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5.5E, a good timing to make all feats into half-feats.
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<blockquote data-quote="Horwath" data-source="post: 8768353" data-attributes="member: 6801299"><p>Why half-feats?</p><p></p><p>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.</p><p></p><p>Half feats are nice compromise as you gain your new choice of features and still (slowly) raising your primary ability.</p><p></p><p>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.</p><p></p><p>Every time you gain ASI, you can chose:</p><p>+2 to one ability</p><p>+1 to two abilities</p><p>+1 to one ability and a (half)feat</p><p>two (half)feats.</p><p></p><p>now to tackle the full feats and break them down:</p><p></p><p><strong>Alert: </strong></p><p>this was all ready hacked in UA but it could get little boost:</p><p>prof bonus to init? great.</p><p>dump the initiative swap and replace it with:</p><p>You can use your Reaction even while surprised. Only reaction.</p><p>this will not give immunity to surprise as current, but will give ability to utilize any special Reaction features/spell you do have.</p><p></p><p><strong>Charger:</strong></p><p>reduce damage bonus to prof mod and you get a half feat.</p><p></p><p><strong>Crossbow expert:</strong></p><p>drop the bonus action attack and there is a half feat.</p><p></p><p><strong>Defensive duelist:</strong> haven't seen this feat taken once in 8 year.</p><p>Might see it if it's a half feat.</p><p></p><p><strong>Dual wielder:</strong></p><p>dual wielding is still bad so making this a half feat might boost it up.</p><p></p><p><strong>Dungeon delver:</strong></p><p>half feat without any change. It still might need something</p><p></p><p><strong>Durable:</strong></p><p>just make it max value out of your HDs to make it simple.</p><p>maybe add that you regain all HDs on long rest.</p><p></p><p><strong>Elemental adept:</strong></p><p>pick type of elemental damage, ignore resistance, treat immunity as resistance</p><p>drop the reroll part, only slows down game</p><p></p><p><strong>Elemental master: </strong>requires elemental adept.</p><p>gain +1 damage for every damage die with your chosen element</p><p></p><p><strong>Grappler:</strong></p><p>being half feat might be decent choice.</p><p></p><p><strong>Great weapon master:</strong></p><p>drop -5/+10 and you have a half feat.</p><p></p><p><strong>Healer:</strong></p><p>with UA watered down version it may just be enough for a half feat.</p><p></p><p><strong>Inspiring leader:</strong></p><p>works as a half feat, important is that you do not increase temp HP any further.</p><p></p><p><strong>Lucky:</strong></p><p>just delete this.</p><p></p><p><strong>Mage slayer:</strong></p><p>1st bullet of the feat should have been a default rule for all</p><p>decent half feat.</p><p></p><p><strong>Magic initiate:</strong></p><p>gain 2 cantrips only. can be taken two times</p><p></p><p><strong>Magic adept:</strong> requires magic initiate:</p><p>gain one 1st level spell and one 2nd level spell from chosen class. you can cast these spells once per long rest.</p><p></p><p><strong>Martial adept:</strong></p><p>one superiority die and one maneuver known.</p><p>can be taken 3 times</p><p></p><p><strong>Medium armor master:</strong></p><p>half feat, no change</p><p></p><p><strong>Mobile:</strong></p><p>+5ft move</p><p>Dash ignores difficult terrain on this turn</p><p>When you take Dash action, you can take Disengage as Bonus action this turn.</p><p></p><p><strong>Mounted combatant:</strong></p><p>bad feat, make it half feat with no change.</p><p></p><p><strong>Polearm master:</strong></p><p>Changed to; </p><p><strong>Hold your ground:</strong></p><p>you can make AoO as a reaction vs any enemy that enters or move through your threat area.</p><p></p><p><strong>Resilient: </strong>slightly chaged;</p><p>gain proficiency in one save(dex, con or wis) or two saves from(str, int or cha)</p><p>you can take this two times. once for every option.</p><p></p><p><strong>Ritual caster:</strong></p><p>half feat. make it more available</p><p></p><p><strong>Savage attacker:</strong></p><p>deleted</p><p></p><p><strong>Sentinel:</strong></p><p>change to speed 0 to half speed, 0 speed on a crit.</p><p>drop the attack part.</p><p></p><p><strong>Sharp shooter:</strong></p><p>drop -5/+10 and it's a half feat.</p><p></p><p><strong>Shield master:</strong></p><p>drop the Bash thing and it's a half feat.</p><p></p><p>new- <strong>Shield basher:</strong></p><p>As a Bonus action you can make one attack or Shove attempt with your shield</p><p>attack is STR based, deals 1d6 blunt damage or blunt/pierce if you have shield spikes.</p><p></p><p><strong>Skilled:</strong></p><p>gain proficiency in two skills. can be taken two times.</p><p></p><p><strong>Skulker:</strong></p><p>half feat.</p><p></p><p><strong>Spell sniper:</strong></p><p>drop the extra cantrip. Covered with magic initiate.</p><p></p><p><strong>Tough:</strong></p><p>gain 1 HP plus 1 HP per max number of HDs. Equal to improving you HD category by one step</p><p>Every time you use a HD regain 1 extra HP.</p><p>can be taken two times.</p><p></p><p><strong>warcaster:</strong></p><p>half feat.</p><p></p><p><strong>weapon master:</strong></p><p>gain prof with ALL weapons. feat is still bad.</p><p></p><p><strong>Bountiful luck:</strong></p><p>stop with all this rerolling...</p><p></p><p><strong>Drow high magic:</strong></p><p>drop the "high" from name and drop the dispel magic. rename it improved drow magic</p><p>add extra usage of faery fire.