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<blockquote data-quote="CapnZapp" data-source="post: 7141112" data-attributes="member: 12731"><p>Thanks to feedback from the previous thread* I've dropped the idea to have ranged attacks default to no ability damage.</p><p></p><p>*) <a href="http://www.enworld.org/forum/showthread.php?547594-Feats-Redux" target="_blank">http://www.enworld.org/forum/showthread.php?547594-Feats-Redux</a></p><p></p><p>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! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I've tried to indicate the main differences from the rules as written in <span style="color: #0000FF">blue</span>. Not every little change is marked blue, however. <em><span style="color: #008000">My comments in green.</span></em></p><p></p><p>---</p><p></p><p>First two related changes that aren't feats:</p><p></p><p><strong><span style="color: #0000FF">Running</span></strong></p><p>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.</p><p><em><span style="color: #008000">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.</span></em></p><p></p><p><strong>Archery fighting style</strong></p><p>You gain +2 to ranged weapon attacks against targets <span style="color: #0000FF"><strong>with cover</strong></span>.</p><p><em><span style="color: #008000">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!</span></em> </p><p></p><p><strong>Charger Feat</strong></p><p>When you use your <strong><span style="color: #0000FF">bonus action</span></strong> to Dash, and you move at least 10 feet in a straight line <span style="color: #008000">towards a creature</span>, you can make one melee weapon attack or shove on that creature.</p><p>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).</p><p><em><span style="color: #008000">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 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> to make a charge attack and then also 1-4 attacks with their Attack action...</span></em></p><p></p><p><strong>Crossbow Expert Feat</strong></p><p>• <span style="color: #0000FF">+2 to attack</span> with two-handed crossbows</p><p>• <span style="color: #0000FF">+5 to damage</span> with heavy crossbows</p><p>• You don't suffer disadvantage when making a ranged attack <span style="color: #0000FF">with a hand crossbow</span> when within reach of a hostile creature</p><p>• 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.</p><p><em><span style="color: #008000">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.</span></em></p><p></p><p><strong><span style="color: #0000FF">Cleave Feat</span></strong></p><p>• Increase your Strength score by 1, to a maximum of 20.</p><p>• 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.</p><p><em><span style="color: #008000">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</span></em></p><p></p><p><strong>Defensive Duelist</strong></p><p>Prerequisite: Dexterity 13 or higher</p><p>You master several fighting techniques, gaining the following benefits while you are <span style="color: #0000FF">wielding a melee weapon in one hand and no shield</span>:</p><p>• You gain a +1 bonus to AC provided you <span style="color: #0000FF">hold a light weapon</span>.</p><p>• 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.</p><p>• You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren’t light.</p><p>• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.</p><p><span style="color: #008000"><em>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.</em></span></p><p></p><p><strong>Dual Wielder</strong></p><p><span style="color: #008000"><em>See Defensive Duelist</em></span></p><p></p><p><strong>Great Weapon Master</strong></p><p>You've learned to trade accuracy for momentum.</p><p>Before you make a melee attack with a weapon you are wielding with two hands, you can <span style="color: #0000FF">choose to take disadvantage</span> on the attack, unless you already have disadvantage on the attack. If the attack hits, you add <span style="color: #0000FF">your proficiency bonus</span> to the attack's damage.</p><p><span style="color: #008000"><em>Also see Cleave</em></span></p><p></p><p><strong>Lucky Feat</strong></p><p>• <span style="color: #0000FF">Resolve Disadvantage and Advantage</span> before applying the effects of Lucky</p><p><span style="color: #008000"><em>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 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></em></span></p><p>• 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 </p><p><span style="color: #008000"><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></span></p><p></p><p><span style="color: #0000FF"><strong>Metaphysics Adept</strong></span></p><p>Prerequisite: You are a spellcaster</p><p>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.