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

Great Weapon master is a bit to nuts with barbarians and sharpshooter is the main offender as its dumb by itself and with crossbow expert. The cleave part of GWM is fine all by itself almost.

Lucky I would probably change to a short rest. 3/times a day is a bit meh. Maybe 2/short rest.
 

log in or register to remove this ad

Savage attacker : melee weapon damage dice can now explode if they roll max damage.

GWM and SS : I'm thinking of simply replacing the -5/+10 by +1 Str / Dex. It makes the feat less spiky and put two-handed weapons and ranged weapons in line with two-weapon fighting and finesse weapons.
 

Savage attacker : melee weapon damage dice can now explode if they roll max damage.

Dice explode? How does that work c4, pressurized gas, det cord? Not just that but I got some expensive dice wouldn't be keen on them exploding hell what about health and safety! Think of the children.
 

Dice explode? How does that work c4, pressurized gas, det cord? Not just that but I got some expensive dice wouldn't be keen on them exploding hell what about health and safety! Think of the children.
If you don't know what exploding dice are, please consider googling it next time.
 


Athlete;
add con to list of abilities to raise.
you can make running jump without any movement beforehand.

actor;
add; you gain proficiency in disguise kit.

charger;
instead of +5 damage you get +2× proficiency bonus as damage.

Dual wielder;
when you make attack action, you can make offhand attack in addition to main hand attack in the same action. If you have extra attack feature, you gain extra attacks with off hand also. You cannot make off hand attacks as bonus action after taking this feat.

durable
+1 con,
when spending HD to regain HP you regain the max amount.

Elemental adept this feat sucks...
either you gain +1 to con or casting stat in addition to current feat if you feel lazy, or...

choose spell damage type; acid, cold, fire, lightning, or thunder.
you ignore resistance to damage of that type.
you gain +1 to damage per die rolled.
when you cast spell with acid, cold, fire, lightning, or thunder damage type you can choose to deal damage of the chosen type. Secondary spell effects may work differently or not at all(DMs discretion).
this effects also works with magic items(you must spend at least a short rest concentrating on an item to gain this benefit).

great weapon master
remove "power attack" portion of the feat.
add +1 str or con to the feat.

heavily armored
add con to the list of abilities.

heavy armor master

changed to Armor master; requires light armor proficiency
you gain damage reduction while wearing armor in which you are proficient vs. non-magic weapons or magic weapons if you have magic armor.
damage reduction is;
light armor 1,
medium armor 2,
heavy armor 3,
if you have shield equipped and have proficiency for it raise damage reduction by 1.

Inspiring leader
change the time to 1 minute.
You can affect yourself plus a number of allies inside 60ft equal to your level×your charisma bonus.

mounted combatant
add +1 to str,dex or con to the feat.

resilient
ability and the save doesn't have to be the same.
or, gain no bonus to ability but pick 2 saves. One must be good(dex,con,wis) and one "bad"(STR,INT,CHA)

savage attacker too much rerolls....agh...
raise the damage die of all weapons used.
1-->d2
d2-->d3
d3-->d4
d5-->d6
d6-->d8
d8-->d10
d10-->2d6
d12/2d6-->2d8

shrapshooter
remove "powershot" feature from the feat.
add +1 dex or con to the feat.

skilled
gain 4 skill or tool proficiencies.
or 2 proficiencies and +1 to any ability.

Tavern brawler
gain +1 str,dex or con.
your unarmed damage becomes d4(if you are monk raise the damage die by one step)
your unarmed attack gains finesse property.
when you hit a creature with unarmed strike you can as a bonus action attempt a grapple.
when you hit a creature with any melee attack you can make one unarmed attack as a bonus action.

tough
gain 2 HP per level,
or +1 con and 1 HP per level.

edit: changed savage attackers 1d10->1d12 to 1d10->2d6.
 
Last edited:

You mean it's a thing? *heads to Google* and now I am enlightened. Sorry I assumed it was auto correct of doom.

*puts the dunce hat on* ill be in the corner if you need me.

Well, it's okay that you don't know about exploding dice. The game that I know used it was 7th Sea, but despite that game being all in the news about their 2nd edition Kickstarter, the new version of the game won't actually be using exploding dice unfortunately.

