounds of another creature**. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. * **You can create a diversion** by making either a Charisma (Deception) check or a Charisma (Performance) check. If you do so, choose a number of targets equal to half your level that can see or hear you. Each target must make a contested Wisdom (Insight) check. If you succeed, a target has **disadvantage** on Wisdom (Peception) checks and initiative rolls for the duration of your diversion and for 1 minute after a target can no longer see or hear 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.** * Climbing **and swimming** doesn’t cost you extra movement. * You can make a running long jump or a running high jump without any previous movement, rather than 10 feet. * Whenever you Ready an action, **you can also move up to your speed** (minus any movement used during your turn) when the trigger occurs and you use your reaction. ### Charger You can rush through enemies with the force of a raging bull, gaining the following benefits * Increase your Strength score by 1, to a maximum of 20. * You can use your **bonus action to Dash**. * While dashing in a straight line, you can move through the space of any creature as if they were an ally and you have **resistance** to damage caused by opportunity attacks. * If you move at least 10 feet in a straight line while dashing before entering the space of a creature that is no more than one size larger than you, you can force it to make a strength saving throw (DC equals 8 + your strength + your proficiency bonus) or it is pushed ahead of you for the rest of your movement. Pushing a creature one size larger than you halves your remaining movement. If a creature fails the save by 5 or more, it is also knocked prone.
Kire Exion | Feats Revised
\pagebreak ### Defensive Duelist **Prerequisite: Dexterity 13 or higher** When you are wielding a finesse weapon with which you are proficient and another creature hits you with an attack that you can see, you can use your reaction to add your proficiency bonus to your AC for that attack. If this causes the attack to miss you, **you may also make a melee attack with a finesse weapon against that creature as a part of the same reaction if it is within reach**. ### 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. * You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. * Once per turn when you miss with a weapon attack, you can immediately make **another attack** on the same target with a one-handed melee weapon held in the other hand.
Kire Exion | Feats Revised
### Dungeon Delver Adapted to navigating within winding labyrinths and dark 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 and hidden pathways. * **You always know which way is north and the number of hours left before the next sunrise or sunset, granting you advantage on Wisdom (Survival) checks to navigate.** * **You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.** ### Durable Hardy and resilient, you gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * 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). * You have **advantage** on Constitution saving throws to avoid gaining points of exhaustion. * You have **advantage** on death saving throws. If you would ever suffer instant death, you are instead reduced to 0 hit points with one death saving throw failure. \columnbreak ### Elemental Adept **Prerequisite: The ability to cast at least one spell** Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. 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. ### Grappler **Prerequisite: Strength 13 or higher** You've developed the skills necessary to hold your own in close-quarters grappling. * Increase your Strength score by 1, to a maximum of 20. * You have advantage on **melee weapon attacks** against a creature you are grappling including attempts to shove or knock it prone. * **You learn the following grappling maneuvers**: **Headlock.** As an action you can attempt to suffocate a creature that you are grappling. Make another grappling check contested by the target. On a success the creature is silenced and begins choking (see chapter 8 of the PHB, "The Environment" for rules on suffocation). You must use your action each turn to maintain the grapple this way, inflicting 1d6 bludgeoning damage to the target each time you do so. **Pin Down.** As an action you can attempt to restrain a creature you are grappling. Make another grappling check contested by the target. On a success the target is Restrained, and your movement is reduced to 0 for the duration of the grapple. ### 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 that you are proficient with, you can choose to take a penalty to your attack by subtracting your **proficiency bonus** from the total of the roll. If the attack hits, you can add additional damage equal to **twice your proficiency bonus**. \pagebreak ### Heavy Armor Master **Prerequisite: Proficiency with medium armor** 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. * While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by an amount equal to your **proficiency bonus**. ### Keen Mind You have a mind that can track and discern detail with uncanny precision. You gain the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You can accurately recall anything you have seen or heard within the past month and have **advantage** on intelligence checks to remember or discern such details. * You have **advantage** on saving throws against illusion spells as well as any intelligence checks to disbelieve an illusion. * Choose **one skill** to gain proficiency from: Arcana, History, Investigation, Nature or Religion. If you are already proficient in the chosen skill, you can **double your proficiency bonus** for that skill. ### Light Armor Master You have trained to master using what little armor you have, gaining the following benefits: * Increase your Dexterity or Constitution score by 1, to a maximum of 20 * You gain **proficiency** with light armor. * While not wearing medium or heavy armor and not wielding a shield, creatures have **disadvantage on opportunity attacks against you**. * You can attempt to break free