Horwath
Legend
Why half-feats?
Since feats compete with +2 to primary ability, and we are all counting feat vs. primary ability as you need to raise that 16 to 18 to 20 ASAP for math to follow in CR, a feat must compete with power/utility with your primary ability loss at levels 4&8.
Half feats are nice compromise as you gain your new choice of features and still (slowly) raising your primary ability.
also, then fixed ASI from a feat can be turned into floating for all feats so there is less planing of your ability scores with feats that you like/need.
Every time you gain ASI, you can chose:
+2 to one ability
+1 to two abilities
+1 to one ability and a (half)feat
two (half)feats.
now to tackle the full feats and break them down:
Alert:
this was all ready hacked in UA but it could get little boost:
prof bonus to init? great.
dump the initiative swap and replace it with:
You can use your Reaction even while surprised. Only reaction.
this will not give immunity to surprise as current, but will give ability to utilize any special Reaction features/spell you do have.
Charger:
reduce damage bonus to prof mod and you get a half feat.
Crossbow expert:
drop the bonus action attack and there is a half feat.
Defensive duelist: haven't seen this feat taken once in 8 year.
Might see it if it's a half feat.
Dual wielder:
dual wielding is still bad so making this a half feat might boost it up.
Dungeon delver:
half feat without any change. It still might need something
Durable:
just make it max value out of your HDs to make it simple.
maybe add that you regain all HDs on long rest.
Elemental adept:
pick type of elemental damage, ignore resistance, treat immunity as resistance
drop the reroll part, only slows down game
Elemental master: requires elemental adept.
gain +1 damage for every damage die with your chosen element
Grappler:
being half feat might be decent choice.
Great weapon master:
drop -5/+10 and you have a half feat.
Healer:
with UA watered down version it may just be enough for a half feat.
Inspiring leader:
works as a half feat, important is that you do not increase temp HP any further.
Lucky:
just delete this.
Mage slayer:
1st bullet of the feat should have been a default rule for all
decent half feat.
Magic initiate:
gain 2 cantrips only. can be taken two times
Magic adept: requires magic initiate:
gain one 1st level spell and one 2nd level spell from chosen class. you can cast these spells once per long rest.
Martial adept:
one superiority die and one maneuver known.
can be taken 3 times
Medium armor master:
half feat, no change
Mobile:
+5ft move
Dash ignores difficult terrain on this turn
When you take Dash action, you can take Disengage as Bonus action this turn.
Mounted combatant:
bad feat, make it half feat with no change.
Polearm master:
Changed to;
Hold your ground:
you can make AoO as a reaction vs any enemy that enters or move through your threat area.
Resilient: slightly chaged;
gain proficiency in one save(dex, con or wis) or two saves from(str, int or cha)
you can take this two times. once for every option.
Ritual caster:
half feat. make it more available
Savage attacker:
deleted
Sentinel:
change to speed 0 to half speed, 0 speed on a crit.
drop the attack part.
Sharp shooter:
drop -5/+10 and it's a half feat.
Shield master:
drop the Bash thing and it's a half feat.
new- Shield basher:
As a Bonus action you can make one attack or Shove attempt with your shield
attack is STR based, deals 1d6 blunt damage or blunt/pierce if you have shield spikes.
Skilled:
gain proficiency in two skills. can be taken two times.
Skulker:
half feat.
Spell sniper:
drop the extra cantrip. Covered with magic initiate.
Tough:
gain 1 HP plus 1 HP per max number of HDs. Equal to improving you HD category by one step
Every time you use a HD regain 1 extra HP.
can be taken two times.
warcaster:
half feat.
weapon master:
gain prof with ALL weapons. feat is still bad.
Bountiful luck:
stop with all this rerolling...
Drow high magic:
drop the "high" from name and drop the dispel magic. rename it improved drow magic
add extra usage of faery fire.
Drow high magic: requires improved drow magic
gain dispel magic once per long rest and extra usage of darkness
Prodigy: replaced by skilled expert.
wood elf magic:
fix the cantrip choice to Druidcraft and it's a half feat. Fey touched is still better.
Angelic protection:
half feat.
Firbolg magic.
this is a low pick even as a half feat.
Artificer initiate:
half feat.
Eldritch adept:
half feat, but make it only that can be chosen by level one character. no matter if you are a warlock or not.
also this invocation cannot be changed.
Fighting initiate:
most styles are not worth a feat. or even half a feat.
balance those who are, archery I am looking at you. perhaps +1/+1 attack/damage would be better.
Metamagic adept:
only one metamagic option can be picked.
then a half feat.
Poisoner:
half feat.
little change:
DC is 8+2×your proficiency bonus.
damage 1d12, 2d12 at 5th level, 3d12 at 11th level, 4d12 at 17th level
new - power attack:
when you make a weapon or unarmed attack you can take a -1 penalty and gain +2 to damage
at level 5 penalty and bonus damage are: -2/+4
at level 11: -3/+6
at level 17: -4/+8
Linguist and keen mind merged into one half-feat.
