log in or register to remove this ad

 

D&D 5E Homebrew feats: Turning all feats into "half feat" category.

Horwath

Hero
This is atempt to balance out the feats and make them all half feats.

Some feats are reduced in power, some buffed up and many split it half to make them a little more balanced.

Also inspired by this thread:
http://www.enworld.org/forum/showthread.php?494701-2016-Feats-Review

Why all half feats?

1. To make PCs more versatile. Now instead of ASI, they can get one feat one +1 bonus to any ability(not tied down to the specific feat), or get two feats.

2. If anyone thinks that characters get to few feats, it's easier to give bonus "half feat" than bonus "full feat". Most obvious example is bonus feat at 1st level that is really missed.
also if players aren't divers enough because they all aim for 20 in their primary ability(and sometimes in secondary also), you can now add bonus "half feat" at 5th,9th,13th and 17th level.

3. Not all PCs, want all benefits of current feats, just some part of them.
I.E. assassin rogue and SS. while cover negatning is usefull, and distance can have uses here and there, the "power shot" part is simply damaging to the average DPR of a rogue.

So here is my list of feats with few added:


All are half feats: so you can get two of them instead of ASI or 1 ability and 1 feat;


Alert: cannot be surprised, hidden enemies do not have advantage vs you.

added; Improved initiative: you gain +6 to initiative roll.

Actor: same as PHB version, plus added proficiency in disguise kit.

Charger: If you take Dash action and you move last 20ft in straight line towards an enemy, you can make one melee attack as a bonus action. Add your proficiency modifier to damage. If you have extra attack feature add double proficiency modifier instead.

Crossbow expert: ignore loading properties of a crossbow(you still need 2 hands to load a crossbow). You do not suffer disadvantage on attacks while you are in opponents melee reach.
extra attack feature as a bonus action gone and not coming back.

Defensive duelist: same as PHB, bad enough to be half feat.

Dual wielder: You can draw 2 weapons as one object interaction. You can dual wield 2 non light one handed weapons. Your offhand attack is now part of attack action with your main hand attack(s).
This prevents you from making aditional offhand attacks as bonus action.

added; Two weapon defense: while wielding two melee weapons you gain +1 to AC. Extra free AoO per round with off hand weapon.

Dungeon delver; remove resistance to trap damage and you have a "half feat".

Durable: to have all people included without reference to their con score; you regain max HP from using your HDs.

Elemental adept: chose energy type: acid, cold, fire, lightning or thunder. You ignore damage resistance for that energy type with your spells and abilities.

added Elemental master: requires Elemental adept; you can change any acid,cold,fire,lightning or thunder spell damage to the type chosen by Elemental adept.

Grappler: as PHB, half feat.

Great weapon master; when you score critical hit or reduce a creature to 0 HP with non light melee weapon, you can make one attack with that melee weapon as a bonus action.

added; Power attack: when you attack with two handed melee weapon(or versatile weapon in two hands) you can take -3 penalty to attack and gain +5 to damage roll.

Healer: as PHB but instead of 1d6+4+max No.HDs, you heal 1d6+max No.HDs

Heavily armored: as PHB

Heavy armor master: as PHB

Inspiring leader: requires charisma 14; needs only 1 min of speech. affects you and a number of allies equal to your level × your charisma bonus. Gain temp HP equal to half your level + your charisma bonus.

added Inspiring leader, improved: requires charisma 16, Inspiring leader: gain temp HPs equal to your level + 2×charisma bonus.

Keen mind: this blows; as PHB but add one skill or tool proficiency to it.

Lightly armored: as PHB

Linguist: as PHB, add proficiency in forgery kit.

Lucky: as PHB but only 2 luck points.

Mage slayer: drop advantage on saves and you get a half feat.

Magic initiate: you gain only 2 cantrips from chosen class.

added; Magic adept: requires Magic initiate; gain one 1st level spell from chosen class. You can cast it once per long rest.

Martial adept: gain one maneuver and one superiority die. Die is d6 or what ever your class has if you have this feature. Can be taken two times.

Medium armor master: same as PHB. bad enough to be half feat.

Mobile: your movement does not provoke attack of opportunitiy

added; Fleet of foot: +10ft speed. When you take Dash action, difficult terrain does not slow your movement.

Moderately armored: as PHB

Mounted combatant: bad and limited to be half feat.

Observant: as PHB, or add +5 to passive insight also.

Polearm master: when you make attack with any long hafted weapon with two hands(quarterstaff, spear, pike, halberd, guisarme, etc...) you can make one attack with opposite end as a bonus action. Attack deals 1d4 B damage. Use str for attack and damage.

added; Hold the line: opponents provoke AoO when they enter your melee reach.

Resilient: as PHB but now half feat.

Ritual caster: as PHB but now half feat.

Savage attacker: as PHB but now half feat.

Sentinel: as PHB but drop the 3rd part.

added: Intercept: when a creature in your melee reach makes attack against a target other than you, as a reaction you can make one melee attack vs that creature.

