I've attempted to rebalance the feats in the Player's Handbook. Some of them were too strong, some too weak, and others inappropriately interpreted. I've tried to keep the changes as simple as possible, as to not complicate the rules more than possible. I've included notes under each feat and written a rating (after my change) that I think is appropriate - bear in mind, though, that some feats are situational (ie. worthless in some builds, key in others). I think this is a start in rebalancing the feats - but there's still some lacking. Any input and suggestions are appreciated.
Complete feats PDF attached.
View attachment Feats.pdf
CHANGELOG- VERSION 1.0 - Blue is correction - Green is improvement - Red is nerfed
Alert
No changes. Already decently strong.
Athlete
Added advantage against exhaustion caused by strenous activity, because this needed some improvement,
Actor
No changes. Still weak, I feel. Input appreciated.
Charger
Added scaling damage to the attack, or knock prone to the shove. Feels this makes this feat more worthwhile.
Crossbow Expert
Added 'made with a crossbow' to second feature, to avoid abuse (applying it to spell attacks or other ranged attacks).
Defensive Duelist
Added a riposte attack, if the bonus causes your foe to miss you. This makes the feat more worthwhile, in my opinion.
Dual Wielder
You now make your off-hand attack as a part of your attack action. You are still limited to one off-hand attack per round (unless you use Action surge, in which case you can now make two). This makes TWF more viable at higher levels (which it needed), and even better for a rogue (possibly an issue).
Dungeon Delver
No change, already strong.
Durable
Added advantage on death saving throws. Still weakish, but this brings it up a nudge.
Elemental Adept
Added a reactionary damage resistance. I hate doing this, because I think that the way 5E is doing it (vulnerability/resistance) is really good, and this adds unnecessary complexity. But straight resistance is too strong, I think.
Grappler
Second feature removed as per the errata, but added an opportunity to grapple larger foes at a disadvantage. This makes the feat worth a grab, for the dedicated grappler.
Great Weapon Master
Changed -5/+10 to -3/+6. This reigns in the feats power level slightly, while not completely devaluing it. I feel this is a needed balancing act.
Healer
No changes, but could use a buff, I think. Input appreciated.
Heavily Armored
No changes, but could use a buff, I think. Input appreciated.
Heavy Armor Master
No changes, already strong.
Inspiring Leader
No changes, already strong.
Keen Mind
Added advantage on Intelligence (Investigation) checks that require attention to detail. Slight improvement, but probably still a weak feat.
Lightly Armored
No changes, but still kinda weak.
Linguist
Added advantage on Insight checks to understand unknown languages. Still kinda weak though.
Lucky
No changes, already really good.
Mage Slayer
No changes, decent for a specific build, I think.
Magic Initiate
No changes, already strong.
Martial Adept
Increased the number of dice from 1 to 2, to make this more worthwhile.
Medium Armor Master
No changes, already decent.
Mobile
No changes, already decent.
Moderately Armored
No changes, but still kinda weak. Input appreciated.
Mounted Combatant
No changes, situational but good.
Observant
No changes, already good.
Polearm Master
Now includes spears as well (because if you include quarterstaves, you really should include spears!) Also fixed in accordance with Crawford ruling, to only allow OA's from the polearm.
Resilient
No changes, already strong.
Ritual Caster
No changes, already strong.
Savage Attacker
Added a Strength bonus. This makes the feat more par for the course.
Sentinel
Added check if the creature is larger than you. Please, no more stopping dragons with ease.
Sharpshooter
Changed -5/+10 to -3/+6 proficiency. Same reasoning as GWM.
Shield Master
No changes, already decent.
Skilled
Changed a lot. You now get a bonus to an ability score, and proficiency/expertise in a single skill, instead of proficiency in three skills. I feel that people would very rarely feel the need for 3 proficiencies, so this feat gets overlooked because people feel parts of it is a waste ("eh.. I want stealth, and I guess I'll take acrobatics and.. uh.. Persuasion too.."). This way, I think it's less wasteful.
Skulker
No changes, already good.
Spell Sniper
No changes, already decent.
Tavern Brawl
No changes, good for the dedicated grappler, if not much else.
Tough
No changes, already strong.