Observant adds +5 to passive insight also
Since feats compete with +2 to primary ability, and we are all counting feat vs. primary ability as you need to raise that 16 to 18 to 20 ASAP for math to follow in CR, a feat must compete with power/utility with your primary ability loss at levels 4&8.
Half feats are nice compromise as you gain your new choice of features and still (slowly) raising your primary ability.
also, then fixed ASI from a feat can be turned into floating for all feats so there is less planing of your ability scores with feats that you like/need.
Every time you gain ASI, you can chose:
+2 to one ability
+1 to two abilities
+1 to one ability and a (half)feat
two (half)feats.
now to tackle the full feats and break them down:
Alert:
this was all ready hacked in UA but it could get little boost:
prof bonus to init? great.
dump the initiative swap and replace it with:
You can use your Reaction even while surprised. Only reaction.
this will not give immunity to surprise as current, but will give ability to utilize any special Reaction features/spell you do have.
Charger:
reduce damage bonus to prof mod and you get a half feat.
Crossbow expert:
drop the bonus action attack and there is a half feat.
Defensive duelist: haven't seen this feat taken once in 8 year.
Might see it if it's a half feat.
Dual wielder:
dual wielding is still bad so making this a half feat might boost it up.
Dungeon delver:
half feat without any change. It still might need something
Durable:
just make it max value out of your HDs to make it simple.
maybe add that you regain all HDs on long rest.
Elemental adept:
pick type of elemental damage, ignore resistance, treat immunity as resistance
drop the reroll part, only slows down game
Elemental master: requires elemental adept.
gain +1 damage for every damage die with your chosen element
Grappler:
being half feat might be decent choice.
Great weapon master:
drop -5/+10 and you have a half feat.
Healer:
with UA watered down version it may just be enough for a half feat.
Inspiring leader:
works as a half feat, important is that you do not increase temp HP any further.
Lucky:
just delete this.
Mage slayer:
1st bullet of the feat should have been a default rule for all
decent half feat.
Magic initiate:
gain 2 cantrips only. can be taken two times
Magic adept: requires magic initiate:
gain one 1st level spell and one 2nd level spell from chosen class. you can cast these spells once per long rest.
Martial adept:
one superiority die and one maneuver known.
can be taken 3 times
Medium armor master:
half feat, no change
Mobile:
+5ft move
Dash ignores difficult terrain on this turn
When you take Dash action, you can take Disengage as Bonus action this turn.
Mounted combatant:
bad feat, make it half feat with no change.
Polearm master:
Changed to;
Hold your ground:
you can make AoO as a reaction vs any enemy that enters or move through your threat area.
Resilient: slightly chaged;
gain proficiency in one save(dex, con or wis) or two saves from(str, int or cha)
you can take this two times. once for every option.
Ritual caster:
half feat. make it more available
Savage attacker:
deleted
Sentinel:
change to speed 0 to half speed, 0 speed on a crit.
drop the attack part.
Sharp shooter:
drop -5/+10 and it's a half feat.
Shield master:
drop the Bash thing and it's a half feat.
new- Shield basher:
As a Bonus action you can make one attack or Shove attempt with your shield
attack is STR based, deals 1d6 blunt damage or blunt/pierce if you have shield spikes.
Skilled:
gain proficiency in two skills. can be taken two times.
Skulker:
half feat.
Spell sniper:
drop the extra cantrip. Covered with magic initiate.
Tough:
gain 1 HP plus 1 HP per max number of HDs. Equal to improving you HD category by one step
Every time you use a HD regain 1 extra HP.
can be taken two times.
warcaster:
half feat.
weapon master:
gain prof with ALL weapons. feat is still bad.
Bountiful luck:
stop with all this rerolling...
Drow high magic:
drop the "high" from name and drop the dispel magic. rename it improved drow magic
add extra usage of faery fire.
Drow high magic: requires improved drow magic
gain dispel magic once per long rest and extra usage of darkness
Prodigy: replaced by skilled expert.
wood elf magic:
fix the cantrip choice to Druidcraft and it's a half feat. Fey touched is still better.
Angelic protection:
half feat.
Firbolg magic.
this is a low pick even as a half feat.
Artificer initiate:
half feat.
Eldritch adept:
half feat, but make it only that can be chosen by level one character. no matter if you are a warlock or not.
also this invocation cannot be changed.
Fighting initiate:
most styles are not worth a feat. or even half a feat.
balance those who are, archery I am looking at you. perhaps +1/+1 attack/damage would be better.
Metamagic adept:
only one metamagic option can be picked.
then a half feat.
Poisoner:
half feat.
little change:
DC is 8+2×your proficiency bonus.
damage 1d12, 2d12 at 5th level, 3d12 at 11th level, 4d12 at 17th level
new - power attack:
when you make a weapon or unarmed attack you can take a -1 penalty and gain +2 to damage
at level 5 penalty and bonus damage are: -2/+4
at level 11: -3/+6
at level 17: -4/+8
Linguist and keen mind merged into one half-feat.
Observant adds +5 to passive insight also