PDA

View Full Version : D&D 5e/Next Big list of Feats.



Matticusrex
2017-10-19, 08:15 AM
https://docs.google.com/document/d/16_DI5ZEEG_DFr19hhSB6tb22iDoO9hjBSM_ZZdyadW4/edit#

This is a big list of feats gathered from different sources and rebalanced. There is about 115 feats on there so there is bound to be some problems and that's what I want help with. The point of this new feat list is to obviously give more options to characters and make it easier to define the build they are looking for. The feats in their current iteration are very lopsided in power with only a small handful being better than just taking an ASI.

Sariel Vailo
2017-10-19, 08:26 AM
Good looking list i see lnes most of my characters would have taken

Lalliman
2017-10-19, 11:03 AM
I unfortunately don't have time for this, but I'll give you some quick thoughts.

You double-buffed Defensive Duelist. Did it really need that? It's not for everyone, but I know people take it occasionally. My intuition says that one of these buffs would've been sufficient. Then again, I've never used it myself.

Elemental Adept lets you treat a 1 as a 3, but a 2 remains a 2. Not broken or imbalanced, just... weird.

I feel iffy about fusing the armour proficiency and armour mastery feats into one. For one, the feats are more appealing to non-proficient classes than to the front-liners who have proficiency anyways. Secondly, it means that, multiclassing aside, any wizard who learned to wear armour is automatically more proficient in the use of that armour than the average fighter. Both of these seem backwards.

Making Mobile a half feat seems excessive. It's already a favourite of monks. (Though admittedly I've never seen anyone else use it.)

Was Observant even changed? Or did you just put it in there unchanged for completeness? Either way, it still has that weird bonus that only applies to passive scores. That always seemed broken to me. With this you want your character to not pay attention, because his bonus is better that way.

I like the new Savage Attacker, has a good feel to it.

Weapon Master doesn't give proficiency with simple weapons. If a wizard takes it he'll be proficient with longbows but not with shortbows, etc.

I feel iffy about Slayer giving a benefit that the normal ranger doesn't get. Seems thematically weird.

Acrobatic Steps seems seriously meh, considering the UA ranger gets to completely ignore difficult terrain from level 1.

Beast Slayer seems like it should be a half feat. Also, it gives a bonus to Survival but has Nature as a prerequisite. Critical threat range is also not a thing. This could be totally unclear to someone who hasn't played 3rd edition.

Catch Off-Guard: Do improvised weapons ever cause disadvantage? I guess the DM might rule so if it's something unwieldy like a table, but there's no rule for such.

The wording on Cleave is utterly confusing. Why does it say "This cleave attack only counts as one action"? As if it could count as something more than an action. And then it says that for every 5 levels you can make an additional attack as part of your cleave action. But the initial extra attack you make is a bonus action? So if you don't spend that bonus action to make that first attack, do you still get the additional attacks? Does a 20th level character get 1 attack as an action and 4 as a bonus action, or vice versa? Also, why is this tied to level instead of to Extra Attack? As is, a rogue or cleric could use this to get as many attacks a turn as a fighter.

Gotta leave now. Will try to contribute more later.

Matticusrex
2017-10-19, 11:47 AM
I unfortunately don't have time for this, but I'll give you some quick thoughts.

You double-buffed Defensive Duelist. Did it really need that? It's not for everyone, but I know people take it occasionally. My intuition says that one of these buffs would've been sufficient. Then again, I've never used it myself.

Elemental Adept lets you treat a 1 as a 3, but a 2 remains a 2. Not broken or imbalanced, just... weird.

I feel iffy about fusing the armour proficiency and armour mastery feats into one. For one, the feats are more appealing to non-proficient classes than to the front-liners who have proficiency anyways. Secondly, it means that, multiclassing aside, any wizard who learned to wear armour is automatically more proficient in the use of that armour than the average fighter. Both of these seem backwards.

Making Mobile a half feat seems excessive. It's already a favourite of monks. (Though admittedly I've never seen anyone else use it.)

Was Observant even changed? Or did you just put it in there unchanged for completeness? Either way, it still has that weird bonus that only applies to passive scores. That always seemed broken to me. With this you want your character to not pay attention, because his bonus is better that way.

