I am looking at a few of the feats that I see that stand out as exceptionally weak, or exceptionally strong and trying to pair them back to a more balanced baseline.
I would very much like to get some feedback / ideas on these if there are other options you can think of or others I might be missing. Unless a feat specifies, it includes all other benefits in the PHB in addition to the following changes.
Edit: updated several things
				
			I would very much like to get some feedback / ideas on these if there are other options you can think of or others I might be missing. Unless a feat specifies, it includes all other benefits in the PHB in addition to the following changes.
- Defensive Duelist - Functions against all attacks in an attack action.
- Durable - Rolling 1 on a Death Save does has no extra effect.
- Great Weapon Master - Raises your melee weapon damage dice one step. Does not offer -5/+10
- Keen Mind - As an action, you can end a charm, enchantment or fear effect on you. You must complete a long rest before you can use this again. You have advantage on madness saves.
 [*]Lucky - You do not re-roll dice when you have disadvantage, instead you may roll normally.
 [*]Martial Adept - Pick an attribute at the time of purchase, your Save DC is based on this attribute. You gain gain 2 superiority dice.
 [*]Moderately Armored - You do not get disadvantage on stealth checks from wearing medium armor.
- Sharpshooter - Raises your ranged weapon damage die one step. Does not offer -5/+10
- Weapon Master - Replace four weapons with all weapons.
Edit: updated several things
			
				Last edited: 
			
		
	
								
								
									
	
								
							
							 
				 
 
		 
 
		 
 
		 
 
		