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13 Feats + Feat Fixes (5e)

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13 Feats + Feat Fixes

While most of the feats included in the Dungeons and Dragons 5th Edition PHB are useful in their own right, variety in options can never hurt! In this supplement you will find 13 brand new feats to include in your game, as well as suggested changes to current feats you may choose to employ in your own campaign to make certain overlooked options more appealing to players.


Comments and Suggestions
If you find any problems or imbalances with the feats after testing, feel free to report them to me and I can work out a fix! Comments and suggestions are always welcomed. If you make any suggestions which I implement, you will also be included in the credits of the document.


Updates

Over 400 downloads! Thanks as always, guys. A second revision of this document has been added, along with thanks to those who made comments. A txt version of the newest changes has also been added, so players can easily copy-paste the information. Please feel free to comment and rate this product honestly!


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If you like this product, please check out my other works! As of 11/04/20, I have released a book all about martial character creation, rules, and flavor options!

Manual of Martial Might

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Reviews (3)
Discussions (8)
Customer avatar
Mario J September 18, 2016 10:16 pm UTC
PURCHASER
Hi, I don't understand the part about the Deadeye that says than you can use ranged weapon attacks like weapons ranged attacks to class and all other traits, I understood than that happens without the rule but with some exceptions. One thrown weapon attack is a ranged attack to all effects.
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May 06, 2016 8:48 pm UTC
PURCHASER
provided i link to this page, would i be able to use this as a reference guide in my campaign, I write my camaign up on a weekend after the game and would not be distributing copies from there but would link back to here on the occasions i use it, please reply to havehollowmercguild@gmail.com
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Michael S March 14, 2016 8:02 pm UTC
PURCHASER
There appears to be a lot of problems with a lot of these feats. I read through Caleb's response, and I largely agree. A lot of these feats are either doing things in a roundabout way that overcomplicates things, or do things that simply shouldn't be granted by feats. For instance, as he states, the Bully feat allows for an infinite prone, because you can sub opportunity attacks for shoves or grapples, meaning that when they provoke the opportunity attack from getting up, you just knock them right back down again. Which is a devastating tactic, when used against all forms of enemies.
The modifications that you make to the feats existing in the PHB already are actually very strong. Feats are meant to be helpful to a character's build, or supplement that build with a special ability or two, not be a build all their own. And the one thing you've neglected to do, which the book desperately needs after the errata to it, is fix the Grappler Feat. Instead of repairing a feat that's now completely worthless, you...See more
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Caleb R March 17, 2016 4:42 am UTC
PURCHASER
The Bully thing doesn't work because he wants the reaction to occur in response to the target attempting to get up, not actually getting up. That's why he called it an opportunity attack: They occur before the target finishes the triggering event, not after, as the general rule for reactions states.
Grappler's first two benefits aren't worthless . . . but yeah, it's now pretty weaksauce, so if we needed a feat fix, it'd be to that.
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Alex R March 17, 2016 8:42 pm UTC
CREATOR
Hey there. I appreciate the feedback! As Caleb already mentioned, there is no infinite shove loop with Bully. However, something I did realize is there is potential abuse in the form of grappling downed foes. Though it could still be broken by the normal means, and again, only doable once per round due to reaction limitations. I may have to look into this.

As for the changes to feats, may I ask which alterations in particular you feel are overpowered? Most of the alterations I have made are to put in things that people already thought were part of the feats, and then in some cases added a skill proficiency. The rerolls are once per long rest, so they aren't really that huge of a bonus to me, but I would be interested to hear your opinion.

As for Grappler, there was an alteration given here for Grappler that made it do what people thought it did: allow you to grapple larger creatures. I don't have too much experience with the feat, but for a build focused on grappling I hear it is very...See more
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Brian M March 12, 2016 12:33 am UTC
PURCHASER
any way i can get this as Doc. file i am trying to add this to my Fantasy ground games and really dont want to have to type it all be able to copy and paste would be great
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Alex R March 17, 2016 8:36 pm UTC
CREATOR
Unfortunately, I could not make it available to be copy-pasted with the way that I currently have available for creating PDFs. However, I could definitely put a word doc onto this where you can copy-paste. Just give me a short while!
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Alex R March 17, 2016 8:59 pm UTC
CREATOR
And, finished! Hopefully this helped, and sorry for the very late response. Was busy for a large portion of the month working on my latest project.
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Alex R February 18, 2016 1:13 am UTC
CREATOR
I know that I just posted a new revision, but I just realized a potential fix that could alleviate a bit of the problems revolving around Adept Spacecraft. Namely, further limiting the choices of Metamagic and renaming the points, to both change flavor and to avoid confusion when taken by the Sorcerer class. Expect this edit to be applied to the revision document by late tonight.
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Alex R February 15, 2016 8:52 pm UTC
CREATOR
A new version of the pdf will is in the works based off of commentary. Expect it to be added within the next two days.
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David N February 15, 2016 11:46 pm UTC
PURCHASER
I love your willingness to take feedback and make improvements.
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Alex R February 16, 2016 12:04 am UTC
CREATOR
I enjoy designing things, and making the game more fun for everyone. And like a lot of people, I like to see balance. So while it would be easy to just say "this is it, you figure it out ", I would rather hash it out and make something quality.