I like the new Savage Attacker, has a good feel to it.

Weapon Master doesn't give proficiency with simple weapons. If a wizard takes it he'll be proficient with longbows but not with shortbows, etc.

I feel iffy about Slayer giving a benefit that the normal ranger doesn't get. Seems thematically weird.

Acrobatic Steps seems seriously meh, considering the UA ranger gets to completely ignore difficult terrain from level 1.

Beast Slayer seems like it should be a half feat. Also, it gives a bonus to Survival but has Nature as a prerequisite. Critical threat range is also not a thing. This could be totally unclear to someone who hasn't played 3rd edition.

Catch Off-Guard: Do improvised weapons ever cause disadvantage? I guess the DM might rule so if it's something unwieldy like a table, but there's no rule for such.

The wording on Cleave is utterly confusing. Why does it say "This cleave attack only counts as one action"? As if it could count as something more than an action. And then it says that for every 5 levels you can make an additional attack as part of your cleave action. But the initial extra attack you make is a bonus action? So if you don't spend that bonus action to make that first attack, do you still get the additional attacks? Does a 20th level character get 1 attack as an action and 4 as a bonus action, or vice versa? Also, why is this tied to level instead of to Extra Attack? As is, a rogue or cleric could use this to get as many attacks a turn as a fighter.

Gotta leave now. Will try to contribute more later.

Defensive Duelist: On further observation I agree, the feat is plenty strong without the added point of dexterity.

Elemental Adept: Woops! should have been a 1 or 2 changed to a 3.

Armor mastery feats: In the original iteration nether of the two halves were desirable so fusing them together made sense number-wise. I feel that a feat would be more than gaining the proficiency but to also master that armor. Sadly most people just multi-class for armor proficiency.

Mobile: I wanted it to be more desirable to the other classes, considering the monks existing level of power I dont think it would cause much of an imbalance on them. I am open to other options in buffing it though.

Observant: this was originally changed and then changed back, I just forgot to remove it. Any feats not on this list have received no changes and remain the same.

Weapon Master: That slipped my mind, I didn't consider that someone taking the feat might want to use simple weapons, it has been added in.

Slayer: this was originally based on the non-revised version, I have removed the added magic damage effect.

Acrobatic Step: A lot of the TPK feats from the dungeonmaster's guild were pretty bad, I was trying to salvage as many as I could. I'm still not sure what to do with this one.

Beast Slayer: I wanted it to be somewhat consistent with the other slayer feats and I figured beasts were the second most common enemy type behind humanoid, also I changed nature to survival, that was an inconsistancy.

Critical Range: I wanted to use a keyword to lighten the wording up, I also wanted it to stack with other sources. Maybe I should have a disclaimer at the top for that keyword.

Cleave: it was worse before I changed it I assure you. I will go ahead and clean it's text up.

Thank you for the help, it can be a bit hard to spot the little stuff after burning myself out on the list.

Lalliman
2017-10-19, 02:38 PM
Beast Slayer: I wanted it to be somewhat consistent with the other slayer feats and I figured beasts were the second most common enemy type behind humanoid, also I changed nature to survival, that was an inconsistancy.
I hadn't gotten to the other slayer feats yet. They're... fine, I guess. Few things are quite as uninteresting as conditional +1s. There already exists a mechanic for what these do (Favored Enemy), so I'd be inclined to iterate upon that instead. The Slayer feat already exists to give you Favoured Enemy, but it only gives you the basic version. I can think of two ways to make Slayer more broadly applicable.

Option 1: Remove the +1 Str or Dex from Slayer, and have it give the benefit of Favoured Enemy and Greater Favoured Enemy. Thus you get two favoured enemies, one from beasts / fey / humanoids / monstrosities / undead and one from aberrations / celestials / constructs / dragons / elementals / fiends / giants. You get a +4 damage bonus against both, and advantage on saves against the latter.

Option 2: Make two feats, Slayer and Specialised Slayer. Slayer gives you +1 Str or Dex and the Favoured Enemy feature. Specialised Slayer gives +1 Str or Dex and the Greater Favoured Enemy feature. The latter has larger benefits in return for applying to a less common subset of creatures.