War Caster
No changes, already decent.
Weapons Master
Increased to all martial weapons, because this feature needs less restrictions, not more. In an ideal world, I think this should be combined with the armor feats in a way that would make them more useful. I'll think on it.
Complete feats PDF attached.
View attachment Feats.pdf
CHANGELOG- VERSION 1.0 - Blue is correction - Green is improvement - Red is nerfed
Alert
No changes. Already decently strong.
Athlete
Added advantage against exhaustion caused by strenous activity, because this needed some improvement,
Actor
No changes. Still weak, I feel. Input appreciated.
Charger
Added scaling damage to the attack, or knock prone to the shove. Feels this makes this feat more worthwhile.
Crossbow Expert
Added 'made with a crossbow' to second feature, to avoid abuse (applying it to spell attacks or other ranged attacks).
Defensive Duelist
Added a riposte attack, if the bonus causes your foe to miss you. This makes the feat more worthwhile, in my opinion.
Dual Wielder
You now make your off-hand attack as a part of your attack action. You are still limited to one off-hand attack per round (unless you use Action surge, in which case you can now make two). This makes TWF more viable at higher levels (which it needed), and even better for a rogue (possibly an issue).
Dungeon Delver
No change, already strong.
Durable
Added advantage on death saving throws. Still weakish, but this brings it up a nudge.
Elemental Adept
Added a reactionary damage resistance. I hate doing this, because I think that the way 5E is doing it (vulnerability/resistance) is really good, and this adds unnecessary complexity. But straight resistance is too strong, I think.
Grappler
Second feature removed as per the errata, but added an opportunity to grapple larger foes at a disadvantage. This makes the feat worth a grab, for the dedicated grappler.
Great Weapon Master
Changed -5/+10 to -3/+6. This reigns in the feats power level slightly, while not completely devaluing it. I feel this is a needed balancing act.
Healer
No changes, but could use a buff, I think. Input appreciated.
Heavily Armored
No changes, but could use a buff, I think. Input appreciated.
Heavy Armor Master
No changes, already strong.
Inspiring Leader
No changes, already strong.
Keen Mind
Added advantage on Intelligence (Investigation) checks that require attention to detail. Slight improvement, but probably still a weak feat.
Lightly Armored
No changes, but still kinda weak.
Linguist
Added advantage on Insight checks to understand unknown languages. Still kinda weak though.
Lucky
No changes, already really good.
Mage Slayer
No changes, decent for a specific build, I think.
Magic Initiate
No changes, already strong.
Martial Adept
Increased the number of dice from 1 to 2, to make this more worthwhile.
Medium Armor Master
No changes, already decent.
Mobile
No changes, already decent.
Moderately Armored
No changes, but still kinda weak. Input appreciated.
Mounted Combatant
No changes, situational but good.
Observant
No changes, already good.
Polearm Master
Now includes spears as well (because if you include quarterstaves, you really should include spears!) Also fixed in accordance with Crawford ruling, to only allow OA's from the polearm.
Resilient
No changes, already strong.
Ritual Caster
No changes, already strong.
Savage Attacker
Added a Strength bonus. This makes the feat more par for the course.
Sentinel
Added check if the creature is larger than you. Please, no more stopping dragons with ease.
Sharpshooter
Changed -5/+10 to -3/+6 proficiency. Same reasoning as GWM.
Shield Master
No changes, already decent.
Skilled
Changed a lot. You now get a bonus to an ability score, and proficiency/expertise in a single skill, instead of proficiency in three skills. I feel that people would very rarely feel the need for 3 proficiencies, so this feat gets overlooked because people feel parts of it is a waste ("eh.. I want stealth, and I guess I'll take acrobatics and.. uh.. Persuasion too.."). This way, I think it's less wasteful.
Skulker
No changes, already good.
Spell Sniper
No changes, already decent.
Tavern Brawl
No changes, good for the dedicated grappler, if not much else.
Tough
No changes, already strong.
War Caster
No changes, already decent.
Weapons Master
Increased to all martial weapons, because this feature needs less restrictions, not more. In an ideal world, I think this should be combined with the armor feats in a way that would make them more useful. I'll think on it.
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