Healer
Hey Soraka

I feel like these multi-part feats are becoming too baroque. The Medicine Expertise seems fine to me, because it doesn't tread on anyone's toes. I'd perhaps cut the last two components. Trouble here is that Healer is already strong without the speed buff and AoO protection, which has the same narrative issue as Sentinel: how does the feat know when you take your move, that you will be healing someone later in your turn? What happens if a player chooses not to do that healing? Does the DM have to roll back the turn?
I was worrying about that movement/action connection. I am not sure how to make it more controlled. What about this:
"You may extend the range of your healing abilities: When you use your action or bonus action to restore HP or remove a condition or disease from a creature, you may simultaneously move toward that creature a distance up to your speed. Opportunity attacks against you have disadvantage during this movement, and this movement does not count against your movement for your turn."
Mage Slayer
Interesting idea to switch the check to the attacker. I had "If you hit, it (the caster) makes a Constitution saving throw. The DC equals 10 or half the damage you inflicted, whichever number is higher. If it fails its saving throw, its spell fails and has no effect." It seems quite workable to make it the attacker, and more fun for the Mage Slayer. This might need to make clear that magic items won't buff the ability check (because there is no equivalent for buffing the Counterspell spellcasting ability check).
Yeah, I like the attacker roll. I think simplifying it to an ability check rather than an attack is the easiest way to knock out magic item bonuses, +2 Archery, and the like.
Magic Initiate - v1
So this challenges whether spells should be gated to abilities. I think they should be. RAW Magic Initiate is strong by itself. Changing to slot already makes it very flexible.
Yeah, Magic Initiate is a great feat. We do see that spells are already not gated to abilities when they cross between Wisdom and Charisma from Cleric to Bard or from Intelligence to Charisma from Wizard to Sorcerer. Personally, I think that multiclassing should allow the choice of a single casting stat rather than favoring Sorcerer/Warlock/Bard/Palading or Cleric/Druid/Ranger or Wizard/.... But, short of that, I at least think that it makes sense and isn't overpowered to let you change the little bump you get from Magic Initiate to match the class you are bumping.
Magic Initiate - v2
This is an imaginative feat and I like the direction it is heading. It seems OP, but OTOH gives any class the chance to use magic. How does it compare with Arcane Trickster and Eldritch Knight? Does this feat make their whole archetype feel a bit like dunces?
It does seem OP, but it is level-limited. It does need to be balanced against Arcane Trickster and Eldritch Knight. This feat lags behind for 1st- and 2nd-level spells but jumps ahead for 3rd- and 4th-level spells. I don't like that. Unfortunately, we are stuck with the 4-8-12-16-19 feat progression. We could push 3rd back to 16 and 4th back to 19. Then it would be decidedly behind any spellcasting elsewhere in the game, keeping it safer in feat territory. Should everything be bumped back, ignoring the Variant Human? It would be slightly weaker than the stock feat before 8th level, but would improve later.
"Magic Initiate - Scaling
- Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, as you increase in character level, you learn the following spells from this list:
-- At 8th level, one 1st-level spell.
-- At 12th level, one 2nd-level spell.
-- At 16th level, one 3rd-level spell.
-- At 19th level, one 4th-level spell.
..."
Martial Adept
Don't give away class foundations (Fighting Style). That creates overshadowing opportunities for no good reason. Hmm... try listing your design pillars and constraints separately from your feat design work.
This feat already does that to Battlemasters, but nobody takes it so it doesn't matter. The new version would let these classes gain a second fighting style without multiclassing.
Who was this feat targeted at the first time around? The new version can be appreciated by any martial class.
A fighting style is roughly equal to a half-feat in power.
Mounted Combatant
The last part feels more like a clarification to me. I don't think rider should be given mind control of mount, just the ability to make reasonable requests. If they are friends, the mount will comply.
Absolutely no mind control. It is my understanding that RAW a mount can either act independently or, if the rider can communicate with it, act on the initiative of the rider, but in so doing it is limited to Dash, Disengage, and Dodge. My goal is for this feat to allow you to control an intelligent mount without limiting its abilities. Can you think of a wording that would convey this better?
Savage Attacker
I spent a bit of time contemplating this. It is hard to balance because it allows strong damage spiking. Say you are a 5th Rogue - 1d8+3d6+4 on a Sneak Attack. This takes your expected 19 damage and makes it 30. So over a day you are gaining about 30 points. At 11th level you'd be maximising say 1d8+6d6+5, so taking an expected 31 and making it 49. Gaining about 60 points a day. A Fighter at 11th with Extra Attacks could be gaining say 70 a day. Maximising could be good, but once per short rest is too limiting. A possible issue is whether even a small damage buff here pushes GWM too far? That's part of why I think it should be once a turn.
Perhaps I misunderstand, but once per turn would be a 60% increase over average damage for this Rogue. That's huge. A +2 ASI, in comparison, is closer to 15% on average.
A maximized damage once per turn would be a boon for Rogues, but not so much for Fighters and other Extra Attackers.
Maximizing only base damage dice once per turn is a very large boost at low levels. For a Rogue, it doesn't even out to a +2 ASI until Sneak Attack is adding nearly 40 DPR. For a Fighter, it drops behind a +2 ASI after 3 attacks.
