D&D 5E Which feats would you change, why would you change them & how would you change them?

My first thought on what I would change would be the -5 att +10 damage aspect of Great weapon fighting & Sharp shooter. I would also give serious thought to changing crossbow expert aspect that removes penalty for shooting whilst in melee. Martial adept, weapon master and skilled I think could use a boost.

Agree GWM, SS and CE are the main offenders to be nerfed. And yes on MA, WM & skilled, too!
 

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As for GWM and SS, replacing the easily abused -5/+10 mechanic with a simple +1 STR is the best and cleanest suggestion I've come across.

As for Crossbow Expert, it simply is bad for the game. The best change would be to simply remove the feat entirely, with no replacement. I did an analysis a fair while back - I could see if I could find it, if you want detailed arguments as to why this is.
 

Found it!

Am on Tapatalk though, so I don't know how to link it from here.

Instead I bumped it to the top; it should still be on the first page when you read this. It's called crossbows and dual wielding. It's the PS of post #17.
 

I think the best thing for feats is to give them in addition to your asi.

Gwm/ss I would change to I honestly don't know maybe -5+ 5 or lose Prof to your attack roll and add it to damage?. The biggest issue I have with these feats is the low AC numbers of monster's so at higher levels the -5 is non issue when you got a few magic items, a 20 in your primary stat and heaven forbid archery fighting style.

Savage attacker maybe limit it to only weapon dice perhaps x amount of dice and add spells to the mix?

Tbh I'm not a fan of combat feats I would rather them be cool roleplaying points kinda like the actor feat maybe something that adds expertise to specific uses of a skill like on climbing or swimming quick example.sorry for layout on a phone

Climber
Can add Prof to athletics check only when climbing. This stacks if you are all ready proficient
You are naturally adapt at climbing
You gain a climb speed of 5ft a round
You can forgo your proficiency bonus to add to an ally using an athletics check to climb.

Could be a Tad op but I thought it up in like 3mins as a rough idea.

If combat fests must exist make more balanced between casters n non casters.
 

Tbh I'm not a fan of combat feats I would rather them be cool roleplaying points kinda like the actor feat maybe something that adds expertise to specific uses of a skill like on climbing or swimming quick example..

As I'm thinking about my Curse of Strahd game, I'm considering giving all characters feats at certain points in addition to the ASIs at their normal levels. (I'm under-powering certain other PC functions (like healing and maybe HP) to both balance the feat gains plus to really drive home the idea that people in Barovia are likely to be victims to the lands if they aren't careful with how or what they do.) So my intention was to try and start combining the non-combat and combat feats together, oftentimes using the expertise mechanic of double-proficiency in many cases as you mention.

It won't be true Expertise (like rogues and bards get) because it won't be double for an entire skill... but rather more like Stonecunning-- double prof for a specific part or use of a skill, in this case INT (History) checks when identifying stonework. Climber doubling STR (Athletics) checks just to climb might be an option like that (although I might also make that the rule for the Climber's Kit instead-- haven't decided/worked them out yet).
 

As I'm thinking about my Curse of Strahd game, I'm considering giving all characters feats at certain points in addition to the ASIs at their normal levels. (I'm under-powering certain other PC functions (like healing and maybe HP) to both balance the feat gains plus to really drive home the idea that people in Barovia are likely to be victims to the lands if they aren't careful with how or what they do.) So my intention was to try and start combining the non-combat and combat feats together, oftentimes using the expertise mechanic of double-proficiency in many cases as you mention.

It won't be true Expertise (like rogues and bards get) because it won't be double for an entire skill... but rather more like Stonecunning-- double prof for a specific part or use of a skill, in this case INT (History) checks when identifying stonework. Climber doubling STR (Athletics) checks just to climb might be an option like that (although I might also make that the rule for the Climber's Kit instead-- haven't decided/worked them out yet).
You'll have to let me know how it goes as it bugs me how (my)players take asi until 20 In primary state grab a feat(usually gwm ss war caster or resilient con) then asi there secondary stat as high as it goes.

I am planning on massively overhauling the feat system for my next game. I feel it needs to be done for the good of my games!
 

GWF, SS :
You use the -5/+10 only in the attack action. Not available for bonus action or reaction.
The damage dice must be 1d8 or greater.
 



Grappler;

I allow the PC with the Grappler feat to Throw/Slam enemies to the ground. Either make a Shove attack, or roll to Pin/Takedown/Slam/whatever from the Grapple. PC rolls d20+prof bonus+Athletics bonus, attack does a 1d4+STR mod.

My reasoning is that, if a Tavern Brawler can do a d4 worth of damage by slamming a fist into someones head, a Grappler should be able to do the same amount of damage by slamming someones head into a floor, wall, etc.
Mounted Combatant;

Anyone with this feat can have their mount make one attack as a bonus action. Attack uses the Mounts stat block for attack rolls and damage. My reasoning is that any horseman worth his salt can get his mount to kick, bite, etc. Also, it might be a bit OP at times, but this is balanced out by the fact that mounted combat is relatively rare in most campaigns.
 

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