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

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?
I would keep it a melee only. Melee needs some love. Having it once per turn is a little weak so I would put it at at-will category.

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.
I wouldn't call it that powerfull.
Now TWF eats your "shield slot" and bonus action. you can get 1 AC back via feat, but still may lose more because you dont have magic shield. For 1d8+5 max total damage? and weakest AoO. And you must sometimes find two magic weapons.
Comparing Polearm master and dualwielder, makes dual wielding look stupid. Now we can still keep off hand attacks as bonus action, but it must have the same number off attacks as main hand.

now at lvl5 character with extra attack does 1d10+3,1d10+3 and 1d4+3 as bonus action. dual wielder does 1d8+3,1d8+3,1d8+3, 22,5 vs. 22,5. cool. same damage, must be working.
dual wielder gets +1 AC. but for that you give up your 10ft reach, ability to make AoOs as someone gets to you, 1 less damage on AoO. and the need of two good weapons. with fighters more attacks and action surge, dual wielding sinks even deeper.


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.
Higher HD classes lose more health over the day as they are front liners. This just gives more juicy over the course of the day. Less 5MWD please.

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.
that's the problem. it's ok for dragon fire sorcerers and complete rubbish for everyone else. with energy substitution that I added you can make thunder mage no problem. As you can conver other energy types to thunder.

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?

It's not realy aimed at light armor, but it helps medium armor(as it's a not wanted bastard child of light and heavy armor), and gives some RP value to tanks that have it, but it's rude to have armor on some banquet where you could get away with leather armor or mithil shirt but you have to leave your shiny plate mail in the armory. Also for surprise attack during night. You cant sleep in plate but sure can in leather or other special lighter armor.(I would say all armor that do not give disadvantage to stealth).

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.

Motivation is that you dont have to plan your character so heavy for ability placement. This way You could say; my character has endured some trauma and now Im iron willed, but you could "patch" up any odd score with this feat.
4 saves could be powerfull but main 3 are mostly targeted. the proficiency in extra "bad" save is just gravvy.
 

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I would keep it a melee only. Melee needs some love. Having it once per turn is a little weak so I would put it at at-will category.


I wouldn't call it that powerfull.
Now TWF eats your "shield slot" and bonus action. you can get 1 AC back via feat, but still may lose more because you dont have magic shield. For 1d8+5 max total damage? and weakest AoO. And you must sometimes find two magic weapons.
Comparing Polearm master and dualwielder, makes dual wielding look stupid. Now we can still keep off hand attacks as bonus action, but it must have the same number off attacks as main hand.

now at lvl5 character with extra attack does 1d10+3,1d10+3 and 1d4+3 as bonus action. dual wielder does 1d8+3,1d8+3,1d8+3, 22,5 vs. 22,5. cool. same damage, must be working.
dual wielder gets +1 AC. but for that you give up your 10ft reach, ability to make AoOs as someone gets to you, 1 less damage on AoO. and the need of two good weapons. with fighters more attacks and action surge, dual wielding sinks even deeper.



Higher HD classes lose more health over the day as they are front liners. This just gives more juicy over the course of the day. Less 5MWD please.


that's the problem. it's ok for dragon fire sorcerers and complete rubbish for everyone else. with energy substitution that I added you can make thunder mage no problem. As you can conver other energy types to thunder.



It's not realy aimed at light armor, but it helps medium armor(as it's a not wanted bastard child of light and heavy armor), and gives some RP value to tanks that have it, but it's rude to have armor on some banquet where you could get away with leather armor or mithil shirt but you have to leave your shiny plate mail in the armory. Also for surprise attack during night. You cant sleep in plate but sure can in leather or other special lighter armor.(I would say all armor that do not give disadvantage to stealth).



Motivation is that you dont have to plan your character so heavy for ability placement. This way You could say; my character has endured some trauma and now Im iron willed, but you could "patch" up any odd score with this feat.
4 saves could be powerfull but main 3 are mostly targeted. the proficiency in extra "bad" save is just gravvy.

Duel wielding (usually dex) gets versatility though. have seen PCs only carry around 1 weapon and if they need to they draw another one and go for it or they put one away and draw out a bow. Mr Polearm user has to put away his polearm, draw a spear or javelin and throw it and beyond level 5 doesn't get multiple attacks at range with his strength bonus as they have to use a bow for that.

Polearm masters and great weapon masters suck at range due they only can draw 1 weapon a round rule and the short range of thrown weapons. If you have a high dex one should also be trying to use stealth or dex checks to surprise the opponents as well. Dex based dual wielders also have better saves and out of combat stuff to do with dex and they do not have to blow a feat on TWF as the two weapon style is decent enough. A level 11 fighter throwing weapons only gets one attack a round.

Polearm and the duel wield feats are fine when compared with each other. Combat does not always take place in a 10 by 10 room. Its great weapon master+polearm master that pits the polearm feat over the top.
 

Duel wielding (usually dex) gets versatility though. have seen PCs only carry around 1 weapon and if they need to they draw another one and go for it or they put one away and draw out a bow. Mr Polearm user has to put away his polearm, draw a spear or javelin and throw it and beyond level 5 doesn't get multiple attacks at range with his strength bonus as they have to use a bow for that.

Polearm masters and great weapon masters suck at range due they only can draw 1 weapon a round rule and the short range of thrown weapons. If you have a high dex one should also be trying to use stealth or dex checks to surprise the opponents as well. Dex based dual wielders also have better saves and out of combat stuff to do with dex and they do not have to blow a feat on TWF as the two weapon style is decent enough. A level 11 fighter throwing weapons only gets one attack a round.

Polearm and the duel wield feats are fine when compared with each other. Combat does not always take place in a 10 by 10 room. Its great weapon master+polearm master that pits the polearm feat over the top.