of a grapple as a **bonus action** instead of an action. \columnbreak ### Linguist You have studied languages and codes extensively, granting you the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You learn how to speak, read and write in three languages of your choice. * You have **advantage on Wisdom (Insight) checks** to understand the basic meaning of anything vocally communicated by a creature that you can hear or anything physically communicated by a creature you can see, provided that you have spent at least 1 minute observing it. * 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 have **advantage on Intelligence checks to try and decode ciphers**. If you can not immediately decode a cipher you can spend a day's work to gain a basic understanding of what is written, allowing you to re-roll your attempt to decode it. ### 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). * You gain **two superiority die**, which are d6s (these die are added to any superiority dice you have from another source). These die are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority die when you finish a short or long rest. ### Medium Armor Master **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 score by 1, to a maximum of 20. * You gain proficiency with medium armor. * 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. \pagebreak ### Poisoner You can prepare and deliver deadly poisons, gaining the following benefits: * When you make a damage roll, you ignore resistance to poison damage. * You can coat a weapon in poison as a bonus action, instead of an action. * You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or 10 pieces of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw (**DC equals 8 + your Proficiency bonus + your Intelligence modifier**) or take 2d8 poison damage and become poisoned until the end of your next turn. ### Savage Attacker * Increase your Strength or Dexterity score by 1, to a maximum of 20. * **The critical hit range of your weapon attacks increases by 1**. ### Sentinel **Prerequisite: Strength 13 or higher** You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: * Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. * When a creature within 5 feet 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. * When you hit a creature with an opportunity attack and it is no more than one size larger than you, the creature's speed becomes 0 for the rest of the turn. ### Sharpshooter You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: * Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. * Your ranged weapon attacks ignore half and three-quarters cover. * Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a penalty to your attack by subtracting your **proficiency bonus** from the total of the roll. If the attack hits, you can add additional damage equal to **twice your proficiency bonus**. \columnbreak ### Skill Expert You have honed your proficiency with particular skills, granting you the following benefits: * **Increase one ability score of your choice by 1, to a maximum of 20.** * You gain proficiency in any combination of three skills **or tools** of your choice. * Choose one skill or tool in which you have proficiency. **You gain expertise** with that skill or tool, which means your proficiency bonus is doubled for any ability check you make with it. The skill or tool you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. ### Skulker **Prerequisite: Dexterity 13 or higher** You are an expert at slinking through shadows. You gain the following benefits: * **Increase your Dexterity score by 1, to a maximum of 20**. * **You can take the Hide action as a bonus action.** * You can try to hide when you are lightly obscured from the creature from which you are hiding. * When you are hidden from a creature and miss it with an attack, making the attack doesn’t reveal your position. * Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight. ### Slasher You’ve learned where to cut to have the greatest results, granting you the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet and **opportunity attacks made against it have advantage** until the start of your next turn. * When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. \pagebreak ### 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 an ability score you use for spellcasting 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 melee spell attacks gain a reach of 10 feet.** * 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 Artificer, 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, and warlock; Wisdom for cleric or druid; or Intelligence for artificer or wizard. ### Tavern Brawler Accustomed to the 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. * 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. * You are proficient with improvised weapons. **Your improvised weapons use a 1d6 for damage, or 1d8 if they are wielded with two hands.** * Your improvised weapons can have **any of the following properties** if the DM deems it appropriate: finesse, heavy, light, reach, two-handed, versatile. Anything that weighs less than your carrying capacity and is no more than one size larger than you can be used as an improvised weapon. ### Trap Expert (Added) Quick with your tools and alert to the dangers of traps, you gain the following benefits: * Increase your Dexterity or Constitution score by 1, to a maximum of 20. * You gain proficiency in thieves' tools. * You can use thieves' tools or the use an object action as a bonus action. * You have advantage on saving throws made to avoid or resist traps and you have resistance to damage dealt by traps. ### Weapon Master * Increase your Strength or Dexterity score by 1, to a maximum of 20. * You gain proficiency with **all** simple and martial weapons. * Once per turn when you roll damage for a weapon attack, you can re-roll the weapon's damage dice and use either total. \columnbreak
> ##### Credits > * Made with GM Binder > * Inspired by and adapted from Interpretations made in ["Caesarr’s House Rules for 5e"](https://www.reddit.com/r/dndnext/comments/leorah/our_level_115_campaign_just_concluded_after_50/) by u/Caesarr