CapnZapp
Legend
Thanks to feedback from the previous thread* I've dropped the idea to have ranged attacks default to no ability damage.
*) http://www.enworld.org/forum/showthread.php?547594-Feats-Redux
Since the changes are significant, and also are drawn from the earlier threads, I am starting this new thread for clarity. Thanks to several posters from various threads!
I've tried to indicate the main differences from the rules as written in blue. Not every little change is marked blue, however. My comments in green.
---
First two related changes that aren't feats:
Running
When you take the Dash action, you may take the Dash action as your bonus action, as long as you move in a straight line and don't move through difficult terrain.
This is the most elegant implementation of faster movement I've seen. Thanks! Also, see Charger below, which depends on everybody being able to do bonus dashes.
Archery fighting style
You gain +2 to ranged weapon attacks against targets with cover.
A very small and smart change, without having to remove or replace the style entirely. It does mean you never gain an actual bonus, only ever a reduction in penalty - that's the whole point!
Charger Feat
When you use your bonus action to Dash, and you move at least 10 feet in a straight line towards a creature, you can make one melee weapon attack or shove on that creature.
You either gain a +5 bonus to the attack’s damage roll (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).
Switching from action to bonus action makes the feat much less sucky. Of course, unless you're a Rogue, you still need to spend your action on Dash, so it still doesn't easily allow what players really want to make a charge attack and then also 1-4 attacks with their Attack action...
Crossbow Expert Feat
• +2 to attack with two-handed crossbows
• +5 to damage with heavy crossbows
• You don't suffer disadvantage when making a ranged attack with a hand crossbow when within reach of a hostile creature
• When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to load and attack with a hand crossbow.
I've settled on making crossbows a good choice for the non-trained fighters. Bonuses to both attack and damage but only one attack per turn. With Extra Attack, you're likely to prefer Bows. Also fixes the Rapier plus Hand Crossbow archetype. As for why the old feat is gone, please see previous (very extensive!) discussion.
Cleave Feat
• Increase your Strength score by 1, to a maximum of 20.
• On your turn, when you reduce a creature within 30 feet to 0 hit points with a weapon attack, or score a critical hit on one, you can make one weapon attack as a bonus action.
The, by far, most recommended replacement for the bothersome -5/+10 mechanism was the simple +1 Strength. As you can see, I've otherwise removed as many restrictions on what weapon you can use: you can even use thrown or ranged weapons
Defensive Duelist
Prerequisite: Dexterity 13 or higher
You master several fighting techniques, gaining the following benefits while you are wielding a melee weapon in one hand and no shield:
• You gain a +1 bonus to AC provided you hold a light weapon.
• When 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.
• You can use two-weapon fighting even when the onehanded 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.
Play careful attention to wording here. I have removed a few restrictions from the original feat(s) - hopefully without opening up abuse - such as the inexplicable inability to parry with a Longsword. Also, if you want the +1 AC, you need to keep at least one of your TWF weapons light. In fact, you don't need to TWF, you gain it even if you go shortsword+lantern.
Dual Wielder
See Defensive Duelist
Great Weapon Master
You've learned to trade accuracy for momentum.
Before you make a melee attack with a weapon you are wielding with two hands, you can choose to take disadvantage on the attack, unless you already have disadvantage on the attack. If the attack hits, you add your proficiency bonus to the attack's damage.
Also see Cleave
Lucky Feat
• Resolve Disadvantage and Advantage before applying the effects of Lucky
I vehemently disagree disadvantage should become super-lucky, but I acknowledge that's how the rules are written, hence this "change". Feel free to consider this a mere clarification, I know I will
• If more than one character in any given party takes this feat, the DM is free to give this feat to selected enemies as well
Metaphysics Adept
Prerequisite: You are a spellcaster
You have magical training that allows you to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, and Subtle Spell. See the Sorcerer for details. In place of your Charisma modifier you may use your Spellcasting ability modifier, if higher. You can use each Metamagic option once per long rest, and never both at the same time.
I have it in a separate thread if you want to offer feedback
Savage Attacker Feat
• Once on your turn, when you roll damage for a melee weapon attack you made with two hands, you get to roll the weapon's damage dice twice.
Still not so hot, eh? At least it's better than the printed feat.
Sharpshooter Feat
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Increase the short and long ranges of all ranged and thrown weapons by a distance equal to the weapon's short range. A shortbow, for instance, has a short range of 80 ft. Its range goes from 80/320 to 160/400.
• If you take the Attack action on your turn, you can use a bonus action to gain advantage on all ranged weapon attacks until the end of your turn
2nd bullet one of the best suggestions I've recieved, out of many. Possibly still problematic, however.