Both options seem worthwhile. My preference would go to the first, for simplicity's sake, but there's merit in the second option for being more flexible.


Critical Range: I wanted to use a keyword to lighten the wording up, I also wanted it to stack with other sources. Maybe I should have a disclaimer at the top for that keyword.
It's a fine term if you explain it at the top, to make sure people get it.

Anyways, let's do the rest of em. These might sound increasingly cross as I go down the list, because it's getting late here. Excuse me for that.

Deadly Stroke says "Prerequisite: chosen weapon type". What's that mean?

Defensive Weapon Training says "disadvantage on their attack", implying one attack per round. I assume you mean it works on all relevant attacks that round, otherwise the feat is absolute trash.

I feel iffy about having Deflect Arrows as a feat when the monk's Deflect Projectiles already exists, and works totally differently. If you're going to make a feat for such a thing, I'd expect it to iterate upon the existing mechanics.

Demon Slayer could simply say "fiends" instead of "demons, devils or fiends". All demons and devils have the fiend type.

I love the first benefit of Dirty Fighter, but the second is lame. 5e avoids +1s for a reason. Perhaps you could change the first one and let the user choose between an offensive or defensive advantage. If the target fails its save, it either takes disadvantage on attacks against you, or you get advantage on weapon attacks against it.

Disorienting Blow doesn't mesh with the spirit of 5e. For one, nothing in 5e ever causes a -4 penalty. Secondly, the effect is weirdly situational. Some creatures will be debilitated, and some won't notice at all, depending on how much they rely on bonus actions and reactions. I'd honestly just remove this one, because I can't think of any other way to execute it. Stunning would be too powerful, and knocking prone can be done with the Shove action anyways. Maybe some passive effect like "if you damage a creature with a bludgeoning weapon, that creature can't take reactions until your next turn". But that's isn't particularly interesting.

Dreadful Carnage should have a static save DC, probably 8 + prof + Cha. Having a check result as the save DC is inherently better (base 10 instead of base 8) and can be raised unreasonably high with Expertise (DC 27 at high level). It should also say that creatures immune to the Frightened condition are unaffected.

Extra Inspiration: Would you spend an ASI for the ability to add 1d8 to a roll twice per long rest? No you wouldn't. This should be a half feat at least.

Extra Channel: This one isn't as easy to quantify as the above, but I still feel like it isn't worth it. Half feat.

Extra Rage: Unless your DM follows the six encounters per day rule (which I vehemently believe no one does), this isn't gonna make a difference after level 3. You could make it a half feat, but I'd honestly just remove it.

Extra Ki: Now this one seems useful. Too useful, to be honest. Seems like it will be the kind of thing you'd be stupid not to take as a monk. Which is a shame because it's just a statistical boost with no flavor or added depth. I'd remove it.

Extra Lay on Hands: This one does have some flavour, for a paladin who's extra concerned about healing. I wouldn't know for the life of me how to determine the balance though, or why these particular numbers were chosen. It's also written poorly: it sounds like you get 15 charges every three levels.

Favoured Defence seriously needs an explanation on what "named enemy type" means. I can extrapolate, but that's not enough. It also overlaps so strongly with the various before-mentioned Slayer feats. Either give it more of its own identity somehow or just remove it.

Fortuitous is thematically identical to Lucky, with a somewhat different execution. The name is a synonym, in fact. Why does this exist?

Fleet overlaps with Mobile, but is less interesting and deals with annoying +1s. Either trash it or give it more of an identity. Maybe moving more than 20 feet causes opportunity attacks and ranged attacks against you to take disadvantage.

Herbal Healing doesn't say how you use the salve.

Improved Critical is terrible. That's like a 5% damage increase. Make it a half feat and add in an extra damage die on crit. Then it might be worth it, maybe.

Lightning Stance is the kind feat that you'd find in 3rd edition. One that makes you better at something you shouldn't be doing during combat anyways, and thus is of no real usefulness. It might make sense as a half feat, perhaps, but since the thematically similar Fleet already exists I'd recommend salvaging the parts you like about this one and fusing them into Fleet.

Manyshot isn't thematically interesting (anyone with Extra Attack can already have their character firing multiple arrows at once if they choose to describe it that way) and adds no mechanical depth (it's just some free damage). If it doesn't have either of those, there's no reason for it to exist.

