So the goal is simple: Feats will only cost half an ASI. All feats will be half feats. Human Variants grant two feats to compensate.
Alert:
Remove the can't be surprised - As an half feat all of it would be too powerful, and this can be emulated by the +5 initiative anyway.
Athlete:
This already was a half feat, so just remove the ability score increase.
Actor:
As above.
Charger:
This is weak. Ironically the easiest way to make it better is to remove the first feature.
The second part of the charger feat now works whenever you've moved 10ft towards a target before attacking, but only to the next attack. So a character with three attacks could go charging around the battlefield and get the bonus three times. Fancy that.
Crossbow Expert:
Moved the ability to used ranged attacks in melee without disadvantage into its own feat.
Defensive Duelist:
I left this one as-is. Might be slightly powerful, but Two-Weapon-Fighting could use the boost anyway.
Duel Wielder:
See above.
Dungeon Delver:
I left this one as-is too.
Durable:
Removed the stat boost, otherwise unchanged.
Elemental Adept:
Left unchanged.
Grappler:
Now this pile of excrement I did change. The third line is useless, and already removed in errata so that's gone.
The first part's solid, so that can stay.
The second point, that's where the change is. I changed it to "Whenever you make a grapple check to grapple a creature, you may make the check at disadvantage. If you do, the target is restrained on a success.
Great Weapon Master:
This one I split into two parts - Cleave, which is it's own feat, and Called Shot (or something), which is also it's own feat, but offers -3/+6 instead of -5/+10, and to any attack when you're wielding a single weapon. Yes, this is also where the -5/+10 from Sharpshooter will go.
Healer:
Stabilising a dying creature no longer heals that creature.
Might make the healing a bonus action.
Heavily Armored:
Standard half-feat procedure, remove the stat boost.
Heavy Armor Master:
See above.
Inspiring Leader:
Left it the same.
Keen Mind:
Already a half-feat. Remove stat boost.
Lightly Armored:
See above.
Linguist:
See above.
Lucky:
The number of luck points are equal to half your proficiency modifier (not sure on which way to round). Otherwise untouched.
More to come
Alert:
Remove the can't be surprised - As an half feat all of it would be too powerful, and this can be emulated by the +5 initiative anyway.
Athlete:
This already was a half feat, so just remove the ability score increase.
Actor:
As above.
Charger:
This is weak. Ironically the easiest way to make it better is to remove the first feature.
The second part of the charger feat now works whenever you've moved 10ft towards a target before attacking, but only to the next attack. So a character with three attacks could go charging around the battlefield and get the bonus three times. Fancy that.
Crossbow Expert:
Moved the ability to used ranged attacks in melee without disadvantage into its own feat.
Defensive Duelist:
I left this one as-is. Might be slightly powerful, but Two-Weapon-Fighting could use the boost anyway.
Duel Wielder:
See above.
Dungeon Delver:
I left this one as-is too.
Durable:
Removed the stat boost, otherwise unchanged.
Elemental Adept:
Left unchanged.
Grappler:
Now this pile of excrement I did change. The third line is useless, and already removed in errata so that's gone.
The first part's solid, so that can stay.
The second point, that's where the change is. I changed it to "Whenever you make a grapple check to grapple a creature, you may make the check at disadvantage. If you do, the target is restrained on a success.
Great Weapon Master:
This one I split into two parts - Cleave, which is it's own feat, and Called Shot (or something), which is also it's own feat, but offers -3/+6 instead of -5/+10, and to any attack when you're wielding a single weapon. Yes, this is also where the -5/+10 from Sharpshooter will go.
Healer:
Stabilising a dying creature no longer heals that creature.
Might make the healing a bonus action.
Heavily Armored:
Standard half-feat procedure, remove the stat boost.
Heavy Armor Master:
See above.
Inspiring Leader:
Left it the same.
Keen Mind:
Already a half-feat. Remove stat boost.
Lightly Armored:
See above.
Linguist:
See above.
Lucky:
The number of luck points are equal to half your proficiency modifier (not sure on which way to round). Otherwise untouched.
More to come
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