</p><p></p><p><strong>Drow high magic:</strong> requires improved drow magic</p><p>gain dispel magic once per long rest and extra usage of darkness</p><p></p><p><strong>Prodigy:</strong> replaced by skilled expert.</p><p></p><p><strong>wood elf magic:</strong></p><p>fix the cantrip choice to Druidcraft and it's a half feat. Fey touched is still better.</p><p></p><p><strong>Angelic protection:</strong></p><p>half feat.</p><p></p><p><strong>Firbolg magic.</strong></p><p>this is a low pick even as a half feat.</p><p></p><p><strong>Artificer initiate:</strong></p><p>half feat.</p><p></p><p><strong>Eldritch adept:</strong></p><p>half feat, but make it only that can be chosen by level one character. no matter if you are a warlock or not.</p><p>also this invocation cannot be changed.</p><p></p><p><strong>Fighting initiate:</strong></p><p>most styles are not worth a feat. or even half a feat.</p><p>balance those who are, archery I am looking at you. perhaps +1/+1 attack/damage would be better.</p><p></p><p><strong>Metamagic adept:</strong></p><p>only one metamagic option can be picked.</p><p>then a half feat.</p><p></p><p><strong>Poisoner:</strong></p><p>half feat.</p><p>little change:</p><p>DC is 8+2×your proficiency bonus.</p><p>damage 1d12, 2d12 at 5th level, 3d12 at 11th level, 4d12 at 17th level</p><p></p><p>new - power attack:</p><p>when you make a weapon or unarmed attack you can take a -1 penalty and gain +2 to damage</p><p>at level 5 penalty and bonus damage are: -2/+4</p><p>at level 11: -3/+6</p><p>at level 17: -4/+8</p><p></p><p></p><p><strong>Linguist</strong> and <strong>keen mind</strong> merged into one half-feat.</p><p></p><p><strong>Observant</strong> adds +5 to passive insight also</p></blockquote><p></p>
[QUOTE="Horwath, post: 8768353, member: 6801299"] 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: [B]Alert: [/B] 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. [B]Charger:[/B] reduce damage bonus to prof mod and you get a half feat. [B]Crossbow expert:[/B] drop the bonus action attack and there is a half feat. [B]Defensive duelist:[/B] haven't seen this feat taken once in 8 year. Might see it if it's a half feat. [B]Dual wielder:[/B] dual wielding is still bad so making this a half feat might boost it up. [B]Dungeon delver:[/B] half feat without any change. It still might need something [B]Durable:[/B] just make it max value out of your HDs to make it simple. maybe add that you regain all HDs on long rest. [B]Elemental adept:[/B] pick type of elemental damage, ignore resistance, treat immunity as resistance drop the reroll part, only slows down game [B]Elemental master: [/B]requires elemental adept. gain +1 damage for every damage die with your chosen element [B]Grappler:[/B] being half feat might be decent choice. [B]Great weapon master:[/B] drop -5/+10 and you have a half feat. [B]Healer:[/B] with UA watered down version it may just be enough for a half feat. [B]Inspiring leader:[/B] works as a half feat, important is that you do not increase temp HP any further. [B]Lucky:[/B] just delete this. [B]Mage slayer:[/B] 1st bullet of the feat should have been a default rule for all decent half feat. [B]Magic initiate:[/B] gain 2 cantrips only. can be taken two times [B]Magic adept:[/B] 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. [B]Martial adept:[/B] one superiority die and one maneuver known. can be taken 3 times [B]Medium armor master:[/B] half feat, no change [B]Mobile:[/B] +5ft move Dash ignores difficult terrain on this turn When you take Dash action, you can take Disengage as Bonus action this turn. [B]Mounted combatant:[/B] bad feat, make it half feat with no change. [B]Polearm master:[/B] Changed to; [B]Hold your ground:[/B] you can make AoO as a reaction vs any enemy that enters or move through your threat area. [B]Resilient: [/B]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. [B]Ritual caster:[/B] half feat. make it more available [B]Savage attacker:[/B] deleted [B]Sentinel:[/B] change to speed 0 to half speed, 0 speed on a crit. drop the attack part. [B]Sharp shooter:[/B] drop -5/+10 and it's a half feat. [B]Shield master:[/B] drop the Bash thing and it's a half feat. new- [B]Shield basher:[/B] 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. [B]Skilled:[/B] gain proficiency in two skills. can be taken two times. [B]Skulker:[/B] half feat. [B]Spell sniper:[/B] drop the extra cantrip. Covered with magic initiate. [B]Tough:[/B] 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. [B]warcaster:[/B] half feat. [B]weapon master:[/B] gain prof with ALL weapons. feat is still bad. [B]Bountiful luck:[/B] stop with all this rerolling... [B]Drow high magic:[/B] drop the "high" from name and drop the dispel magic. rename it improved drow magic add extra usage of faery fire. [B]Drow high magic:[/B] requires improved drow magic gain dispel magic once per long rest and extra usage of darkness [B]Prodigy:[/B] replaced by skilled expert. [B]wood elf magic:[/B] fix the cantrip choice to Druidcraft and it's a half feat. Fey touched is still better. [B]Angelic protection:[/B] half feat. [B]Firbolg magic.[/B] this is a low pick even as a half feat. [B]Artificer initiate:[/B] half feat. [B]Eldritch adept:[/B] 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. [B]Fighting initiate:[/B] 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. [B]Metamagic adept:[/B] only one metamagic option can be picked. then a half feat. [B]Poisoner:[/B] 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 [B]Linguist[/B] and [B]keen mind[/B] merged into one half-feat. [B]Observant[/B] adds +5 to passive insight also [/QUOTE]
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