D&D 5E Which feats would you change, why would you change them & how would you change them?

Grappler;

I allow the PC with the Grappler feat to Throw/Slam enemies to the ground. Either make a Shove attack, or roll to Pin/Takedown/Slam/whatever from the Grapple. PC rolls d20+prof bonus+Athletics bonus, attack does a 1d4+STR mod.

My reasoning is that, if a Tavern Brawler can do a d4 worth of damage by slamming a fist into someones head, a Grappler should be able to do the same amount of damage by slamming someones head into a floor, wall, etc.
Mounted Combatant;

Anyone with this feat can have their mount make one attack as a bonus action. Attack uses the Mounts stat block for attack rolls and damage. My reasoning is that any horseman worth his salt can get his mount to kick, bite, etc. Also, it might be a bit OP at times, but this is balanced out by the fact that mounted combat is relatively rare in most campaigns.
I wouldn't say your version of mounted combat is over powered. I mean mounts stats are pretty poor with low profs they only really work with ample space and its a feat there few and far between
 

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I would like a feat to increase spell known or prepared.

Magic specialist.
For one class you have spell casting, you either have 2 more spells known or can prepare 3 more spells.
 

Linguist definitely needs a boost. A true master of languages would not need 200 days to learn a new language. Even 100 days seems excessive and not something many people will invest in even if they do manage to accumulate that, rather large, amount of downtime. I wonder if it would be appropriate to allow more languages than the base three granted by the feat to an amount equal to the character's Intelligence bonus? That then ties in rather well with the Intelligence boost from the feat as well.

I'm all for more uses of Intelligence. I'd also like to see a gifted linguist able to pick up enough common roots to convey ideas with a bit of immersion/study, though with a penalty to skills that require a shared language.

Savage Attacker allowing rerolls on all damage die would be far too powerful in my opinion. Although I agree that it is a poor feat, I wouldn't want to see it become a must have for rogues and paladins and imbalance the game. Can you imagine rerolling 10d6 sneak attacks every turn?

Hmm, good point. It's nigh useless as it is now, but it's too good with sneak attack and such. Maybe removing the once per turn (it already does less with smaller dice so that's not abused by two weapon fighting), and also to make it "savage" add in the weapon die again on a crit (like the half orc racial). So with a longsword (d8) with a 50% chance to hit you would have (45% * 1.3) + (5% * (1.3+1.3+4.5)) = +0.94 damage per round per attack. Hmm, that's still really wimpy. (I counted the 1.3 twice on the crit because that is the weapon die and you'd get a chance to reroll both. Though it's really slightly less because you could have one higher and one lower and I didn't model that.)
 


How about for Great Weapon Master and Sharpshooter, just replace the -5/+10 mechanic with a straight +2 to damage?
I would actually consider that a bit worse than -5/+10. A flat bonus to damage would then make it an unquestionable must-have. At least with the -5 it creates a scenario where it is not always the best option for every attack. I rather like the +1 to Strength idea. It plays well with the requirement for Strength to wield a great weapon effectively and does not grant a flat bonus to damage, which are always very powerful.
 

I would either remove every weapon and armor restricted feat OR change them so that they don't have weapon restrictions. As a DM, I hate handing out loot that gets dismissed just because the characters all have feats that force them to stick to a specific weapon or armor type.

Since most of those feats are combat feats (and combat is eminently covered by stat gains) and almost all of them are repeatedly brought up as problematic, removing them seems like a great idea.
 

GWM/SS:
Once per turn, you can make one attack with advantage OR roll damage with advantage (aka roll twice, keep best).

Most RP feat should only eat half an ASI, you'd still get +1 stat.

Those RP feats that already have a +1 stat, you can pair any 2 but keep one of the +1 stat.

Heck, even moderately armored and weapon master but with a single +1 Str/Dex is weak enough.
 

The only feats that i've noticed that have a truely impressive impact on the game is Sharpshooter and to a slightly lesser externt, Great Weapon Mastery, the +10 damage/attack and bonus action attack for dropping a target lets these characters truely carve their way through their oppenents
 

I think one problem that feats always suffered from is that both combat and non combat feats are drawn from the same pool. I would like there to be levels where you picked combat feats and others where you picked non combat feats that way they did not compete for the one allotment and made characters flavourful in and out of combat.
 

Yeah, I haven't really noticed any impact in game play with any other feats .. some are better than others But the +10 dmg/hit.. especially with sharpshooter and archery style +2hit.. is pretty damn lethal..
 

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