GlassJaw
Hero
Overall, I like the idea of feats. They allow for additional character customization and are a nice reward for players to look forward to. That said, I'm not all that satisfied with how they are implemented in 5E. First off, there are some massive balance issues. Additionally, since they compete with ability score increases, most of the feats are never even considered, never mind actually taken. That's a shame because there are some that have a lot of flavor.
So one of my long-term homebrew goals was to rebalance the feat system, which ultimately led me to a point-based system. Unearthed Arcana: Feats for Skills offered a lot of insight into how the developers "cost" feats. In that article, each feat granted a +1 ASI, proficiency in a skill (or double proficiency in that skill), and an additional ability.
Goals:
System Basics:
Note:
[table="width: 300"]
[tr]
[td]Ability Score Increase +1[/td]
[td]2[/td]
[/tr]
[tr]
[td]Alert[/td]
[td]3[/td]
[/tr]
[tr]
[td]Athlete[/td]
[td]1[/td]
[/tr]
[tr]
[td]- Climber[/td]
[td]1[/td]
[/tr]
[tr]
[td]Actor[/td]
[td]1[/td]
[/tr]
[tr]
[td]- Mimicry[/td]
[td]1[/td]
[/tr]
[tr]
[td]Charger[/td]
[td]2[/td]
[/tr]
[tr]
[td]Crossbow Expert[/td]
[td]2[/td]
[/tr]
[tr]
[td]- Hand Crossbow Expert[/td]
[td]1[/td]
[/tr]
[tr]
[td]Defensive Duelist[/td]
[td]3[/td]
[/tr]
[tr]
[td]Dual Wielder[/td]
[td]3[/td]
[/tr]
[tr]
[td]Dungeon Delver[/td]
[td]2[/td]
[/tr]
[tr]
[td]- Trap Expert[/td]
[td]1[/td]
[/tr]
[tr]
[td]Durable[/td]
[td]2[/td]
[/tr]
[tr]
[td]Elemental Adept[/td]
[td]3[/td]
[/tr]
[tr]
[td]Grappler[/td]
[td]2[/td]
[/tr]
[tr]
[td]Great Weapon Master[/td]
[td]6[/td]
[/tr]
[tr]
[td]Healer[/td]
[td]3[/td]
[/tr]
[tr]
[td]Heavily Armored[/td]
[td]2[/td]
[/tr]
[tr]
[td]Heavy Armor Master[/td]
[td]2[/td]
[/tr]
[tr]
[td]Inspiring Leader[/td]
[td]3[/td]
[/tr]
[tr]
[td]Keen Mind[/td]
[td]1[/td]
[/tr]
[tr]
[td]Lightly Armored[/td]
[td]2[/td]
[/tr]
[tr]
[td]Linguist (2 languages)[/td]
[td]1[/td]
[/tr]
[tr]
[td]- Cryptographer[/td]
[td]1[/td]
[/tr]
[tr]
[td]Lucky[/td]
[td]4[/td]
[/tr]
[tr]
[td]Mage Slayer[/td]
[td]3[/td]
[/tr]
[tr]
[td]Magic Initiate[/td]
[td]3[/td]
[/tr]
[tr]
[td]Martial Adept[/td]
[td]3[/td]
[/tr]
[tr]
[td]Medium Armor Master[/td]
[td]2[/td]
[/tr]
[tr]
[td]Mobile[/td]
[td]3[/td]
[/tr]
[tr]
[td]Moderately Armored[/td]
[td]2[/td]
[/tr]
[tr]
[td]Mounted Combat[/td]
[td]2[/td]
[/tr]
[tr]
[td]Observant[/td]
[td]2[/td]
[/tr]
[tr]
[td]- Lip-Reader[/td]
[td]1[/td]
[/tr]
[tr]
[td]Polearm Master[/td]
[td]4[/td]
[/tr]
[tr]
[td]Resilient[/td]
[td]2[/td]
[/tr]
[tr]
[td]Ritual Caster[/td]
[td]3[/td]
[/tr]
[tr]
[td]Savage Attacker[/td]
[td]3[/td]
[/tr]
[tr]
[td]Sentinel[/td]
[td]4[/td]
[/tr]
[tr]
[td]Sharpshooter[/td]
[td]6[/td]
[/tr]
[tr]
[td]Shield Master[/td]
[td]4[/td]
[/tr]
[tr]
[td]Skilled (1 new skill/tool prof)[/td]
[td]1[/td]
[/tr]
[tr]
[td]Skill Expert (prof x2)[/td]
[td]1[/td]
[/tr]
[tr]
[td]Skulker[/td]
[td]3[/td]
[/tr]
[tr]
[td]Spell Sniper[/td]
[td]3[/td]
[/tr]
[tr]
[td]Tavern Brawler[/td]
[td]2[/td]
[/tr]
[tr]
[td]Tough[/td]
[td]4[/td]
[/tr]
[tr]
[td]War Caster[/td]
[td]4[/td]
[/tr]
[tr]
[td]Weapon Master (2 weapons)[/td]
[td]1[/td]
[/tr]
[/table]
So one of my long-term homebrew goals was to rebalance the feat system, which ultimately led me to a point-based system. Unearthed Arcana: Feats for Skills offered a lot of insight into how the developers "cost" feats. In that article, each feat granted a +1 ASI, proficiency in a skill (or double proficiency in that skill), and an additional ability.