Sharpshooter: ignore attack penalty with weapons at long range. Ignore cover bonuses to AC.

added; Power shot: when making an attack with ranged weapon, you can take -3 penalty to attack and gain +5 bonus to damage roll.

Shield master: as PHB but drop the 3rd ability.

added; Shield Bash: when you make Attack action with your one handed main hand weapon, you can make one attack with your shield as a bonus action. Attack deals 1d4 B damage. Use str for attack and damage. And magical bonus to AC from shield is used as a bonus to attack and damage roll.

Skilled: gain proficiency in two skills or 3 tools. Can be taken 3 times.

Skulker: as PHB but drop auto hide if you miss with attack.

Spell sniper: as PHB but you do not gain an extra cantrip.

Tavern brawler: as PHB but after attack action with melee weapon you can use bonus action to make one unarmed attack, or one grab attempt.

Tought: you gain one HP per level. Can be taken 2 times.

Warcaster: as PHB but now half feat.

Weapon master: Gain one fighting style. Gain proficiency in one weapon. Can be taken 2 times.


In addition: if armor proficiency feats are still considered too weak, maybe you could get armor proficiency istead of one skill via "skilled feat".​








 

log in or register to remove this ad

famousringo

First Post
I like this idea very much. In particular how it opens up abilities to builds that would normally ignore them because the cost was too high and benefit too low (e.g., a warlock might like to EB adjacent foes, but has little use for the rest of Crossbow Expert.

Some feedback on your particular feats.

added; Improved initiative: you gain +6 to initiative roll.
I don't think this needs an extra +1. The Alert character at our table almost always goes first with +5, and that seems pretty powerful for a half feat.
Crossbow expert: ignore loading properties of a crossbow(you still need 2 hands to load a crossbow). You do not suffer disadvantage on attacks while you are in opponents melee reach.
extra attack feature as a bonus action gone and not coming back.
May it never darken our door again.
Dual wielder: You can draw 2 weapons as one object interaction. You can dual wield 2 non light one handed weapons. Your offhand attack is now part of attack action with your main hand attack(s).
This prevents you from making aditional offhand attacks as bonus action.
I have concerns about this. Seems strong when you stack it up with the fighting style and Two Weapon Defense. More below.
added; Two weapon defense: while wielding two melee weapons you gain +1 to AC. Extra free AoO per round with off hand weapon.
Not clear whether that offhand OA triggers at the same time as the main hand or not. If it does, his OA hits way hard, if it doesn't, he can take a reaction and still get an OA, which is a pretty nice deal.

Okay, let's tally up what this looks like for a 6th level varhuman fighter versus another fighter with the great weapon feats. That's enough ASI/feat bonuses to cap strength and get two mini feats.

The dual wielder has a bonus action available for whatever, three attacks at 1d8 + 5 each for ~28.5 damage as an action, +1 AC, and two OAs for 1d8+5 each. He will scale better with any bonus that adds damage per attack, such as magic weapons, Rage, Hunter's Mark, and Crusader's Mantle. Can also spend Superiority Dice and Smites faster.

The greatsword wielder gets two attacks of 2d6 + 5 with rerolls for ~26.6 damage, can power attack for ~36.6 damage, may get bonus attack for another ~13.3 damage. no AC bonus, only one OA, though it does hit harder. He scales better with Haste and accuracy boosts.

Doesn't look too bad, actually. It does feel like the dual wielder gets a crazy number of actions between the bonus attack and OA, and he can expect to do more damage on a turn where the greatsword wielder doesn't cleave or power attack. They are pretty close though, maybe too close when you consider the extra AC the dual wielder enjoys.
Mobile: your movement does not provoke attack of opportunitiy

added; Fleet of foot: +10ft speed. When you take Dash action, difficult terrain does not slow your movement.
Free, permanent Disengage seems strong to me. There are lots of features that help avoid OAs, but none are this strong. I say put the attack requirement back on mobile and tack the difficult terrain bonus onto it instead. +10 speed is a good enough bonus to be its own half feat.
Ritual caster: as PHB but now half feat.
Strong as a half-feat, IMO. Maybe Ritual Novitiate for spell levels 1 and 2 and Learned Ritualist for Rituals 3+? Or maybe levels 1 and 2 is enough and native ritual casters can continue feeling smug about their superior rituals.
Warcaster: as PHB but now half feat.
Also seems strong for a half feat. Concentration advantage could easily be its own feat.

Overall, worth noting that this is a strict power boost. I know part of the intent was to bring feats up to the level of the most popular ones, but that plus the added flexibility and thefact that many of these half feats round up is going to make characters stronger, for sure.
 

Motorskills

Explorer
I really like this approach, although it might require even more attention to be paid to Half-Feats that can be "linked" to other Half-Feats.

That's part of the current issue, an individual Feat might not be too outrageous, but when combined with something else, it becomes a game-bender.
 

Level Up!

An Advertisement

Advertisement4

Top