Simply put, way too powerful, even if it gets more adventurers out of the -1 int zone. Probably easier and safer to just have it require 14+ int and increase crit range by 1.
Having a crit range of 15-20 would definitely move INT to secondary stat for rogues who get a lot out of critting. (maybe even 1st, as once you hit +5 int you hit/crit 1/4 of attacks )
Even then. Its really too bland strait up damage. All of the feats that aren't "Medium Armor Prof" have multiple thematic effects. I would think it would be something more along the lines of:
Anatomical Expert:
Requires: Int 13+, proficiency in medicine.
You critically hit on attack rolls of 19-20 against humanoids.
You have advantage on any medicine checks regarding humanoids.
When resting, you may reroll any hit dice spent up to a number of times equal to your Intelligence modifier. You may choose which die to recover.
Precision Striker:
When attacking with a melee weapon that deals piercing damage:
You critically hit on attack rolls of 19-20.
You can use your reaction to cause the target to take an additional 5 damage at the end of their turns until treated (Medicine check DC15 or use of healer's kit).
You may move 5ft before the attack, this movement doesn't provoke attacks of opportunity.
Careful Strike:
You may choose to deal up to your Intelligence modifier less damage in order to gain an equal bonus to your attack roll.
When you use this feature, you may choose one of two options:
You critically hit on an attack roll of 19-20.
OR
The target cannot use a reaction until the end of your turn.
Having a crit range of 15-20 would definitely move INT to secondary stat for rogues who get a lot out of critting. (maybe even 1st, as once you hit +5 int you hit/crit 1/4 of attacks )
Even then. Its really too bland strait up damage. All of the feats that aren't "Medium Armor Prof" have multiple thematic effects. I would think it would be something more along the lines of:
Anatomical Expert:
Requires: Int 13+, proficiency in medicine.
You critically hit on attack rolls of 19-20 against humanoids.
You have advantage on any medicine checks regarding humanoids.
When resting, you may reroll any hit dice spent up to a number of times equal to your Intelligence modifier. You may choose which die to recover.
Precision Striker:
When attacking with a melee weapon that deals piercing damage:
You critically hit on attack rolls of 19-20.
You can use your reaction to cause the target to take an additional 5 damage at the end of their turns until treated (Medicine check DC15 or use of healer's kit).
You may move 5ft before the attack, this movement doesn't provoke attacks of opportunity.
Careful Strike:
You may choose to deal up to your Intelligence modifier less damage in order to gain an equal bonus to your attack roll.
When you use this feature, you may choose one of two options:
You critically hit on an attack roll of 19-20.
OR
The target cannot use a reaction until the end of your turn.