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<blockquote data-quote="brehobit" data-source="post: 8053331" data-attributes="member: 12032"><p>hi folks,</p><p>I'm trying to balance feats a bit for my next game. I didn't get around to fixing all the overly weak feats (doesn't usually greatly impact the game as no one takes them), but I tried to "punch up" some of the weaker ones. Also tried to limit some of the stronger ones.</p><p></p><p>I'd appreciate any feedback about the specifics.</p><p></p><ul> <li data-xf-list-type="ul">Athlete:<ul> <li data-xf-list-type="ul">Remove: “climbing doesn’t cost you extra movement” (just a personal hatred of being able to climb at full speed).</li> <li data-xf-list-type="ul">Add: You get advantage on athletic checks</li> </ul></li> <li data-xf-list-type="ul">Crossbow Expert: If you are using a hand crossbow as the “one-handed weapon”, you may not have anything else in the other hand.</li> <li data-xf-list-type="ul">Dual wielder:<ul> <li data-xf-list-type="ul">Add: +1 Dexterity or Strength</li> </ul></li> <li data-xf-list-type="ul">Durable:<ul> <li data-xf-list-type="ul">Change to “When you roll a Hit Die to regain hit points, you add your CON bonus twice rather than once”</li> <li data-xf-list-type="ul">Add: You gain a +2 bonus on death saves. On a natural 19 you regain 1 hit point. On a natural 20 you can spend a hit die if you have one available, otherwise you just gain 1 hit point.</li> </ul></li> <li data-xf-list-type="ul">Great weapon Master:<ul> <li data-xf-list-type="ul">Change: rather than +10 for the -5 you instead change dice your weapon dice as follows. Note: the dice are doubled on a crit as normal...<ul> <li data-xf-list-type="ul">d6 → 2d8 (5.5)</li> <li data-xf-list-type="ul">d8 → 2d10 (6.5)</li> <li data-xf-list-type="ul">d10 → 2d12 (7.5)</li> <li data-xf-list-type="ul">d12 → 2d12+2 (7.5)</li> <li data-xf-list-type="ul">2d4 → 2d10 (6)</li> <li data-xf-list-type="ul">2d6 → 3d8+1 (7.5)</li> </ul></li> </ul></li> <li data-xf-list-type="ul">Healer:<ul> <li data-xf-list-type="ul">Change: Healing is d6+ creature’s level. At level 5 this goes to 2d6, at level 11 to 3d6, and at level 17 to 4d6. If you are proficient in medicine you can add your proficiency bonus to the points healed. If you are expert in medicine, you add an additional 2 points of healing. </li> </ul></li> <li data-xf-list-type="ul">Heavy armor master:<ul> <li data-xf-list-type="ul">Change: You reduce damage by 2 at levels 1-8, 3 from levels 9-14, and 4 from levels 15-20</li> <li data-xf-list-type="ul">Add: Magical weapon damage is also reduced if you are wearing magical armor.</li> </ul></li> <li data-xf-list-type="ul">Keen mind:<ul> <li data-xf-list-type="ul">Add: You have advantage on intelligence saving throws and pure intelligence checks (not skill checks).</li> </ul></li> <li data-xf-list-type="ul">Linguist:<ul> <li data-xf-list-type="ul">Add: You may use a spell scroll to cast (but not learn or copy into your spell book) a spell not on your spell list. The DC is 13+the spell’s level.</li> <li data-xf-list-type="ul">Add: You have advantage on checks to cast or copy spells from scrolls.</li> </ul></li> <li data-xf-list-type="ul">Martial Adept<ul> <li data-xf-list-type="ul">Add: You gain a +1 bonus to Dexterity or Strength (Maximum 20)</li> </ul></li> <li data-xf-list-type="ul">Orcish Fury<ul> <li data-xf-list-type="ul">Change “Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack <em>with advantage</em>."</li> </ul></li> <li data-xf-list-type="ul">Prodigy<ul> <li data-xf-list-type="ul">Change: open to any race.</li> <li data-xf-list-type="ul">Add: can be taken multiple times by humans, half-orcs, or half-elves. Each time taken after the first gain +1 to any one stat (max 20) in addition.