Parting Shot: The "any point during your movement" part is moot. This seems too good for a rogue, since it allows them to take the Dodge action every turn and continue attacking at full efficiency. It's likewise excessively powerful for any martial who hasn't reached level 5 yet. Outside of those cases, it doesn't seem worth it. It's another one of those feats that encourages you to do things you shouldn't want to do, and the bonus isn't really big enough to make it truly worth doing. The higher level you get, the more you'll regret taking this. I'd frankly remove it.

Point Blank Shot: More +X bonuses, meh. When I make a character with a bow, I don't usually do so with the intention of being a front-liner. Seems like a feat that shouldn't exist. People took it in 3.5, sure, but that's because it was a prerequisite to just about every other archery-related feat.

Power Attack is weird. Only people who favour one-handed weapons are good at breaking objects, apparently. I guess that you want to give one-handed weapons something equivalent to the power attack benefit of GWM, but if that's the case I suggest you separate that benefit from GWM and let Power Attack apply to all (melee) weapons. If you still want to apply the breaking objects feature, make it deal double damage to objects instead, like the Siege Monster trait. Ignoring part of their AC is clunky.

Raging Strength steps on the toes of both Savage Attacker and the barbarian's Rage, while having very little identity of its own. I like the half HP angle, but I suggest you get rid of the second benefit and grant one or two extra benefits while at half HP. Maybe damage resistance (flat, like Heavy Armour Master) in addition to the offensive benefits, to help you stay at below half HP longer without dying.
...
Or, now that I read Raging Vitality, combine it with that. The benefit of RV + the first benefit of RS, with the damage bonus lowered to +2 (numerical bonuses are almost always increments of 2 in 5e) seems balanced as a feat.

Rapid Shot: You don't need to specify "non-loading". The description of a loading weapon automatically prevents you from making that extra attack with it. That aside, this is stupidly powerful. It's the main benefit of Crossbow Master, but without the drawback of having to use a d4 weapon. Maybe make the bonus attack at disadvantage unless you have Extra Attack, that'll keep it from being overpowered at early level / for rogues.

Razortooth: I can't think of an natural-attack based feats or effects that would make this worthwhile, though perhaps that's just my sleepy brain not cooperating. On its own it's straight-up worse than Tavern Brawler, and that's considered a bad feat.

Taunt: See what I said about Dreadful Carnage.

Toppling Spell: Two levels higher, on top of needing a full feat to get access? That seems woefully expensive. Reduce it to one level higher, I say. I would also add a note saying that it can only trigger once per creature per spell, lest you can use Magic Missile or Scorching Ray to trigger it three times.

Weapon Specialisation: I, for one, am very glad that weapon-specific feats are not a thing anymore in 5e, and I think the majority agrees with me. Please don't bring them back. That point aside, this feat is also laughably terrible. If you put your ASI into Str or Dex, you'd get a +1 to attack and damage anyways. So this only gives +1 damage, in return for all the miscellaneous benefits of raising your Str or Dex.

Ok, that was it. I can't believe I went through all those. There's some good additions in there, but also a bunch that I can tell were adapted from 3.5 without sufficient care, especially towards the bottom. I'm guessing you got those from a collection somewhere. It's a good thing that you're compiling a list like this though. Picking what homebrew feats to allow gets tiring if they're spread all over the place in little clusters.

Matticusrex
2017-10-19, 04:05 PM
I hadn't gotten to the other slayer feats yet. They're... fine, I guess. Few things are quite as uninteresting as conditional +1s. There already exists a mechanic for what these do (Favored Enemy), so I'd be inclined to iterate upon that instead. The Slayer feat already exists to give you Favoured Enemy, but it only gives you the basic version. I can think of two ways to make Slayer more broadly applicable.

Option 1: Remove the +1 Str or Dex from Slayer, and have it give the benefit of Favoured Enemy and Greater Favoured Enemy. Thus you get two favoured enemies, one from beasts / fey / humanoids / monstrosities / undead and one from aberrations / celestials / constructs / dragons / elementals / fiends / giants. You get a +4 damage bonus against both, and advantage on saves against the latter.