</p><p><span style="color: #008000">I have it in a separate thread if you want to offer feedback</span></p><p></p><p><strong>Savage Attacker Feat</strong></p><p>• Once on your turn, when you roll damage for a melee weapon attack you made with two hands, you get to <span style="color: #0000FF">roll the weapon's damage dice twice</span>. </p><p><span style="color: #008000">Still not so hot, eh? At least it's better than the printed feat.</span></p><p></p><p><strong>Sharpshooter Feat</strong></p><p>You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:</p><p>• <span style="color: #0000FF">Increase the short and long ranges</span> 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.</p><p>• If you take the Attack action on your turn, you can <span style="color: #0000FF">use a bonus action to gain advantage</span> on all ranged weapon attacks until the end of your turn</p><p><span style="color: #008000">2nd bullet one of the best suggestions I've recieved, out of many. Possibly still problematic, however.</span></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7141112, member: 12731"] Thanks to feedback from the previous thread* I've dropped the idea to have ranged attacks default to no ability damage. *) [url]http://www.enworld.org/forum/showthread.php?547594-Feats-Redux[/url] 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 [COLOR="#0000FF"]blue[/COLOR]. Not every little change is marked blue, however. [I][COLOR="#008000"]My comments in green.[/COLOR][/I] --- First two related changes that aren't feats: [B][COLOR="#0000FF"]Running[/COLOR][/B] 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. [I][COLOR="#008000"]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.[/COLOR][/I] [B]Archery fighting style[/B] You gain +2 to ranged weapon attacks against targets [COLOR="#0000FF"][B]with cover[/B][/COLOR]. [I][COLOR="#008000"]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![/COLOR][/I] [B]Charger Feat[/B] When you use your [B][COLOR="#0000FF"]bonus action[/COLOR][/B] to Dash, and you move at least 10 feet in a straight line [COLOR="#008000"]towards a creature[/COLOR], 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). [I][COLOR="#008000"]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...[/COLOR][/I] [B]Crossbow Expert Feat[/B] • [COLOR="#0000FF"]+2 to attack[/COLOR] with two-handed crossbows • [COLOR="#0000FF"]+5 to damage[/COLOR] with heavy crossbows • You don't suffer disadvantage when making a ranged attack [COLOR="#0000FF"]with a hand crossbow[/COLOR] 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][COLOR="#008000"]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.[/COLOR][/I] [B][COLOR="#0000FF"]Cleave Feat[/COLOR][/B] • 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. [I][COLOR="#008000"]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[/COLOR][/I] [B]Defensive Duelist[/B] Prerequisite: Dexterity 13 or higher You master several fighting techniques, gaining the following benefits while you are [COLOR="#0000FF"]wielding a melee weapon in one hand and no shield[/COLOR]: • You gain a +1 bonus to AC provided you [COLOR="#0000FF"]hold a light weapon[/COLOR]. • 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. [COLOR="#008000"][I]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.[/I][/COLOR] [B]Dual Wielder[/B] [COLOR="#008000"][I]See Defensive Duelist[/I][/COLOR] [B]Great Weapon Master[/B] 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 [COLOR="#0000FF"]choose to take disadvantage[/COLOR] on the attack, unless you already have disadvantage on the attack. If the attack hits, you add [COLOR="#0000FF"]your proficiency bonus[/COLOR] to the attack's damage. [COLOR="#008000"][I]Also see Cleave[/I][/COLOR] [B]Lucky Feat[/B] • [COLOR="#0000FF"]Resolve Disadvantage and Advantage[/COLOR] before applying the effects of Lucky [COLOR="#008000"][I]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 :)[/I][/COLOR] • 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 [COLOR="#008000"]:-)[/COLOR] [COLOR="#0000FF"][B]Metaphysics Adept[/B][/COLOR] 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. [COLOR="#008000"]I have it in a separate thread if you want to offer feedback[/COLOR] [B]Savage Attacker Feat[/B] • Once on your turn, when you roll damage for a melee weapon attack you made with two hands, you get to [COLOR="#0000FF"]roll the weapon's damage dice twice[/COLOR]. [COLOR="#008000"]Still not so hot, eh? At least it's better than the printed feat.[/COLOR] [B]Sharpshooter Feat[/B] You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: • [COLOR="#0000FF"]Increase the short and long ranges[/COLOR] 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 [COLOR="#0000FF"]use a bonus action to gain advantage[/COLOR] on all ranged weapon attacks until the end of your turn [COLOR="#008000"]2nd bullet one of the best suggestions I've recieved, out of many. Possibly still problematic, however.[/COLOR] [/QUOTE]
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