*) http://www.enworld.org/forum/showthread.php?547594-Feats-Redux
Since the changes are significant, and also are drawn from the earlier threads, I am starting this new thread for clarity. Thanks to several posters from various threads!
I've tried to indicate the main differences from the rules as written in blue. Not every little change is marked blue, however. My comments in green.
---
First two related changes that aren't feats:
Running
When you take the Dash action, you may take the Dash action as your bonus action, as long as you move in a straight line and don't move through difficult terrain.
This is the most elegant implementation of faster movement I've seen. Thanks! Also, see Charger below, which depends on everybody being able to do bonus dashes.
Archery fighting style
You gain +2 to ranged weapon attacks against targets with cover.
A very small and smart change, without having to remove or replace the style entirely. It does mean you never gain an actual bonus, only ever a reduction in penalty - that's the whole point!
Charger Feat
When you use your bonus action to Dash, and you move at least 10 feet in a straight line towards a creature, you can make one melee weapon attack or shove on that creature.
You either gain a +5 bonus to the attack’s damage roll (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).
Switching from action to bonus action makes the feat much less sucky. Of course, unless you're a Rogue, you still need to spend your action on Dash, so it still doesn't easily allow what players really want to make a charge attack and then also 1-4 attacks with their Attack action...
Crossbow Expert Feat
• +2 to attack with two-handed crossbows
• +5 to damage with heavy crossbows
• You don't suffer disadvantage when making a ranged attack with a hand crossbow when within reach of a hostile creature
• When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to load and attack with a hand crossbow.
I've settled on making crossbows a good choice for the non-trained fighters. Bonuses to both attack and damage but only one attack per turn. With Extra Attack, you're likely to prefer Bows. Also fixes the Rapier plus Hand Crossbow archetype. As for why the old feat is gone, please see previous (very extensive!) discussion.
Cleave Feat
• Increase your Strength score by 1, to a maximum of 20.
• On your turn, when you reduce a creature within 30 feet to 0 hit points with a weapon attack, or score a critical hit on one, you can make one weapon attack as a bonus action.
The, by far, most recommended replacement for the bothersome -5/+10 mechanism was the simple +1 Strength. As you can see, I've otherwise removed as many restrictions on what weapon you can use: you can even use thrown or ranged weapons
Defensive Duelist
Prerequisite: Dexterity 13 or higher
You master several fighting techniques, gaining the following benefits while you are wielding a melee weapon in one hand and no shield:
• You gain a +1 bonus to AC provided you hold a light weapon.
• When 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.
• You can use two-weapon fighting even when the onehanded 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.
Play careful attention to wording here. I have removed a few restrictions from the original feat(s) - hopefully without opening up abuse - such as the inexplicable inability to parry with a Longsword. Also, if you want the +1 AC, you need to keep at least one of your TWF weapons light. In fact, you don't need to TWF, you gain it even if you go shortsword+lantern.
Dual Wielder
See Defensive Duelist
Great Weapon Master
You've learned to trade accuracy for momentum.
Before you make a melee attack with a weapon you are wielding with two hands, you can choose to take disadvantage on the attack, unless you already have disadvantage on the attack. If the attack hits, you add your proficiency bonus to the attack's damage.
Also see Cleave
Lucky Feat
• Resolve Disadvantage and Advantage before applying the effects of Lucky
I vehemently disagree disadvantage should become super-lucky, but I acknowledge that's how the rules are written, hence this "change". Feel free to consider this a mere clarification, I know I will
• If more than one character in any given party takes this feat, the DM is free to give this feat to selected enemies as well
Metaphysics Adept
Prerequisite: You are a spellcaster
You have magical training that allows you to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, and Subtle Spell. See the Sorcerer for details. In place of your Charisma modifier you may use your Spellcasting ability modifier, if higher. You can use each Metamagic option once per long rest, and never both at the same time.
I have it in a separate thread if you want to offer feedback
Savage Attacker Feat
• Once on your turn, when you roll damage for a melee weapon attack you made with two hands, you get to roll the weapon's damage dice twice.
Still not so hot, eh? At least it's better than the printed feat.
Sharpshooter Feat
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Increase the short and long ranges of all ranged and thrown weapons by a distance equal to the weapon's short range. A shortbow, for instance, has a short range of 80 ft. Its range goes from 80/320 to 160/400.
• If you take the Attack action on your turn, you can use a bonus action to gain advantage on all ranged weapon attacks until the end of your turn
2nd bullet one of the best suggestions I've recieved, out of many. Possibly still problematic, however.
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