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Homebrew feats: Turning all feats into "half feat" category.
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<blockquote data-quote="Horwath" data-source="post: 6969354" data-attributes="member: 6801299"><p>This is atempt to balance out the feats and make them all half feats.</p><p></p><p>Some feats are reduced in power, some buffed up and many split it half to make them a little more balanced.</p><p></p><p>Also inspired by this thread:</p><p><a href="http://www.enworld.org/forum/showthread.php?494701-2016-Feats-Review" target="_blank">http://www.enworld.org/forum/showthread.php?494701-2016-Feats-Review</a></p><p></p><p>Why all half feats?</p><p></p><p>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.</p><p></p><p>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.</p><p>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.</p><p></p><p>3. Not all PCs, want all benefits of current feats, just some part of them.</p><p>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.</p><p></p><p>So here is my list of feats with few added:</p><p></p><p></p><p><span style="color: #000000"><p style="margin-left: 20px">All are half feats: so you can get two of them instead of ASI or 1 ability and 1 feat;</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Alert:</strong> cannot be surprised, hidden enemies do not have advantage vs you.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added; <strong>Improved initiative:</strong> you gain +6 to initiative roll.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Actor:</strong> same as PHB version, plus added proficiency in disguise kit.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Charger:</strong> 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.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Crossbow expert:</strong> 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.</p></span></p><p style="margin-left: 20px"><span style="color: #000000">extra attack feature as a bonus action gone and not coming back.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Defensive duelist:</strong> same as PHB, bad enough to be half feat.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Dual wielder:</strong> 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).</p></span></p><p style="margin-left: 20px"><span style="color: #000000">This prevents you from making aditional offhand attacks as bonus action.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added; <strong>Two weapon defense:</strong> while wielding two melee weapons you gain +1 to AC. Extra free AoO per round with off hand weapon.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Dungeon delver;</strong> remove resistance to trap damage and you have a "half feat".</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Durable:</strong> to have all people included without reference to their con score; you regain max HP from using your HDs.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Elemental adept:</strong> chose energy type: acid, cold, fire, lightning or thunder. You ignore damage resistance for that energy type with your spells and abilities.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added <strong>Elemental master:</strong> requires Elemental adept; you can change any acid,cold,fire,lightning or thunder spell damage to the type chosen by Elemental adept.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Grappler:</strong> as PHB, half feat.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Great weapon master;</strong> 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.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added; <strong>Power attack:</strong> 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.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Healer: </strong>as PHB but instead of 1d6+4+max No.HDs, you heal 1d6+max No.HDs</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Heavily armored:</strong> as PHB</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Heavy armor master:</strong> as PHB</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Inspiring leader:</strong> 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.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added <strong>Inspiring leader, improved:</strong> requires charisma 16, Inspiring leader: gain temp HPs equal to your level + 2×charisma bonus.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Keen mind:</strong> this blows; as PHB but add one skill or tool proficiency to it.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Lightly armored:</strong> as PHB</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Linguist:</strong> as PHB, add proficiency in forgery kit.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Lucky:</strong> as PHB but only 2 luck points.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Mage slayer:</strong> drop advantage on saves and you get a half feat.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Magic initiate:</strong> you gain only 2 cantrips from chosen class.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added; <strong>Magic adept:</strong> requires Magic initiate; gain one 1st level spell from chosen class. You can cast it once per long rest.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Martial adept:</strong> 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.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Medium armor master:</strong> same as PHB. bad enough to be half feat.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Mobile:</strong> your movement does not provoke attack of opportunitiy</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added; <strong>Fleet of foot:</strong> +10ft speed. When you take Dash action, difficult terrain does not slow your movement.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Moderately armored:</strong> as PHB</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Mounted combatant:</strong> bad and limited to be half feat.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Observant:</strong> as PHB, or add +5 to passive insight also.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Polearm master:</strong> 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.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added; <strong>Hold the line:</strong> opponents provoke AoO when they enter your melee reach.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Resilient:</strong> as PHB but now half feat.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Ritual caster:</strong> as PHB but now half feat.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Savage attacker:</strong> as PHB but now half feat.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Sentinel:</strong> as PHB but drop the 3rd part.