Option 2: Make two feats, Slayer and Specialised Slayer. Slayer gives you +1 Str or Dex and the Favoured Enemy feature. Specialised Slayer gives +1 Str or Dex and the Greater Favoured Enemy feature. The latter has larger benefits in return for applying to a less common subset of creatures.

Both options seem worthwhile. My preference would go to the first, for simplicity's sake, but there's merit in the second option for being more flexible.


It's a fine term if you explain it at the top, to make sure people get it.

Anyways, let's do the rest of em. These might sound increasingly cross as I go down the list, because it's getting late here. Excuse me for that.

Deadly Stroke says "Prerequisite: chosen weapon type". What's that mean?

Defensive Weapon Training says "disadvantage on their attack", implying one attack per round. I assume you mean it works on all relevant attacks that round, otherwise the feat is absolute trash.

I feel iffy about having Deflect Arrows as a feat when the monk's Deflect Projectiles already exists, and works totally differently. If you're going to make a feat for such a thing, I'd expect it to iterate upon the existing mechanics.

Demon Slayer could simply say "fiends" instead of "demons, devils or fiends". All demons and devils have the fiend type.

I love the first benefit of Dirty Fighter, but the second is lame. 5e avoids +1s for a reason. Perhaps you could change the first one and let the user choose between an offensive or defensive advantage. If the target fails its save, it either takes disadvantage on attacks against you, or you get advantage on weapon attacks against it.

Disorienting Blow doesn't mesh with the spirit of 5e. For one, nothing in 5e ever causes a -4 penalty. Secondly, the effect is weirdly situational. Some creatures will be debilitated, and some won't notice at all, depending on how much they rely on bonus actions and reactions. I'd honestly just remove this one, because I can't think of any other way to execute it. Stunning would be too powerful, and knocking prone can be done with the Shove action anyways. Maybe some passive effect like "if you damage a creature with a bludgeoning weapon, that creature can't take reactions until your next turn". But that's isn't particularly interesting.

Dreadful Carnage should have a static save DC, probably 8 + prof + Cha. Having a check result as the save DC is inherently better (base 10 instead of base 8) and can be raised unreasonably high with Expertise (DC 27 at high level). It should also say that creatures immune to the Frightened condition are unaffected.

Extra Inspiration: Would you spend an ASI for the ability to add 1d8 to a roll twice per long rest? No you wouldn't. This should be a half feat at least.

Extra Channel: This one isn't as easy to quantify as the above, but I still feel like it isn't worth it. Half feat.

Extra Rage: Unless your DM follows the six encounters per day rule (which I vehemently believe no one does), this isn't gonna make a difference after level 3. You could make it a half feat, but I'd honestly just remove it.

Extra Ki: Now this one seems useful. Too useful, to be honest. Seems like it will be the kind of thing you'd be stupid not to take as a monk. Which is a shame because it's just a statistical boost with no flavor or added depth. I'd remove it.

Extra Lay on Hands: This one does have some flavour, for a paladin who's extra concerned about healing. I wouldn't know for the life of me how to determine the balance though, or why these particular numbers were chosen. It's also written poorly: it sounds like you get 15 charges every three levels.

Favoured Defence seriously needs an explanation on what "named enemy type" means. I can extrapolate, but that's not enough. It also overlaps so strongly with the various before-mentioned Slayer feats. Either give it more of its own identity somehow or just remove it.

Fortuitous is thematically identical to Lucky, with a somewhat different execution. The name is a synonym, in fact. Why does this exist?

Fleet overlaps with Mobile, but is less interesting and deals with annoying +1s. Either trash it or give it more of an identity. Maybe moving more than 20 feet causes opportunity attacks and ranged attacks against you to take disadvantage.

Herbal Healing doesn't say how you use the salve.

Improved Critical is terrible. That's like a 5% damage increase. Make it a half feat and add in an extra damage die on crit. Then it might be worth it, maybe.

Lightning Stance is the kind feat that you'd find in 3rd edition. One that makes you better at something you shouldn't be doing during combat anyways, and thus is of no real usefulness. It might make sense as a half feat, perhaps, but since the thematically similar Fleet already exists I'd recommend salvaging the parts you like about this one and fusing them into Fleet.