Goals:
- To balance the feats without rewriting the feats themselves.
- To make certain feats more enticing.
- To create a more modular system that allows for more customization.
System Basics:
- Characters get 1 feat point per level (fighters get 2 every other level starting at level 4).
- Feat points may be saved.
- Feat points may be spent when gaining a level.
Note:
- ASIs have been removed from feats in all cases. ASI is now its own feat. In the only way to increase an ability score is with the Ability Score Increase feat (which grants a +1).
- I separated some of the feats into multiple feats that I felt weren't all that related (like Dungeon Delver). It should be fairly easy to figure out since I didn't want to write out all the feats here.
- Yes this makes the feat system more "complicated". It also gives the players more choice and versatility. For my goals, I'm ok with this.
- This is a first pass! It hasn't been playtested but I'm definitely looking for feedback, especially with regards to costing.
- Since it is an underused stat, I've considered using Intelligence as a limiter on certain feats. For example, a player may choose Linguist, Skilled, or Skill Expert a number of times equal to their Int mod.
[table="width: 300"]
[tr]
[td]Ability Score Increase +1[/td]
[td]2[/td]
[/tr]
[tr]
[td]Alert[/td]
[td]3[/td]
[/tr]
[tr]
[td]Athlete[/td]
[td]1[/td]
[/tr]
[tr]
[td]- Climber[/td]
[td]1[/td]
[/tr]
[tr]
[td]Actor[/td]
[td]1[/td]
[/tr]
[tr]
[td]- Mimicry[/td]
[td]1[/td]
[/tr]
[tr]
[td]Charger[/td]
[td]2[/td]
[/tr]
[tr]
[td]Crossbow Expert[/td]
[td]2[/td]
[/tr]
[tr]
[td]- Hand Crossbow Expert[/td]
[td]1[/td]
[/tr]
[tr]
[td]Defensive Duelist[/td]
[td]3[/td]
[/tr]
[tr]
[td]Dual Wielder[/td]
[td]3[/td]
[/tr]
[tr]
[td]Dungeon Delver[/td]
[td]2[/td]
[/tr]
[tr]
[td]- Trap Expert[/td]
[td]1[/td]
[/tr]
[tr]
[td]Durable[/td]
[td]2[/td]
[/tr]
[tr]
[td]Elemental Adept[/td]
[td]3[/td]
[/tr]
[tr]
[td]Grappler[/td]
[td]2[/td]
[/tr]
[tr]
[td]Great Weapon Master[/td]
[td]6[/td]
[/tr]
[tr]
[td]Healer[/td]
[td]3[/td]
[/tr]
[tr]
[td]Heavily Armored[/td]
[td]2[/td]
[/tr]
[tr]
[td]Heavy Armor Master[/td]
[td]2[/td]
[/tr]
[tr]
[td]Inspiring Leader[/td]
[td]3[/td]
[/tr]
[tr]
[td]Keen Mind[/td]
[td]1[/td]
[/tr]
[tr]
[td]Lightly Armored[/td]
[td]2[/td]
[/tr]
[tr]
[td]Linguist (2 languages)[/td]
[td]1[/td]
[/tr]
[tr]
[td]- Cryptographer[/td]
[td]1[/td]
[/tr]
[tr]
[td]Lucky[/td]
[td]4[/td]
[/tr]
[tr]
[td]Mage Slayer[/td]
[td]3[/td]
[/tr]
[tr]
[td]Magic Initiate[/td]
[td]3[/td]
[/tr]
[tr]
[td]Martial Adept[/td]
[td]3[/td]
[/tr]
[tr]
[td]Medium Armor Master[/td]
[td]2[/td]
[/tr]
[tr]
[td]Mobile[/td]
[td]3[/td]
[/tr]
[tr]
[td]Moderately Armored[/td]
[td]2[/td]
[/tr]
[tr]
[td]Mounted Combat[/td]
[td]2[/td]
[/tr]
[tr]
[td]Observant[/td]
[td]2[/td]
[/tr]
[tr]
[td]- Lip-Reader[/td]
[td]1[/td]
[/tr]
[tr]
[td]Polearm Master[/td]
[td]4[/td]
[/tr]
[tr]
[td]Resilient[/td]
[td]2[/td]
[/tr]
[tr]
[td]Ritual Caster[/td]
[td]3[/td]
[/tr]
[tr]
[td]Savage Attacker[/td]
[td]3[/td]
[/tr]
[tr]
[td]Sentinel[/td]
[td]4[/td]
[/tr]
[tr]
[td]Sharpshooter[/td]
[td]6[/td]
[/tr]
[tr]
[td]Shield Master[/td]
[td]4[/td]
[/tr]
[tr]
[td]Skilled (1 new skill/tool prof)[/td]
[td]1[/td]
[/tr]
[tr]
[td]Skill Expert (prof x2)[/td]
[td]1[/td]
[/tr]
[tr]
[td]Skulker[/td]
[td]3[/td]
[/tr]
[tr]
[td]Spell Sniper[/td]
[td]3[/td]
[/tr]
[tr]
[td]Tavern Brawler[/td]
[td]2[/td]
[/tr]
[tr]
[td]Tough[/td]
[td]4[/td]
[/tr]
[tr]
[td]War Caster[/td]
[td]4[/td]
[/tr]
[tr]
[td]Weapon Master (2 weapons)[/td]
[td]1[/td]
[/tr]
[/table]
Last edited: