Half-Feat Conversion: PHB

Yunru

Banned
Banned
This is part of a project I'm undertaking, where in each feat only costs half of an Ability Score Increase. It also attempts to address some of the power disparity, although I'm sure it'll have it's own host of problems. But hey, that's why I'm posting, for feedback.

EDIT: Something's messing up the formatting. If you notice missing spaces, or added line breaks, please let me know.

Actor:
Skilled at mimicry and dramatics, you gain the following benefits:
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alert:
Always on the lookout for danger, you gain the following benefits:
  • You gain a 1d6 bonus to initiative.
  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden.

Called Shot:
By going for a riskier strike, you can try to leverage more damage. Whenever you make a weapon attack, you may make that attack at disadvantage. If you do, add 2d6 to that attack's damage roll.

Charger:
You have undergone extensive physical training to gain the following benefits:
  • You may use your bonus action to take the Dash action.
  • Climbing doesn’t halve your speed.
  • When you make an attack against a creature or attempt to shove a creature, if you moved at least 10 feet in a straight line towards that creature you add 1d6 to the attack roll, or gain advantage on the Athletics check to shove.

Crossbow Expert:
Thanks to extensive practice with the crossbow, you gain the following benefits:
  • You ignore the loading quality of crossbows with which you are proficient.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Defensive Duellist:
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your Dexterity modifier to your AC for that attack, potentially causing the attack to miss you.

Dual Wielder:
Nothing here was changed. Although now it's cheaper to acquire.

Dungeon Delver:
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You can search for traps while travelling at a normal pace, instead of only at a slow pace.

Durable:
Hardy and resilient, when you roll a Hit Die, if the number rolled is less than twice your Constitution modifier (minimum of 2), and less than the maximum of the die, you may treat that roll as if it were twice you Constitution modifier (minimum of 2).
Yes, this includes rolling for health on level up.

Elemental Adept:
When you gain this feat, choose one of the following damage types: acid, cold, fire,lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when cast a spell of one of the listed types other than the chosen one, you may have that spell deal the chosen damage type instead.

Grappler:
You’ve developed the skills necessary to hold your own in close-quarters grappling.You gain the following benefits:
  • You have advantage on attack rolls against a creature you are grappling.
  • You can attempt to pin a creature grappled by you in place of an attack. To do so, make another grapple check. If you succeed, the creature is restrained and your speed drops to 0 until the grapple ends.

Great Weapon Master:
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. Once per turn, when you score a critical hit with a melee weapon wielded in two hands, or reduce a creature to 0 hit points with one, you can make one additional melee weapon attack.

Guardian:
You have mastered techniques to protect your compatriots, gaining the following benefits:
• When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of
the turn.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Healer:
Nothing here was changed. Although now it's cheaper to acquire.

Heavy Armour Master:
You can use your armour to deflect strikes that would kill others. While you are wearing heavy armour, your Damage Resistance increases by 3.

Inspiring Leader:
Nothing here was changed. Although now it's cheaper to acquire.

Keen Mind:
Removed the ability score increase, otherwise untouched.

Linguist:
As above.

Lucky:
You have inexplicable luck that seems to kick in at just the right moment.
You have one luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend a luck point to roll an additional d20. You can choose to spend a luck point after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend a luck point when an attack roll is made against you. Roll a d20,and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.

Mage Slayer:
Unchanged. Although it costs less now.

Magic Initiate:
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level without spending a spell slot. Once you cast it this way, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Martial Adept:
You have martial training that allows you to perform special combat manoeuvre. You gain the following benefits:
  • You learn two manoeuvres of your choice from among those available to the Battle Master archetype in the fighter class. If a manoeuvre you use requires your target to make a saving throw to resist the manoeuvre's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your manoeuvres. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • You may take this feat multiple times.

Martial Training:
You have trained in the use of armour and weapons. You gain the following benefits:
  • Proficiency in Light, Medium and Heavy armour.
  • Proficiency with Shields.
  • Proficiency with Simple and Martial weapons.

Medium Armour Master:
Unchanged. Although it costs less now.

Mobile:
You are exceptionally speedy and agile. You gain the following benefits:
• When you are prone, standing up uses only 5 feet of your movement.
• Your speed increases by 10 feet.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Mounted Combat:
Unchanged. Although it costs less now.

Observant:
Quick to notice details of your environment, you gain the following benefits:
• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
• You have a +3 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation)
scores.

Polearm Master:
You can keep your enemies at bay with reach weapons. When you take the Attack action and attack with a reach weapon wielded in two hands, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.

Resilient:
Choose one ability score. You gain the following benefits:
• You gain proficiency in saving throws using the chosen ability.
• You may choose this feat multiple times.

Ritual Caster:
Unchanged, but cheaper.

Savage Attacker:
Once per turn, on your turn, when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.