</li> </ul></li> <li data-xf-list-type="ul">Sharpshooter<ul> <li data-xf-list-type="ul">Change: You may only do one of the three options per attack.</li> </ul></li> <li data-xf-list-type="ul">Shield Master:<ul> <li data-xf-list-type="ul">Clarify/Change: you may take your bonus action before your attacks. But if you do so, you are committed to attacking as your action.</li> </ul></li> <li data-xf-list-type="ul">Weapon Master<ul> <li data-xf-list-type="ul">Change: You gain proficiency in all simple and martial weapons.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="brehobit, post: 8053331, member: 12032"] hi folks, I'm trying to balance feats a bit for my next game. I didn't get around to fixing all the overly weak feats (doesn't usually greatly impact the game as no one takes them), but I tried to "punch up" some of the weaker ones. Also tried to limit some of the stronger ones. I'd appreciate any feedback about the specifics. [LIST] [*]Athlete: [LIST] [*]Remove: “climbing doesn’t cost you extra movement” (just a personal hatred of being able to climb at full speed). [*]Add: You get advantage on athletic checks [/LIST] [*]Crossbow Expert: If you are using a hand crossbow as the “one-handed weapon”, you may not have anything else in the other hand. [*]Dual wielder: [LIST] [*]Add: +1 Dexterity or Strength [/LIST] [*]Durable: [LIST] [*]Change to “When you roll a Hit Die to regain hit points, you add your CON bonus twice rather than once” [*]Add: You gain a +2 bonus on death saves. On a natural 19 you regain 1 hit point. On a natural 20 you can spend a hit die if you have one available, otherwise you just gain 1 hit point. [/LIST] [*]Great weapon Master: [LIST] [*]Change: rather than +10 for the -5 you instead change dice your weapon dice as follows. Note: the dice are doubled on a crit as normal... [LIST] [*]d6 → 2d8 (5.5) [*]d8 → 2d10 (6.5) [*]d10 → 2d12 (7.5) [*]d12 → 2d12+2 (7.5) [*]2d4 → 2d10 (6) [*]2d6 → 3d8+1 (7.5) [/LIST] [/LIST] [*]Healer: [LIST] [*]Change: Healing is d6+ creature’s level. At level 5 this goes to 2d6, at level 11 to 3d6, and at level 17 to 4d6. If you are proficient in medicine you can add your proficiency bonus to the points healed. If you are expert in medicine, you add an additional 2 points of healing. [/LIST] [*]Heavy armor master: [LIST] [*]Change: You reduce damage by 2 at levels 1-8, 3 from levels 9-14, and 4 from levels 15-20 [*]Add: Magical weapon damage is also reduced if you are wearing magical armor. [/LIST] [*]Keen mind: [LIST] [*]Add: You have advantage on intelligence saving throws and pure intelligence checks (not skill checks). [/LIST] [*]Linguist: [LIST] [*]Add: You may use a spell scroll to cast (but not learn or copy into your spell book) a spell not on your spell list. The DC is 13+the spell’s level. [*]Add: You have advantage on checks to cast or copy spells from scrolls. [/LIST] [*]Martial Adept [LIST] [*]Add: You gain a +1 bonus to Dexterity or Strength (Maximum 20) [/LIST] [*]Orcish Fury [LIST] [*]Change “Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack [I]with advantage[/I]." [/LIST] [*]Prodigy [LIST] [*]Change: open to any race. [*]Add: can be taken multiple times by humans, half-orcs, or half-elves. Each time taken after the first gain +1 to any one stat (max 20) in addition. [/LIST] [*]Sharpshooter [LIST] [*]Change: You may only do one of the three options per attack. [/LIST] [*]Shield Master: [LIST] [*]Clarify/Change: you may take your bonus action before your attacks. But if you do so, you are committed to attacking as your action. [/LIST] [*]Weapon Master [LIST] [*]Change: You gain proficiency in all simple and martial weapons. [/LIST] [/LIST] [/QUOTE]
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