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<blockquote data-quote="Stalker0" data-source="post: 7250274" data-attributes="member: 5889"><p>Alright my feedback on some of the others:</p><p></p><p>1) Actor: I don't think the cantrips are necessary. One I think the feat is really fine even in its base version (I have a player that loves it), but the extra stuff makes it more well rounded which I like. But the cantrips just add power that is not necessary, and adds a magical element when the player may not wish for one.</p><p></p><p>2) Armor Master: Looks solid. I think it may also help a bit with the fact that heavy armor mastery loses a lot of its luster at high levels, when attacks are often magical and do a lot more damage anyway. So for some players, they can "shift into" medium armor if they wish to.</p><p></p><p>3) I like the things Athlete is doing now, I just think this can be streamlined some how. I will say I don't think automatic advantage on athletics/acrobatics is necessary...that is actually pretty powerful combined with grappling, trips and the like....and the feat already has plenty of other things going for it.</p><p></p><p>4) Brawler: For the pin, did you intend that to be an action or just give up an attack? Normally grapples just use an attack.</p><p></p><p>5) Defensive Duelist: This feat is actually quite strong now. It really helps close the gap between TWF vs Sword/Board at higher levels.</p><p></p><p>6) Dungeon Delver: I would actually drop the "can recall everything you have seen and heard over the last month". Honesty I love that ability's flavor, I just think it does not fit with the rest of this feat as outlined. Everything else fits the dungeon delver motif...but this one is just a weird "you are a super genius with memory" and has nothing to do with delving.</p><p></p><p>7) Great Weapon Master: I feel like everyone has an opinion about this feat. What if it was just a nice simple +2 to all damage rolls with a Great Weapon? Or +3, whatever is balanced. I don't think the -3/+4 is that good (I usually wouldn't use it for that). Just let it be a simple feat that provides a nice simple boost. </p><p></p><p>8) Healer: I also think the speed boost is a little iffy. Overall the extra healing is pretty good already. But if you wanted it to be taken up even another notch you can go with:</p><p>a) A player that is within 5 ft of you gain gains your proficiency bonus to their death saving throws.</p><p></p><p>9) Magic Initiate: I thought this feat was perfectly fine in its original form.</p><p></p><p>10) Martial Adept: I think this one is overpowered for martials to take to bump their own abilities. An extra fighting style is already very strong, but then 2 superiority dice increases the base battlemaster by 50%. That is a lot even for a feat. I think the 2 superiority dice by themselves is plenty with no fighting style.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 7250274, member: 5889"] Alright my feedback on some of the others: 1) Actor: I don't think the cantrips are necessary. One I think the feat is really fine even in its base version (I have a player that loves it), but the extra stuff makes it more well rounded which I like. But the cantrips just add power that is not necessary, and adds a magical element when the player may not wish for one. 2) Armor Master: Looks solid. I think it may also help a bit with the fact that heavy armor mastery loses a lot of its luster at high levels, when attacks are often magical and do a lot more damage anyway. So for some players, they can "shift into" medium armor if they wish to. 3) I like the things Athlete is doing now, I just think this can be streamlined some how. I will say I don't think automatic advantage on athletics/acrobatics is necessary...that is actually pretty powerful combined with grappling, trips and the like....and the feat already has plenty of other things going for it. 4) Brawler: For the pin, did you intend that to be an action or just give up an attack? Normally grapples just use an attack. 5) Defensive Duelist: This feat is actually quite strong now. It really helps close the gap between TWF vs Sword/Board at higher levels. 6) Dungeon Delver: I would actually drop the "can recall everything you have seen and heard over the last month". Honesty I love that ability's flavor, I just think it does not fit with the rest of this feat as outlined. Everything else fits the dungeon delver motif...but this one is just a weird "you are a super genius with memory" and has nothing to do with delving. 7) Great Weapon Master: I feel like everyone has an opinion about this feat. What if it was just a nice simple +2 to all damage rolls with a Great Weapon? Or +3, whatever is balanced. I don't think the -3/+4 is that good (I usually wouldn't use it for that). Just let it be a simple feat that provides a nice simple boost. 8) Healer: I also think the speed boost is a little iffy. Overall the extra healing is pretty good already. But if you wanted it to be taken up even another notch you can go with: a) A player that is within 5 ft of you gain gains your proficiency bonus to their death saving throws. 9) Magic Initiate: I thought this feat was perfectly fine in its original form. 10) Martial Adept: I think this one is overpowered for martials to take to bump their own abilities. An extra fighting style is already very strong, but then 2 superiority dice increases the base battlemaster by 50%. That is a lot even for a feat. I think the 2 superiority dice by themselves is plenty with no fighting style. [/QUOTE]
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