Based on your numbers from
GWM, SS CEx: updated!, it looks like we want an increase of ~150 damage per day. If once per rest gives us ~70 for the Fighter, twice per rest gives ~140, which is very close. Would that be a reasonable change?
"Savage Attacker
- Twice per short rest you can maximize some of your damage. For the rest of your turn, all of your base weapon damage dice rolls are replaced with the maximum possible roll."
Sharpshooter - Hunter
Let Rangers keep Hunters Mark to themselves. They don't have much anyway.
Too true. That's why I let them beef it up with this feat. But I'm not tied to this idea at all.
Sharpshooter - Sniper
Narratively hard to understand.
I'm thinking of a sniper making a critical head shot. But in D&D, one shot kills are not (normally) a thing. But, an accurate shot could still debilitate an enemy, and exhaustion is a mechanism to do that.
This would, obviously, be a replacement for the -5/+10 mechanic. It could be a fun, unique way to influence combat, but it has to be appropriately balanced.
Skulker
I dislike giving away Expertise in Stealth! Makes the feat perversely not help the class it should help, and gives away that class' crown jewels to other classes. Holy overshadowing.
Right, which is why I changed it to advantage instead of Expertise. Advantage will still benefit Rogues.
Spell Sniper - v1
I dislike the "your choice" part. One reason is it makes the uber-abilities (Dexterity!) even more uber.
The choice is limited to Charisma, Intelligence, or Wisdom.
Spell Sniper - v2
I'm less and less liking giving characters fiat advantage/disadvantage the longer I play 5e.
Fair enough. Advantage is an easily found bonus in gameplay as it is, although rarely for spellcasters. This gives spellcasters a piece of the fun. For a price. (1 feat)
Cantrip Master
Evokers everywhere wonder why they suddenly feel less special? Also, non-scaling cantrips generally do not scale for a reason!
Less special? Perhaps. They already share this with Clerics, Draconic Sorcerers, and Warlocks (who have it way better). This gives Evokers an additional bonus, and so that can still keep ahead of unspecial cantrip casters. Note that it does not apply to Eldritch Blast.
So, they do not scale for a reason. What is that reason, exactly? Note that the damage scaling does not apply to something like Shillelagh when used with Extra Attack. Also note that the very few cantrips that have not scaled by default seem oddly lacking.
As to scaling non-damaging cantrips, why not make utility cantrips more useful? It gives spellcasters more to do than a single spell cast and possibly a damage roll, if they are creative. Other characters get to make multiple attacks and such on their turns already. Mostly this will improve fun and flavor rather than power.
Dabbler
The ability to deconstruct the classes is a balancing nightmare! Being able to surgically extract the crown jewels of multiple classes! You might say - well it's level 8 so few characters will have it - it breaks only those that do! Three exclamations marks worth of instinctive this is
disgusting. There should be some kind of prize
Haha! Yeah, this is near impossible to balance. I focused on early game abilities to try to keep it in check. This would obviate some multiclassing, which could be good or bad. It does make sense for a Ranger to be able to dabble in other Ranger subclasses, for instance. And it some cross-class dabbling can make sense, too.
It is definitely important to limit it to single class features rather than everything an entire class offers. I don't think that this is necessarily overpowered (you are spending a feat to get a roughly feat-powered ability) but it is certainly unpredictable.
Favored Item
Make it a boon, not a feat, and let the DM award it when merited.
That's an option. I like the idea of a character choosing to be built around a favorite item though with out the DM's direct involvement.
Magic Manipulation
Change the save! Increase DC by 2! Bounded accuracy cries tears of blood.
Nonsense! Increasing DC was in both Theurgy and Lore Master UAs. It barely compares to all the attack bonuses every martial class gets. Changing the save is a Lore Master thing, too: it's not really that crazy, once per rest. Again, this is a full feat. And spellcasters don't have many feat options.
Magical Weapon
This feels like a concept for one of the basic features of a new archetype. Not a feat.
I could totally see that. I've thought about Pact of the Blade when reading over it. It's not OP for a feat though.
Trained
While I like that changing to giving advantage means it also boosts Bards and Rogues (who can add it to Expertise) I couldn't in clear conscience as a DM ever let my players get their hands on this feat!
Why is that, exactly? Do you really think skill advantage is that much of a game breaker that a play shouldn't be able to spend a feat to get it?
Weapon Master
Ditto, but twice as much.
This one I'm having more trouble balancing. My intent was to make something that could replace GWM and SS and apply to the player's chosen weapon path. The abilities presented are all carefully balanced to be approximately a +1 ASI in value, half a feat.
Cantrips
How about changing these. Keep them as actions. Keep them as Concentration. Let them run 2 rounds or until expended. I suggest that because I'm coming to understand this design space and we can't really let players have easy access to fiat advantage. Blade Ward is less of an issue of course.
I like the idea of extending True Strike to two rounds. That gives a little benefit. Even so, it probably is better to just attack twice in that case unless you are waiting for an enemy to come in range.
What if rather than give advantage, it only negated disadvantage?
"
True Strike
Divination cantrip
Casting Time: 1 bonus action
Range: 30 feet
Components: S
Duration: Concentration, up to 2 rounds
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. Once before this spell ends, you may ignore disadvantage on one of your ability checks, attack rolls, or saving throws."