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67 Feats! - Expanded List
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67 Feats! - Expanded List

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I was not satisfied with the vanilla feat list. Some feats were "auto-select at first opportunity". Others were never even glanced at. 

I have buffed and reworked many of the original feats, as well as adding in lots of new ones to create a document of 67 feats. 

Some of these may seem powerful, but in my campaigns they are all balanced enough (compared to each other) that none of them break the game. 

DMs may also like to give their NPCs / Villains these abilities to change them up or give them that extra bit of something that they need. 

Of course your mileage may vary so feel free to tweak these as you see fit. 

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Discussions (2)
Customer avatar
Peter S December 05, 2018 7:03 am UTC
I like the good majority of these, but I do think there need to be some reworks for some of them.

For starters, I want to say that I'm not a personal fan of the feats that grant bonuses to "flanking options", since a) that's an optional part of the game, and b) from what I'm seeing, the way you use flanking bonuses are very uncommon as opposed to the standard "advantage on attack rolls when flanking" or "+2 to attack rolls when flanking." Nothing necessarily wrong with the feats themselves, but I think some further explanation is in order.

Secondly, I want to express my disdain for class-specific feats. Being of a certain class should not be a prerequisite of taking a feat. Feats are for everyone and sometimes can blend the differences between classes. Even so, I don't necessarily like either of the options given, as they seem like poor attempts to fix lackluster class features. Metamagic options and short rest mechanics for metamagic and bardic inspiration...See more
Customer avatar
Peter S December 08, 2018 1:11 am UTC
Okay, new day, more time to go over more of these feats

Let me go over some of the ones I kinda glanced at just to flesh out everything I think is a little wonky with them:

- Sadist: I said I would limit this to once per turn, and I stand by that. However, I don't think that's enough of a limitation. 10 damage is nonsense, really. The notion of rolling hit dice in the middle of combat is a HUGE advantage. Barbarians being able to heal 1d12 +5 every turn? Taking half damage? They essentially would never need healing. Anything can do 10 damage in a single blow, it's not a special case, really. Limiting an ability that affects a creature equally through levels 1-20 based on something that increases past its triggering threshold at level 2 just makes it an ability. The limitation doesn't affect it past that point. How would I change this? I would make it so you can only do this when you score a critical hit. It's flavorful, it's an (almost) equally rare occurrence on levels 1-20,...See more
Customer avatar
Peter W December 09, 2018 11:03 pm UTC
Hi Peter,

I will start by thanking you for your lengthy feedback. You do provide a lot of food for thought.

While your critique is sound on paper, I have played with these feats for nearly 4 years, editing them as things come up. For my DM style, and my group's play style, these feats are pretty close to perfect for what my game needs.

I am sharing them here, for free if people so chooseth, for others to at the very least be inspired by.

As far as my group's years of playtesting is concerned, these feats are balanced for my group, however every team is different and every style is different.

You and anyone else are more than welcome to make whatever edits and changes you see fit and use them at your own table with 1 or 100 changes!

At the core I am glad to have inspired you to potentially use this list to create the feats list that works for you, for you to make your own D&D games better also!
Customer avatar
Adam S December 03, 2018 7:21 am UTC
The 3 functions of the Supernatural feat all need limitations.
The attribute increase should cap at 20.
The other abilities need a limitation on how often they can be used.
The attack mod would be used EVERY round by single attack characters.
The Saving Throw mod would be used on almost every saving throw, except in rare circumstances.
Perhaps a Short or Long Rest to recharge those abilities?

The Burglar Feat is essentially the same thing as skilled, but with your selection chosen for you. It's also inferior to your modified version of Skilled, Skilled Learner.

Skilled Learner is an ASI plus 3 skills of your choice, which is probably too good. The ASI being restricted to the lowest stats helps it, but 2 points + 3 skills are a bit too much.

Customer avatar
Peter W December 09, 2018 11:06 pm UTC
Hi Adam,

I have played with these feats for nearly 4 years, editing them as things come up. For my DM style, and my group's play style, these feats are pretty close to perfect for what my game needs.

In my experience, Supernatural is fine, because bonus actions are often used for many other things in my games (eg Potion Drinking (a houserule), casting spells, making off-hand attacks, activating magic items, etc). Same with reactions (opportunity attacks, shield, counterspell, shieldmaster). I have found supernatural is if anything, slightly on the weaker side for some of the feats.

The Burglar Feat is from Wizards of the Coast, not one of my inventions so you'll have to take that up with Mike Mearls!

You do bring some good feedback RE Skilled learner, I'll see how it goes in my next campaign and may make changes accordingly. With regards to your group though feel free to edit whatever you think needs editing to suit your mob.
Customer avatar
Adam S December 09, 2018 11:59 pm UTC
Hi Peter,

Thank you for taking the time to read and respond to my feedback.
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File Last Updated:
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This title was added to our catalog on December 02, 2018.