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Some Feat Adjustments
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<blockquote data-quote="Hawk Diesel" data-source="post: 7123293" data-attributes="member: 59848"><p>I've made some adjustments to a couple of feats. Thought I'd post them for feedback and in case anyone enjoys them.</p><p></p><p><strong>Great Weapon Master</strong></p><p>You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:</p><p></p><p>• 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.</p><p></p><p>• 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.</p><p></p><p><strong>Sharpshooter</strong></p><p>You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:</p><p></p><p>• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.</p><p></p><p>• Your ranged weapon attacks ignore half cover and three-quarters cover.</p><p></p><p>• 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.</p><p></p><p><em>Reasoning:</em> 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.</p><p></p><p><strong>Durable</strong></p><p>Hardy and resilient, you gain the following benefits:</p><p></p><p>• Increase your Constitution score by 1, to a maximum of 20.</p><p></p><p>• When you roll a Hit Die to regain hit points, you add your proficiency bonus to the total of each roll. </p><p></p><p>• 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.</p><p></p><p><em>Reasoning:</em> 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.</p><p></p><p><strong>Grappler</strong></p><p><em>Prerequisite: Strength 13 or higher</em></p><p>You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:</p><p></p><p>• You have advantage on attack rolls against a creature you are grappling.</p><p></p><p>• 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.</p><p> </p><p>• When you use your reaction to make an attack of opportunity, you can choose to attempt a grapple instead.</p><p></p><p><em>Reasoning:</em> The third bullet point of Grappler is useless due to an outdated mechanic. This makes things a bit interesting.</p><p></p><p><strong>Heavy Armor Master</strong></p><p><em>Prerequisite: Proficiency with heavy armor</em></p><p>You can use your armor to deflect strikes that would kill others. You gain the following benefits:</p><p></p><p>• Increase your Strength score by 1, to a maximum of 20.</p><p></p><p>• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by your proficiency bonus.</p><p></p><p><em>Reasoning:</em> Once again, the power of the feat gets tied to the level of the character, which I tend to prefer.</p><p></p><p><strong>Savage Attacker</strong></p><p>When you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.</p><p>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.</p><p></p><p><em>Reasoning:</em> Once more, this feat now grows with your level. Also, can potentially apply to multiple attacks per round.</p><p></p><p><strong>Weapon Master</strong></p><p>You have practiced extensively with a variety of weapons, gaining the following benefits:</p><p></p><p>• Increase your Strength or Dexterity score by 1, to a maximum of 20.</p><p></p><p>• You gain proficiency with four weapons of your choice.</p><p></p><p>• You gain +2 bonus to damage with the weapons chosen for this feat.</p><p></p><p><em>Reasoning:</em> 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. </p><p></p><p><strong>Tavern Brawler</strong></p><p>Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:</p><p></p><p>• Increase your Strength or Constitution score by 1, to a maximum of 20.</p><p></p><p>• You are proficient with improvised weapons.</p><p></p><p>• 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.</p><p></p><p>• 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.</p><p></p><p><em>Reasoning:</em> 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.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7123293, member: 59848"] I've made some adjustments to a couple of feats. Thought I'd post them for feedback and in case anyone enjoys them. [B]Great Weapon Master[/B] 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. [B]Sharpshooter[/B] 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. [I]Reasoning:[/I] 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. [B]Durable[/B] 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. [I]Reasoning:[/I] 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. [B]Grappler[/B] [I]Prerequisite: Strength 13 or higher[/I] 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. [I]Reasoning:[/I] The third bullet point of Grappler is useless due to an outdated mechanic. This makes things a bit interesting. [B]Heavy Armor Master[/B] [I]Prerequisite: Proficiency with heavy armor[/I] 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. [I]Reasoning:[/I] Once again, the power of the feat gets tied to the level of the character, which I tend to prefer. [B]Savage Attacker[/B] 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. [I]Reasoning:[/I] Once more, this feat now grows with your level. Also, can potentially apply to multiple attacks per round. [B]Weapon Master[/B] 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. [I]Reasoning:[/I] 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. [B]Tavern Brawler[/B] 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. [I]Reasoning:[/I] 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. [/QUOTE]
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