Horwath
Legend
I would keep it a melee only. Melee needs some love. Having it once per turn is a little weak so I would put it at at-will category.Saves time rerolling, gives the savage part. Are you planning on keeping the melee weapon only and once-per-turn or is this for all weapons all the time? Gives about 1 HP more damage per hit except for <d4 or the largest weapons, does that do enough damage to make the feat worthwhile?
I wouldn't call it that powerfull.Immensely powerful. After extra attack you're doing four attacks AND you get back your bonus action. Even nastier for pure fighter who can get even more attacks with extra attack.
Now TWF eats your "shield slot" and bonus action. you can get 1 AC back via feat, but still may lose more because you dont have magic shield. For 1d8+5 max total damage? and weakest AoO. And you must sometimes find two magic weapons.
Comparing Polearm master and dualwielder, makes dual wielding look stupid. Now we can still keep off hand attacks as bonus action, but it must have the same number off attacks as main hand.
now at lvl5 character with extra attack does 1d10+3,1d10+3 and 1d4+3 as bonus action. dual wielder does 1d8+3,1d8+3,1d8+3, 22,5 vs. 22,5. cool. same damage, must be working.
dual wielder gets +1 AC. but for that you give up your 10ft reach, ability to make AoOs as someone gets to you, 1 less damage on AoO. and the need of two good weapons. with fighters more attacks and action surge, dual wielding sinks even deeper.
Higher HD classes lose more health over the day as they are front liners. This just gives more juicy over the course of the day. Less 5MWD please.This moves this from something that most helps the low HD classes who need more HP over the course of a day, to most helping the high HD classes. It close to doubles HD healing instead of putting a floor on it. Very powerful, wouldn't use it myself.
that's the problem. it's ok for dragon fire sorcerers and complete rubbish for everyone else. with energy substitution that I added you can make thunder mage no problem. As you can conver other energy types to thunder.Feat is already a must-have for draconic sorcerer who are already specializing in one type. And weak for others. I'd rather help the others without also helping the draconic sorcerer.
Hmm, not bad. I especially like the shield. But do you think it's a big enough bonus for anyone to bother spending a feat on it in light armor?
It's not realy aimed at light armor, but it helps medium armor(as it's a not wanted bastard child of light and heavy armor), and gives some RP value to tanks that have it, but it's rude to have armor on some banquet where you could get away with leather armor or mithil shirt but you have to leave your shiny plate mail in the armory. Also for surprise attack during night. You cant sleep in plate but sure can in leather or other special lighter armor.(I would say all armor that do not give disadvantage to stealth).
First part kills the theme. What's the motivation for this change, what is broken that you are trying to fix? Second part is quite powerful, giving someone four proficient saves. This is already a feat that sees a lot of adoption, I don't see a need to strengthen it.
Motivation is that you dont have to plan your character so heavy for ability placement. This way You could say; my character has endured some trauma and now Im iron willed, but you could "patch" up any odd score with this feat.
4 saves could be powerfull but main 3 are mostly targeted. the proficiency in extra "bad" save is just gravvy.