D&D 5E 2016 Feats Review


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Have you tried removing Extra Attack ehile you're at it? Maybe attack rolls entirely? Just take 11 on all attacks. Much faster. Oh and get rid of pesky damage dice too.

[MENTION=6791968]Over the Hill Gamer[/MENTION]: It's possible Yunru is sarcastic here. If so, don't mind him. You have done nothing to deserve scorn, and I wish you good luck with your game :)
 

[MENTION=6791968]Over the Hill Gamer[/MENTION]: It's possible Yunru is sarcastic here. If so, don't mind him. You have done nothing to deserve scorn, and I wish you good luck with your game :)

Even if it is sarcasm, I'm on board with Yunru here.

Banning all feats that give extra options is dumbing down the game to the lowest common denominator.

D&D should not be quantum physics, but should also not be a "whack a mole" type of game.
 



I was thinking in terms of "fixing" the feats that the OP thought were over/underpowered/unfun etc. Although if they wanted to pull up a few homebrew feats from elsewhere to show really good or bad examples of feat creation, I would be curious.
 


Well, there's only a couple dozen feats in the Players Handbook. If we're ever get to over two thousand, we're gonna have to make up our own.

I was thinking in terms of "fixing" the feats that the OP thought were over/underpowered/unfun etc. Although if they wanted to pull up a few homebrew feats from elsewhere to show really good or bad examples of feat creation, I would be curious.
Yes, my personal aim is to be able to offer the feats provided by the PHB, only I need to tweak some of them because practical play have shown them too easy to abuse and minmax.

I'm not primarily focused on adding more feats. I just need to make the existing ones do their job without breaking the fun. :)
 


Linguist
benefits
Design:For some specialist campaign, sure. Otherwise, learning to do ciphers and talk languages in a game where wizards have spells that trivialize these aspects... really?
Fun:It is fun. But no.
Power:A half-feat for wizards plus non-magical ways to do what you can already learn to do as a wizard... I'll ask again - couldn't its benefits have been handed out as a background instead?

Lucky
Three rerolls on your rolls as well as attacks made against you. And these rerolls are the good stuff - use either roll, not the "you must use your second roll" kind
Design:Designwise rather straightforward
Fun:This is an enormous self-confidence boost; you basically have advantage to your three most critical rolls a day
Power:This has to be good, but it can't save you when you're swamped, so there's limits.

Mage Slayer
Use reaction to "counterslay" spellcasting in melee, spellcaster get disadvantage on concentration, you yourself get "magic resistance" while in melee with caster
Design:Hmm. If you play completely straight with absolutely no metagaming, sure. But did noone envision the case where the spellcaster simply backs away 5 ft before casting? (He gets whacked no matter what, but at least can try to charm you without disadvantage). The second ability is useful to ranged fighters, while the first one only to melee fighters, and the third one is only useful if the DM doesn't do meta and never has monsters realize what the feat does.
Fun:Ruining the DMs carefully laid out plans for the BBEG is always good...
Power:Not sure how much power this really has. You do gain a certain "stickiness" where casters are even more doomed than usual when face to face with the hero. This is one of those feats that do something completely different and yet has a definite combat application... I'll leave it black for now.

Magic Initiate
two cantrips, one spell
Design:I'm happy something like this exists. Petty clear design. One somewhat hidden benefit is how this (as far as I can tell) turns you into a "spellcaster", allowing you to attune to certain items.
Fun:This is a good clean way to customize your character, so yes.
Power:Isn't this a bit stingy actually... (I mean, one single spell? For a whole feat?) Not even three cantrips, three slots for one spell, one slot each for three spells, and any combination in between... for those that aren't very into cantrips. Oh well, that could make it more difficult to understand, so I guess not.

Martial Adept
two maneuvers, one superiority die
Design:Again, allowing a peak into a "core" class is useful.
Fun:Not as fun as Magic Initiate if for the proasic reason you do expect to pull off martial stuns more often than magic spells...
Power:Again, a very stingy offer. On the other hand, while you only need to multiclass one level for the real deal of magic initiate, you need two for the real deal on maneuvers...

As an optimizer, the Magic Initiate feat has some uses. It can put Shillelagh or Booming Blade onto a Cleric, or put Booming Blade on a Rogue, without multiclassing and as a variant Human at level 1.
 

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