Manyshot isn't thematically interesting (anyone with Extra Attack can already have their character firing multiple arrows at once if they choose to describe it that way) and adds no mechanical depth (it's just some free damage). If it doesn't have either of those, there's no reason for it to exist.

Parting Shot: The "any point during your movement" part is moot. This seems too good for a rogue, since it allows them to take the Dodge action every turn and continue attacking at full efficiency. It's likewise excessively powerful for any martial who hasn't reached level 5 yet. Outside of those cases, it doesn't seem worth it. It's another one of those feats that encourages you to do things you shouldn't want to do, and the bonus isn't really big enough to make it truly worth doing. The higher level you get, the more you'll regret taking this. I'd frankly remove it.

Point Blank Shot: More +X bonuses, meh. When I make a character with a bow, I don't usually do so with the intention of being a front-liner. Seems like a feat that shouldn't exist. People took it in 3.5, sure, but that's because it was a prerequisite to just about every other archery-related feat.

Power Attack is weird. Only people who favour one-handed weapons are good at breaking objects, apparently. I guess that you want to give one-handed weapons something equivalent to the power attack benefit of GWM, but if that's the case I suggest you separate that benefit from GWM and let Power Attack apply to all (melee) weapons. If you still want to apply the breaking objects feature, make it deal double damage to objects instead, like the Siege Monster trait. Ignoring part of their AC is clunky.

Raging Strength steps on the toes of both Savage Attacker and the barbarian's Rage, while having very little identity of its own. I like the half HP angle, but I suggest you get rid of the second benefit and grant one or two extra benefits while at half HP. Maybe damage resistance (flat, like Heavy Armour Master) in addition to the offensive benefits, to help you stay at below half HP longer without dying.
...
Or, now that I read Raging Vitality, combine it with that. The benefit of RV + the first benefit of RS, with the damage bonus lowered to +2 (numerical bonuses are almost always increments of 2 in 5e) seems balanced as a feat.

Rapid Shot: You don't need to specify "non-loading". The description of a loading weapon automatically prevents you from making that extra attack with it. That aside, this is stupidly powerful. It's the main benefit of Crossbow Master, but without the drawback of having to use a d4 weapon. Maybe make the bonus attack at disadvantage unless you have Extra Attack, that'll keep it from being overpowered at early level / for rogues.

Razortooth: I can't think of an natural-attack based feats or effects that would make this worthwhile, though perhaps that's just my sleepy brain not cooperating. On its own it's straight-up worse than Tavern Brawler, and that's considered a bad feat.

Taunt: See what I said about Dreadful Carnage.

Toppling Spell: Two levels higher, on top of needing a full feat to get access? That seems woefully expensive. Reduce it to one level higher, I say. I would also add a note saying that it can only trigger once per creature per spell, lest you can use Magic Missile or Scorching Ray to trigger it three times.

Weapon Specialisation: I, for one, am very glad that weapon-specific feats are not a thing anymore in 5e, and I think the majority agrees with me. Please don't bring them back. That point aside, this feat is also laughably terrible. If you put your ASI into Str or Dex, you'd get a +1 to attack and damage anyways. So this only gives +1 damage, in return for all the miscellaneous benefits of raising your Str or Dex.

Ok, that was it. I can't believe I went through all those. There's some good additions in there, but also a bunch that I can tell were adapted from 3.5 without sufficient care, especially towards the bottom. I'm guessing you got those from a collection somewhere. It's a good thing that you're compiling a list like this though. Picking what homebrew feats to allow gets tiring if they're spread all over the place in little clusters.

Slayer: I like idea 1, I think I will take it!

Deadly Stroke: Picking one kind of weapon to use the feature with. long sword, short sword, rapiers, etc

Defensive weapon training: yeah when I found this I was not sure what to do with it, maybe allow them to choose more weapon types?

Deflect Arrows: The original ability was super wordy and involved ki, this one is suppose to be a bit more simplified while still being a bit less powerful than what the monk gets.

Dirty Fighter: I like that, it offers real choices.

Disorienting Blow: I want to salvage any feats I find so I will adjust this one.

Dreadful Carnage: That's true, I made the adjustments.

Extra Inspiration: at level 5 the bard gets these back on a short rest so it would be an average of 4 extra uses a day.