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added: <strong>Intercept:</strong> 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.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Sharpshooter:</strong> ignore attack penalty with weapons at long range. Ignore cover bonuses to AC.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added; <strong>Power shot:</strong> when making an attack with ranged weapon, you can take -3 penalty to attack and gain +5 bonus to damage roll.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Shield master:</strong> as PHB but drop the 3rd ability.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">added; <strong>Shield Bash: </strong>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.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Skilled: </strong>gain proficiency in two skills or 3 tools. Can be taken 3 times.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Skulker:</strong> as PHB but drop auto hide if you miss with attack.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Spell sniper:</strong> as PHB but you do not gain an extra cantrip.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Tavern brawler:</strong> as PHB but after attack action with melee weapon you can use bonus action to make one unarmed attack, or one grab attempt.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Tought:</strong> you gain one HP per level. Can be taken 2 times.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Warcaster:</strong> as PHB but now half feat.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"><strong>Weapon master:</strong> Gain one fighting style. Gain proficiency in one weapon. Can be taken 2 times.</p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000">In addition: if armor proficiency feats are still considered too weak, maybe you could get armor proficiency istead of one skill via "skilled feat".</p><p></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><p style="margin-left: 20px"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p></span></p><p style="margin-left: 20px"><span style="color: #000000"></p><p></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p></blockquote><p></p>
[QUOTE="Horwath, post: 6969354, member: 6801299"] 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: [URL]http://www.enworld.org/forum/showthread.php?494701-2016-Feats-Review[/URL] 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: [COLOR=#000000][INDENT]All are half feats: so you can get two of them instead of ASI or 1 ability and 1 feat; [B]Alert:[/B] cannot be surprised, hidden enemies do not have advantage vs you. added; [B]Improved initiative:[/B] you gain +6 to initiative roll. [B]Actor:[/B] same as PHB version, plus added proficiency in disguise kit. [B]Charger:[/B] 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. [B]Crossbow expert:[/B] 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. [B]Defensive duelist:[/B] same as PHB, bad enough to be half feat. [B]Dual wielder:[/B] 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; [B]Two weapon defense:[/B] while wielding two melee weapons you gain +1 to AC. Extra free AoO per round with off hand weapon. [B]Dungeon delver;[/B] remove resistance to trap damage and you have a "half feat". [B]Durable:[/B] to have all people included without reference to their con score; you regain max HP from using your HDs. [B]Elemental adept:[/B] chose energy type: acid, cold, fire, lightning or thunder. You ignore damage resistance for that energy type with your spells and abilities. added [B]Elemental master:[/B] requires Elemental adept; you can change any acid,cold,fire,lightning or thunder spell damage to the type chosen by Elemental adept. [B]Grappler:[/B] as PHB, half feat. [B]Great weapon master;[/B] 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; [B]Power attack:[/B] 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. [B]Healer: [/B]as PHB but instead of 1d6+4+max No.HDs, you heal 1d6+max No.HDs [B]Heavily armored:[/B] as PHB [B]Heavy armor master:[/B] as PHB [B]Inspiring leader:[/B] 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 [B]Inspiring leader, improved:[/B] requires charisma 16, Inspiring leader: gain temp HPs equal to your level + 2×charisma bonus. [B]Keen mind:[/B] this blows; as PHB but add one skill or tool proficiency to it. [B]Lightly armored:[/B] as PHB [B]Linguist:[/B] as PHB, add proficiency in forgery kit. [B]Lucky:[/B] as PHB but only 2 luck points. [B]Mage slayer:[/B] drop advantage on saves and you get a half feat. [B]Magic initiate:[/B] you gain only 2 cantrips from chosen class. added; [B]Magic adept:[/B] requires Magic initiate; gain one 1st level spell from chosen class. You can cast it once per long rest. [B]Martial adept:[/B] 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. [B]Medium armor master:[/B] same as PHB. bad enough to be half feat. [B]Mobile:[/B] your movement does not provoke attack of opportunitiy added; [B]Fleet of foot:[/B] +10ft speed. When you take Dash action, difficult terrain does not slow your movement. [B]Moderately armored:[/B] as PHB [B]Mounted combatant:[/B] bad and limited to be half feat. [B]Observant:[/B] as PHB, or add +5 to passive insight also. [B]Polearm master:[/B] 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; [B]Hold the line:[/B] opponents provoke AoO when they enter your melee reach. [B]Resilient:[/B] as PHB but now half feat. [B]Ritual caster:[/B] as PHB but now half feat. [B]Savage attacker:[/B] as PHB but now half feat. [B]Sentinel:[/B] as PHB but drop the 3rd part. added: [B]Intercept:[/B] 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. [B]Sharpshooter:[/B] ignore attack penalty with weapons at long range. Ignore cover bonuses to AC. added; [B]Power shot:[/B] when making an attack with ranged weapon, you can take -3 penalty to attack and gain +5 bonus to damage roll. [B]Shield master:[/B] as PHB but drop the 3rd ability. added; [B]Shield Bash: [/B]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. [B]Skilled: [/B]gain proficiency in two skills or 3 tools. Can be taken 3 times. [B]Skulker:[/B] as PHB but drop auto hide if you miss with attack. [B]Spell sniper:[/B] as PHB but you do not gain an extra cantrip. [B]Tavern brawler:[/B] as PHB but after attack action with melee weapon you can use bonus action to make one unarmed attack, or one grab attempt. [B]Tought:[/B] you gain one HP per level. Can be taken 2 times. [B]Warcaster:[/B] as PHB but now half feat. [B]Weapon master:[/B] 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".[/INDENT] [/COLOR] [COLOR=#000000][INDENT] [/INDENT] [/COLOR] [COLOR=#000000] [/COLOR] [/QUOTE]
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Homebrew feats: Turning all feats into "half feat" category.
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