Which is a little disheartening, because I absolutely adore the "exploding d10" as a mechanic. The d10 is small enough that you can use it in dice pools, but big enough that you don't see explosions in every roll. The thrill of seeing '0's every couple of throws while playing 7th Sea was off the charts (especially when you had gotten greedy with the number of raises you called.)
 

GWM/SS:
Once per turn, you can make one attack with advantage OR roll damage with advantage (aka roll twice, keep best)

As [MENTION=6814704]One_Shots[/MENTION] pointed out when I was talking about Savage Attacked rerolling all damage instead of just weapon damage, this can get huge. A rogue with SS would be rerolling all of their sneak attack, a paladin could use a big Divine Smite and/or a smite spell. Actually, the rogue is super nasty - they need Advantage to deliver SA which this would allow, and they only get SA once a turn to reroll damage if they already can delever the SA. So this would really boost their output.

I'd rather see a fix that keeps with the original intent of a risky but big shot and doesn't favor classes that can burst up melee damage in other ways.
 

Great Weapon master is a bit to nuts with barbarians and sharpshooter is the main offender as its dumb by itself and with crossbow expert. The cleave part of GWM is fine all by itself almost.

Lucky I would probably change to a short rest. 3/times a day is a bit meh. Maybe 2/short rest.

Lucky is, IMO, one of the best combat feats in the game. Save it for when you get critted or hit by a spell that takes you out of the fight. Both huge. Especially if you are, like many folks, having 3-5 encounters per long rest.
 

savage attacker too much rerolls....agh...
raise the damage die of all weapons used.
1-->d2
d2-->d3
d3-->d4
d5-->d6
d6-->d8
d8-->d10
d10-->d12
d12/2d6-->2d8
Saves time rerolling, gives the savage part. Are you planning on keeping the melee weapon only and once-per-turn or is this for all weapons all the time? Gives about 1 HP more damage per hit except for <d4 or the largest weapons, does that do enough damage to make the feat worthwhile?

Dual wielder;
when you make attack action, you can make offhand attack in addition to main hand attack in the same action. If you have extra attack feature, you gain extra attacks with off hand also. You cannot make off hand attacks as bonus action after taking this feat.
Immensely powerful. After extra attack you're doing four attacks AND you get back your bonus action. Even nastier for pure fighter who can get even more attacks with extra attack.

durable
+1 con,
when spending HD to regain HP you regain the max amount.
This moves this from something that most helps the low HD classes who need more HP over the course of a day, to most helping the high HD classes. It close to doubles HD healing instead of putting a floor on it. Very powerful, wouldn't use it myself.

Elemental adept this feat sucks...
either you gain +1 to con or casting stat in addition to current feat if you feel lazy, or...

choose spell damage type; acid, cold, fire, lightning, or thunder.
you ignore resistance to damage of that type.
you gain +1 to damage per die rolled.
when you cast spell with acid, cold, fire, lightning, or thunder damage type you can choose to deal damage of the chosen type. Secondary spell effects may work differently or not at all(DMs discretion).
this effects also works with magic items(you must spend at least a short rest concentrating on an item to gain this benefit).
Feat is already a must-have for draconic sorcerer who are already specializing in one type. And weak for others. I'd rather help the others without also helping the draconic sorcerer.

heavy armor master

changed to Armor master; requires light armor proficiency
you gain damage reduction while wearing armor in which you are proficient vs. non-magic weapons or magic weapons if you have magic armor.
damage reduction is;
light armor 1,
medium armor 2,
heavy armor 3,
if you have shield equipped and have proficiency for it raise damage reduction by 1.
Hmm, not bad. I especially like the shield. But do you think it's a big enough bonus for anyone to bother spending a feat on it in light armor?

resilient
ability and the save doesn't have to be the same.
or, gain no bonus to ability but pick 2 saves. One must be good(dex,con,wis) and one "bad"(STR,INT,CHA)
First part kills the theme. What's the motivation for this change, what is broken that you are trying to fix? Second part is quite powerful, giving someone four proficient saves. This is already a feat that sees a lot of adoption, I don't see a need to strengthen it.
 

Remove ads

Top