Extra Channel: I dont remember all the channel divinities so I was a bit scared of buffing this.

Extra Rage: Yeah I wasn't sure how to make this one good but I thought it was thematic with the extra abilities so I left it in. Maybe I will add a bonus constitution point.

Extra Ki: for the sake of salvation I will find a way to weaken it without it being useless.

Extra Lay on Hands: Fixed the wording.

Favored Defense: I agree this one is just bloat with the other slayer feats

Fortuitous: I personally kept it because I perferd it over lucky as you got to see the roll before using the dice which made this feat more skilled based.

Fleet: Good idea, I added it in.

Herbal Healing: I think it was suppose to be used like a normal item but I added in an action use for it and a range.

Improved Critical: A lot of people go nuts on critical range increase so I was scared of buffing this, but I'll tune it up.

Lightning Stance: I thought of this feat as something a person might take for combat flavor, I think a half feat will work fine.

Manyshot: I guess it was always more of a maneuver than a feat but I would be a bit sad to see it go, I will figure something out for it.

Parting Shot: Fair enough, this probably would have served better as a class ability.

Point-blank Shot: maybe I could limit this to the o so unpopular heavy crossbow and change it's effects a bit.

Power Attack: That was the feature on it when I grabbed it from the original pdf so I just left it on.

Raging Strength: Good idea, I combined them and it looks good.

Rapidshot: the hand crossbow is actually a d6 weapon so you are only gaining an additional +1 damage without the bonus of being able to fire without disadvantage when an enemy is near you which is granted in crossbow mastery. I personally feel that's a fair trade off.

Razortooth: This feat basically lets you convert your bonus action in to more damage, tavern brawler only lets you grapple as a bonus action. I forgot to specifiy that you can use strength OR dex for it's modifiers. I increased the damage to 1d6 ro make it a little nicer.

Toppling spell: added the changes in

Weapon Specialization: That feat was originally a requirement to take a bunch of other feats but I removed all that stuff and kept it in because it was simple. I guess it is time to retire it haha.

I did all the changes while typing this out so you can view any if you want. Thanks for the help this was an overwhelming amount of feats so its near impossible to get them all tuned right without a lot of reviewing.

Potato_Priest
2017-10-19, 07:51 PM
On its own it's straight-up worse than Tavern Brawler, and that's considered a bad feat.


You got somethin' to say 'bout tavern brawler, boy? Why don't you step up and repeat that to my *hic* face?

In all seriousness, Tavern brawler is pretty much just the best feat in the game for a grappler build (not counting the UA "Brawny" feat).


Catch Off-Guard
Foes are surprised by your skilled use of unorthodox and improvised weapons.
You do not suffer disadvantage when using an improvised melee weapon and their damage die becomes a 1d6.
You gain advantage on attacks against unarmed opponents when wielding an improvised melee weapon.
If an opponent is unaware of your intention to use an improvised object as a weapon, your first attack with that improvised melee weapon is made with advantage and deals critical damage.


First off, shouldn't the first bullet allow you to become proficient with improvised weapons, rather than removing a disadvantage that's not automatically there?

Also, the third bullet seems kinda waffly and DM-dependent. When the DM does let you do it, it's also extremely exploitable, since a paladin could just suddenly and surprisingly use his shield as an improvised weapon and then use the auto-crit to double his smite damage.

Lalliman
2017-10-20, 02:19 AM
Deadly Stroke: Picking one kind of weapon to use the feature with. long sword, short sword, rapiers, etc

Defensive weapon training: yeah when I found this I was not sure what to do with it, maybe allow them to choose more weapon types?

Extra Inspiration: at level 5 the bard gets these back on a short rest so it would be an average of 4 extra uses a day.

Improved Critical: A lot of people go nuts on critical range increase so I was scared of buffing this, but I'll tune it up.

Manyshot: I guess it was always more of a maneuver than a feat but I would be a bit sad to see it go, I will figure something out for it.

Rapidshot: the hand crossbow is actually a d6 weapon so you are only gaining an additional +1 damage without the bonus of being able to fire without disadvantage when an enemy is near you which is granted in crossbow mastery. I personally feel that's a fair trade off.

