The Durable feat always seemed a bit weak. I don't see it being useful except for high risk campaigns in which healing magic is sparse and opportunities for rest are rare but sorely needed. Even then, there are probably better options.
I've considered tacking on the choice of an extra benefit that fits within the traits of durability to make it more attractive.
Options:
- You have advantage on Constitution saving throws against diseases and poisons.
- You have advantage on Constitution saving throws to remove or resist exhaustion.
- You cannot be killed from massive damage when reduced to 0 hit points and any further or remaining damage equals or exceeds your hit point maximum. If you take damage while you have 0 hit points, you do not automatically fail the death saving throw.
I love the first two options. In fact I might drop the +1 and add both of those.
I was going to do this as a class feature (for yet-another-variant-ranger), but I noticed that most of the usual sources of exhaustion don't actually have Constitution saving throws. So what I did instead was halve the character's effective exhaustion level -- they don't get disadvantage until two and they don't die until twelve.You have advantage on Constitution saving throws to remove or resist exhaustion.
I was going to do this as a class feature (for yet-another-variant-ranger), but I noticed that most of the usual sources of exhaustion don't actually have Constitution saving throws. So what I did instead was halve the character's effective exhaustion level -- they don't get disadvantage until two and they don't die until twelve.
Sure, I'm just warning you that there isn't any Con save in the rules for most of that stuff. Forced marches, yes; going without food, water, or sleep, no.I had considered allowing a short rest to remove one level (seemed too useful, particularly for Frenzy barbarians) or removing two levels with a long rest, but the Con save clicked with the physical/environmental stuff I had in mind (enduring a forced march, sustaining on low food and water, etc).
Sure, I'm just warning you that there isn't any Con save in the rules for most of that stuff. Forced marches, yes; going without food, water, or sleep, no.
In my case, there were some other feats that I'd liked to have taken instead at lvl 1, but i REALLY wanted to push my con up higher and felt that it was the best selection for me to push up con and help compensate for our limited healing availability. Compelling reasons for me to take it at the time.