Hawk Diesel
Adventurer
I've made some adjustments to a couple of feats. Thought I'd post them for feedback and in case anyone enjoys them.
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack’s damage.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack’s damage.
Reasoning: I think it makes the power of the feats more reasonable at lower levels. I also prefer the idea that feats increase with level in someway, and think the -6/+12 is more fitting or appropriate for higher level play.
Durable
Hardy and resilient, you gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• When you roll a Hit Die to regain hit points, you add your proficiency bonus to the total of each roll.
• Once per long rest, you can use an action to spend a number of Hit Dice equal to your proficiency bonus to regain hit points.
Reasoning: I always felt Durable was a pretty lame feat. I've never known anyone to take it. I think this makes it a more appealing option.
Grappler
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
• You have advantage on attack rolls against a creature you are grappling.
• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.
• When you use your reaction to make an attack of opportunity, you can choose to attempt a grapple instead.
Reasoning: The third bullet point of Grappler is useless due to an outdated mechanic. This makes things a bit interesting.
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by your proficiency bonus.
Reasoning: Once again, the power of the feat gets tied to the level of the character, which I tend to prefer.
Savage Attacker
When you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
You can do this a number of times per turn equal to half your proficiency bonus (rounded down). You can never reroll more than once per attack.
Reasoning: Once more, this feat now grows with your level. Also, can potentially apply to multiple attacks per round.
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with four weapons of your choice.
• You gain +2 bonus to damage with the weapons chosen for this feat.
Reasoning: Another feat that I never really saw get taken. I thought this would both increase the feat getting taken, and perhaps reduce the number of people that take a level dip in martial classes for the proficiencies.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons.
• Your unarmed strike uses a d4 for damage, rather than just dealing 1 damage. If you are a monk, you gain +1 damage to your unarmed strike.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Reasoning: Seemed a bit unfair to make it so monks didn't get the same level of benefit as other classes. This way they get full use of the feat.
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack’s damage.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack’s damage.
Reasoning: I think it makes the power of the feats more reasonable at lower levels. I also prefer the idea that feats increase with level in someway, and think the -6/+12 is more fitting or appropriate for higher level play.
Durable
Hardy and resilient, you gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• When you roll a Hit Die to regain hit points, you add your proficiency bonus to the total of each roll.
• Once per long rest, you can use an action to spend a number of Hit Dice equal to your proficiency bonus to regain hit points.
Reasoning: I always felt Durable was a pretty lame feat. I've never known anyone to take it. I think this makes it a more appealing option.
Grappler
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
• You have advantage on attack rolls against a creature you are grappling.
• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.
• When you use your reaction to make an attack of opportunity, you can choose to attempt a grapple instead.
Reasoning: The third bullet point of Grappler is useless due to an outdated mechanic. This makes things a bit interesting.
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by your proficiency bonus.
Reasoning: Once again, the power of the feat gets tied to the level of the character, which I tend to prefer.
Savage Attacker
When you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
You can do this a number of times per turn equal to half your proficiency bonus (rounded down). You can never reroll more than once per attack.
Reasoning: Once more, this feat now grows with your level. Also, can potentially apply to multiple attacks per round.
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with four weapons of your choice.
• You gain +2 bonus to damage with the weapons chosen for this feat.
Reasoning: Another feat that I never really saw get taken. I thought this would both increase the feat getting taken, and perhaps reduce the number of people that take a level dip in martial classes for the proficiencies.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons.
• Your unarmed strike uses a d4 for damage, rather than just dealing 1 damage. If you are a monk, you gain +1 damage to your unarmed strike.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Reasoning: Seemed a bit unfair to make it so monks didn't get the same level of benefit as other classes. This way they get full use of the feat.
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