Razortooth: This feat basically lets you convert your bonus action in to more damage, tavern brawler only lets you grapple as a bonus action. I forgot to specifiy that you can use strength OR dex for it's modifiers. I increased the damage to 1d6 ro make it a little nicer.

Deadly Stroke: Could've figured. No one really likes having to specialise like that though, and removing the restriction wouldn't really alter the balance or flavour at all.

Defensive Weapon Training: I think it's a clunky feat anyways, but I guess it's balanced as a half feat, assuming it applies against all relevant attacks that round.

Extra Inspiration: Oops, forgot about that. Would probably still make it a half feat though.

Improved Critical: It certainly has its uses for barbarians, rogues and paladins. But even as one of those classes I wouldn't spend a full ASI for a +1 to my threat range. It's subject to playtesting, but if my suggestion ends up being excessive, you can always remove the extra damage die on crit again.

Manyshot: I would turn this into a choice of some sort you can make. Maybe when you make an attack, you can choose to fire two arrows instead of one, at targets no more than 30 feet apart. In return you take disadvantage on both attack rolls, or you don't add your Dex to the damage dealt.

Rapidshot: I misremembered the hand crossbow, apparently. It's fair then. Really powerful at early level, but so is Crossbow Expert.

Razortooth: I must've been too tired when I read this, because I missed the bonus action part. Fair enough.



You got somethin' to say 'bout tavern brawler, boy? Why don't you step up and repeat that to my *hic* face?

In all seriousness, Tavern brawler is pretty much just the best feat in the game for a grappler build (not counting the UA "Brawny" feat).

Boy, you betta quit talkin 'bout things 't don't concern ya, *hic* 'fore I come ovah there 'n scissor kick ya!

Ahum, is it though? Aside from niche cases where you have to fight unarmed, its sole benefit is granting a bonus action grapple when you hit someone with an improvised weapon. If you have a grappler build, you probably want certainty that you'll be able to grapple your target. With tavern brawler, you're leaving it to fate. First your improvised weapon has to hit the target, then the bonus action grapple as to succeed. It's a risk/reward gamble, but it never seemed worth it to me, especially considering that your grappling modifier is probably higher than your attack bonus due to Expertise.

I guess it also depends on how good your DM thinks improvised weapons can be. Most reasonably available improvised weapons, like a rock or a chair, are going to be equivalent to a club if one-handed or a greatclub if two-handed. That means you're losing damage compared to if you weren't using Tavern Brawler and wielding a normal weapon instead.

Potato_Priest
2017-10-20, 09:20 AM
Boy, you betta quit talkin 'bout things 't don't concern ya, *hic* 'fore I come ovah there 'n scissor kick ya!

Ahum, is it though? Aside from niche cases where you have to fight unarmed, its sole benefit is granting a bonus action grapple when you hit someone with an improvised weapon. If you have a grappler build, you probably want certainty that you'll be able to grapple your target. With tavern brawler, you're leaving it to fate. First your improvised weapon has to hit the target, then the bonus action grapple as to succeed. It's a risk/reward gamble, but it never seemed worth it to me, especially considering that your grappling modifier is probably higher than your attack bonus due to Expertise.


Well, I believe you can order your attacks however you like to on your turn, so if you have extra attack you could do it like this:
1. Unarmed Strike
2. Bonus action grapple attempt (if you hit)
3. Another grapple attempt if you failed, or another attack if you succeeded.

You're usually getting the same number of chances to grapple as someone using both their attacks on it, and you got a free hit in there to boot. (Meaning that if you are a barbarian you don't have to worry about losing rage). It is, however, somewhat weakened by really high AC enemies, since you might not end up getting your bonus action grapple. Thus, it may not be perfect in all cases, but it makes the grappling action economy even more advantageous to the grappler. Also, remember that it is a half-feat with 2 very good options of ability score improvements: strength and con.


Deceitful
You are skilled at deceiving others, both with the spoken word and with physical disguises.
Prerequisite: Deception proficiency
You gain expertise in the Deception skill.
you can gain advantage on any Deception skill check a number of times a day equal to your charisma modifier.

While this is an OK feat, I'd instead reccomend the UA Silver-Tongued feat (https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf), as it's a bit less clunky without the x advantages/day.