Except there is nothing stopping a Str based fighter from instead pulling out a bow and plinking away with that.
 

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.
I wouldn't call it that powerfull.
Now TWF eats your "shield slot" and bonus action. you can get 1 AC back via feat, but still may lose more because you dont have magic shield. For 1d8+5 max total damage? and weakest AoO. And you must sometimes find two magic weapons.
Comparing Polearm master and dualwielder, makes dual wielding look stupid. Now we can still keep off hand attacks as bonus action, but it must have the same number off attacks as main hand.

now at lvl5 character with extra attack does 1d10+3,1d10+3 and 1d4+3 as bonus action. dual wielder does 1d8+3,1d8+3,1d8+3, 22,5 vs. 22,5. cool. same damage, must be working.
dual wielder gets +1 AC. but for that you give up your 10ft reach, ability to make AoOs as someone gets to you, 1 less damage on AoO. and the need of two good weapons. with fighters more attacks and action surge, dual wielding sinks even deeper.

Umm, you aren't doing what you say. You said they would have four attacks with extra attack but you only count three. Let's try the math with the changes to the feat you are suggesting:

(Assuming Fighting style of defense for polearm master for +1 AC, and fighting style of Dual Weapon for two weapon so they get ability to damage. ACs are even - +1 from either style or feat. 16 Strength)

Polearm Master
Action: Attack twice w/ Polearm. 2x d10+3. Bonus: off end d4+3
Total: 2d10(11)+4 + d4(2.5)+3 = avg 22.5

Your Two Weapon fighting
Action: Attack twice w/ Longsword 2x d8+4, twice with shortsword 2x d6+4, Bonus: FREE TO USE
Total: 2d8(9)+6 + 2d6(7)+6 = avg 28

So it starts doing more than 40% more damage than Polearm Master plus leaves you with a free bonus action.

But it goes on from there. Lots of weapon-focused classes add to damage. Let me show these over two rounds to show the action economy at work.

Ranger can cast hunter's mark. The polearm loses an off-end attack (since it's a bonus action) and gains +d6 per hit.
Polearm
Round 1: 2d10(11)+6 + 2d6(7) = 24 (no offside, need bonus action to cast)
Round 2: 2d10(11)+6 + d4(2.5)+3 + 3d6(10.5) = avg 33
Total: 57

Your two weapon proposal
Round 1: 2d8(9)+6 + 2d6(7)+6 + 4d6(14) = avg 42 (bonus action to cast hunter's mark)
Round 2: 2d8(9)+6 + 2d6(7)+6 + 4d6(14) = avg 42 (bonus action FREE)
Total: 84

Basically, it starts as much powerful in terms of damage done vs. one of the tier 1 combat feats PLUS helping in action economy, and it goes sharply upwards from there where you start adding to per-attack damage.

I stand by my evaluation of immensely powerful.
 

Except there is nothing stopping a Str based fighter from instead pulling out a bow and plinking away with that.

True but since they have probably twinned out strength they take an accuracy and damage hit while the dexter based duel wielder is barely effected.
 

According to the feedback and discussion here I have some suggestions for changes to feats:

Grappler
• 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.

Great Weapon Master
• Increase your Strength score by 1, to a maximum of 20.
• When you score a critical hit with a heavy melee weapon, the hit does maximum die damage on the base weapon die. The extra critical damage dice are still rolled.

Keen Mind
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain advantage on Intelligence ability checks.

Linguist
• Increase your Intelligence score by 1, to a maximum of 20.
• You can speak, read, and write all Standard Languages and you can learn as many additional Exotic Languages as your Intelligence bonus. Whenever your Intelligence bonus increases, you may learn one additional Exotic Language.

Heavy Armor Master
• 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 nonmagical weapons is reduced by an amount equal to your proficiency bonus. This damage reduction only applies against one source of damage per turn.

Savage Attacker
• You may choose to attack savagely. If you do so, you have disadvantage on the attack roll. Any savage attack that hits does one weapon die of extra damage.

Sharpshooter
• 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.
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Skilled
Choose one ability score. You gain the following benefits:

• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in three skills that depend on the chosen ability score.

Weapon Master
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You become proficient in one of the following fighting styles: Archery, Defense, Dueling, Great Weapon Fighting, Protection or Two-Weapon Fighting.


I would then also add these two feats:

Military Training
• Gain proficiency in all martial weapons.

Militia Training
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• Gain proficiency in all simple weapons.


What are everyone's thoughts on these changes?
 

What are everyone's thoughts on these changes?

Taking all of the flavor out of Keen Mind seems tragic to me and nerfing Heavy Armor Master leaves me kind of dumbfounded. HAM is a very middle of the road feat - it is only ever taken if someone has an odd score in Strength that needs fixing up. Nerfing it is entirely unnecessary.

Everything else isn't terrible though. Grappler might be a little OP but the rest are balanced.
 

True but since they have probably twinned out strength they take an accuracy and damage hit while the dexter based duel wielder is barely effected.

I guess I don't see a problem here where you do. The Strength based fighter may not be an expert archer, but it is better to be useful, than to just sit and wait for opportunity to knock a second time.
 

The guy in our group, currently running a game, has made changes to a handful of feats. Some of them are interesting tweaks. Some strike me as excessive or unnecessary. But whatevs. I roll with it. Doesn't impact my enjoyment of playing either way.

He, and a few of the other players at the table, much like many of you here it would seem, seem to have issues with GWF/SS.
 

now at lvl5 character with extra attack does 1d10+3,1d10+3 and 1d4+3 as bonus action. dual wielder does 1d8+3,1d8+3,1d8+3, 22,5 vs. 22,5. cool. same damage, must be working.
Nice. You've just shown that DW, RAW, is just as good as sentinel. So, no need to fix it, right?
 

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