(Had to type all of my comments here on my phone, so please excuse any typos) .
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Caleb R February 15, 2016 5:38 am UTC
PURCHASER
Adapted to Darkness: Most players don't want to take a feat to handle a situation that they can take care of with a light-providing cantrip . . . or a torch. Darkvision's better, sure, but darkness that can't be seen through with darkvision becomes a thing, so you end up needing to use Daylight or higher light spells, anyway. Increasing Wisdom also doesn't have much flavor-fitting to it; it's just "I'm here to make you more perceptive and stuff."
Adept Spellcraft: This is way too much. By stepping into class features, you give a feat too much power, overstep boundaries, and create odd munchkin combinations. This is exactly what 5E wanted to get away from.
Bully: Remember the infi-trip combo in 3.5? Remember how stupid and broken that was? Why are you trying to do it again?
Deadeye: The second part is akin to Crossbow Expert's first part, so that's okay. The first part is minor, like CE's second. The third part is literally nothing; a thrown weapon attack is already a ranged attack and...See more
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Alex R February 15, 2016 5:33 pm UTC
CREATOR
In terms of Adapted to Darkness, it unfortunately had to be simple because of the fact that Skulker exists, and most features that would revolve around it would be near-direct ripoffs. That, the fact that darkvision itself is hard to put into terms of usefulness (mostly useful if you're the only one without it), and I wanted more options for Wisdom-based builds, lead to what it is now.

-Adept Spellcraft in my opinion, is actually rather weak as an option. Martial Adept also gives players the options of a class, from the Battlemaster, and I sort of modeled this after that when adding it. What this does is keep the Sorcerer still unique, in that they still get way more options and they can still use Flexible Casting using Sorcery Points, which a player who takes this cannot. In the end, you could be sacrificing a lot of power (spellcast boost, focusing on one element for more damage, spell sniper, etc) for something similar to a Sorcerer, without every truly achieving it.

Bully - There...See more
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Alex R February 15, 2016 7:50 pm UTC
CREATOR
You seem to be under the impression that I am new to the game sonehow, but not only have I been playing 5th edition from the very release day (bought the book as soon as it was in stores) but I have been in 6 different campaigns and been the dm of 4 for Fifth Edition. The game is also not "months old ". It has been around over a year now.

Your comment about feats is not the opinion of the majority of peoplr I have played with or talked to. There are really only a few "good" feats which everyone always takes. Great Weapon Master, Shatphooter, Polearm Master, and Crossbow Expertise. There definitely exist other useful feats, but these are the ones which are "too good to not take ". Rather than make them worse, my intention with the feat fixes is to give the smallest nudge to those feats that almost nobody takes when looking at the game for power options. These fixes do not nearly put said feats on that level, and they shouldn't be, but as stated in the decription, they...See more
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Caleb R February 17, 2016 2:07 am UTC
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Thanks for being open to criticism.

Okay, we can drop the "new" talk. I was just trying to be nice about why I figured you had such a different interpretation than the people that I've spoken with. I'll have to keep doing that, but from a different angle, since that one isn't quite the case.

To those four feats, I notice that they're all aimed at specialties of martial units. Moreover, they're all about DPS. Yes, when a martial specializes, (s)he finds a corresponding feat, one that improves his/her performance in that specialty/, to be too good to not take. But then, you don't tell an evoker that his other 9th-level spells need to be toned up because Meteor Swarm is crazy, or that his 1st-level spells need improvements to compensate for how silly strong Magic Missile is, right? You also seem to think that feats all need to be, as you said, "power options." It sounds to me like your campaigns are very combat-heavy, which isn't a bad thing, but perhaps you don't deal...See more
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Caleb R February 17, 2016 2:07 am UTC
PURCHASER
Lunging Reach: Oh, right. I forget this.
Still, the second benefit is wonky. If my opportunity attack reach is 5' and my weapon is a lance, does that mean that I can take an opportunity attack, but with the back end, as an improvised weapon? If I have Polearm Master, do I get to argue that it's no longer an improvised weapon because Polearm Master says that I've trained with how to use it that way, even though it's part of my reaction, not a bonus attack action? With Polearm Master, doesn't this mean that I get an opportunity attack every time that someone gets close enough to work beyond my 10' reach, so I can then use the Pushing Attack maneuver to make it so that no enemy that works at standard melee range can ever touch me 1v1?