Sentinel:
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
• While you are wielding a reach weapon in two hands, other creatures provoke an opportunity attack from you when they enter your reach.
• Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Sharpshooter:
Thanks to an eagle eye and a mastery of ranged combat you gain the following benefits:
• Your ranged attacks ignore half cover and three-quarters cover.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Shield Master:
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect, unless that spell or effect can move around cover, such as the fireball spell.

Skilled:
After much study you gain one of the following benefits:
• You gain proficiency in any combination of two skills or tools of your choice.
• You gain expertise in one skill or tool for which you are proficient.

Skulker:
Skulker remains unchanged, although now it's cheaper.

Tavern Brawler:
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• You are proficient with improvised weapons.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or a melee weapon on your turn, you can use a bonus action to attempt to grapple the target.

Tough:
With skin hardened by work and battle, you gain the following benefits:
• Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
• While you're not wearing heavy armour, your Damage Resistance increases by 2.

Warcaster:
Unchanged from vanilla. Obviously it costs less now though.

 
Last edited:

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Ganymede81

First Post
I'd be all over the new version of Charger. Though, why is there a benefit to climbing in the Charger feat? Was that a formatting error?
 

Yunru

Banned
Banned
I'd be all over the new version of Charger. Though, why is there a benefit to climbing in the Charger feat? Was that a formatting error?
I reworked Mobile and Athlete (combined them then split them, now Mobile increases speed, avoids OAs, and makes standing up easier). Then I decided Athlete was a little lackluster and combined it with Charger. Then I replaced not suffering from Roguh terrain with bonus action dashing, and altered how the bonus to attack worked.

Yeah, it went through a few revisions
Climbing stayed because nothing stops your charge, not even walls.
 

Xeviat

Hero
I've been wanting to do this, but I haven't. Are you going to give out feats for free, or just charge +1 ability score for them?

Actor: should be good for a social focused game or after a bard maxes Cha.

Alert: I'd do proficiency to Initiative. This way it doesn't stack with bard or champion.

Called Shot: is this a replacement for -5/+10? I like it. Disadvantage is a good mechanic, and it makes it less of a must have for barbarians.


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Xeviat

Hero
Woops

Charger: I'd probably just call this "Athlete" instead. I love it. But where did the greater push distance go?

Crossbow Expert: I think that might be bigger than you were intending.

Defensive Duelist: people say it's a bad feat, but it's an at will, but limited, shield spell. I like it still. It might be too much. Think of it as a cantrip.

Dual Wielder: as +1 AC is half a feat, this is a really good feat now. But I use completely different TWFing rules anyway.

Dungeon Delver: why are the advantage on checks limited here? Does the limitation apply to both? Was Actor limited the same? Good feat for exploration games.

Durable: I still don't like it. There's a huge swing between +1 Con and +4 Con. If it applies on level up, then that's even better than tough.

Elemental Adept: probably good now as half a feat.

Grappler: good change. No use making you both restrained.

Great Weapon Master: no bonus action eh? I kind of like it?

Healer: Ugh ... this feat is already too good. I'm adding default medicine skill to heal rules and having healer just make them better to balance the feat.


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Xeviat

Hero
Heavy armor Master: was this a full feat before?

Inspiring Leader: also a big feat. I think it's way too good now.

Keen mind/Linguist: easy.

Luck: going from 3 to 1 is probably for the best. I'd think about making it short rest, though. Unsure.


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Yunru

Banned
Banned
Alert: I'd do proficiency to Initiative. This way it doesn't stack with bard or champion.
I hadn't considered that, although I don't mind them stacking as there's only so first that you can be.

Charger: I'd probably just call this "Athlete" instead. I love it. But where did the greater push distance go?
I moved the bonuses from damage and push distance, to the attack roll and advantage on the athletics check.

Crossbow Expert: I think that might be bigger than you were intending.
I'm not so sure. With Called Shot being open to any weapon now, it's no more of a damage increase that Two-Weapon Fighting.

Dungeon Delver: why are the advantage on checks limited here? Does the limitation apply to both? Was Actor limited the same? Good feat for exploration games.
Mostly thematics, although I've added traps to the advantage to detect.

Great Weapon Master: no bonus action eh? I kind of like it?
Yeah, now it's similar to Horde Breaker, in that it's a free attack, but highly conditional.

Healer: Ugh ... this feat is already too good. I'm adding default medicine skill to heal rules and having healer just make them better to balance the feat.
Not sure if I updated the thread, but I already tweaked Healer slightly.

Heavy armor Master: was this a full feat before?
Yes it was, it's not too bad as a full feat, but it's one of those edge cases where it's mostly "If I've space". As a half feat it might be too strong, but then I could always bring down the number slightly.

Inspiring Leader: also a big feat. I think it's way too good now.
Yeah, unsure how to bring it down. Maybe replace character level with proficiency?

Luck: going from 3 to 1 is probably for the best. I'd think about making it short rest, though. Unsure.
I considered it, but then it's not really any weaker than the original, which seems a bit strong for a half-feat.
 

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