Second Skin: Medium Armor Master does not increase an ability score. If you took out the +1, the feat would look totally fine. Both of them come with a collection of small benefits that can be circumvented with plenty of magic armor designs, but Second Skin having...See more
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Customer avatar
Alex R February 17, 2016 5:42 am UTC
CREATOR
First off, I would like to thank you for being less rude this time with your response. It's perfectly fine if you don't like what I have written, but you shouldn't insult someone just because they wrote something for a game that you don't agree with. We're people, remember. I also want to say that I can tell that you feel strongly about your own opinion, and that I respect it whole-heartedly. I also thank you for taking the time to actually write out your views, rather than simply judging the product or saying it's bad and leaving ti at that. Criticism and notes help a lot with design!

To begin with the discussion about this document, let me begin with the fixes. You are most certainly correct that not everything is designed for combat and numbers. I will not argue that. You seem to again forget, however, that the purpose of this was to help make those options already available more appealing to players in general. Linguist is a useful skill, but a player will often look at it and think either to...See more
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Customer avatar
Alex R February 17, 2016 5:43 am UTC
CREATOR
Lunging Reach: I'm not entirely sure what makes you think this would be an improvised attack. You would be able to attack as normal with the lance. Your reach is considered 5 and 10, meaning if someone attempts to leave within 5 feet you get an attack of opportunity, as opposed to only when they leave within 10 feet of you. (If you or someone reading this does no know the ruling, http://media.wizards.com/2015/downloads/dnd/SA_Compendium.pdf page 6). Because of the lance's traits, this is an attack made at disadvantage because the target is still within 5 feet when the attack is made. Improvised weapons do not come into this equation. It is an interesting example of how this feat would work out, though!

As for the Sentinel question, you could effectively attack and push off someone repeatedly using your resources, though the Dash and Disengage actions exist if someone would like to get around this setup. If you add Sentinel into the mix, you are already using up 3 feats for a combo which shuts down...See more
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Caleb R February 24, 2016 8:48 am UTC
PURCHASER
I wasn't being- . . . Yeah, sure.

I'm quite familiar with SA, yes, and a recent note has given me a new perspective on Bully: Adding advantage to every opportunity attack sounds great for most units, but for rogues, it sounds ridiculously over-the-top.

Adept Spellcraft: It's not a matter of min-maxing. It's a matter of balancing values for fair feats. The value very clearly does not come out the same. Compare a D6 of Precision Attack or, better yet, Distracting Strike, to a Quickened Spell of any level greater than 1 (or even some cantrips, when they're enhanced enough), and Quickened Spell has far, far more value.
Twinned Spell means that you're getting a free Lv2 spell or two free Lv1 spells with this feat no matter what caster you are. Oh, and to add to the point that metamagic options mean more to casters with more expansive spell lists, think about Twinned Spell on spells with expensive material components that are consumed. Sure, there aren't a lot in the early levels, but...See more
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Alex R February 29, 2016 6:47 am UTC
CREATOR
I appreciate your continued feedback on this project. I wasn't attempting to be demeaning in my previous post, especially when bringing up Sage Advice and the rulings, if it seemed that way. I just wanted to be sure, and while unlikely someone else would be reading this they may have not known.

As far as Bully goes, it was sort of intended to help Rogues out a bit. They can already trigger their sneak attacks fairly easy anyways, and it is actually fairly rare due to the unfortunately meta that opportunity attacks are given to rogues because the GM subconsciously understands that the Rogue can deal wicked damage anyways. I'd have to see some more feedback on people's own experiences with the feat, as I haven't had too much testing with it myself.

Adept Spellcraft: The change I had made to Adept Spellcraft removed Quickened Spell from the list of Metamagics which can be chosen, as well as a few other things being changed and your name being placed in the credits. Please download the revision...See more
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Caleb R March 17, 2016 5:43 am UTC
PURCHASER
If your DM is metagaming, that's a problem on its own, but creatures avoiding opportunity attacks, especially from enemies that have shown to be capable of a lot of damage, is normal.
Yeah, they get Sneak Attacks pretty easily on their turn. This gives them plenty of extras on others' turns. That's what I'm pointing out to be a problem; it's a huge buff to their power. It's so huge, in fact, that it causes your DM to try to fix the issue by metagaming situations to avoid giving the rogue opportunity attacks (though I'm not sure how unless all your enemies can disengage as a bonus action, are all ranged, or are so extremely mobile that they can do hit-and-run tactics while burning actions on disengagement periodically). I mean, you're pretty much just saying that I'm right, that this boost is too severe and thus problematic. Rogues don't need this help.

Adept Spellcraft: People . . . don't use . . . single-target . . . Okay, I'm sorry, but you're playing a completely different game than many...See more
Customer avatar
Alex R February 14, 2016 5:47 am UTC
CREATOR
For anyone who sees any balance problems with the new feats or feat changes, please let me know what you think is wrong! As mentioned in the description, I am more than happy to make some fixes if something's wrong.
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This title was added to our catalog on February 12, 2016.