Feat Revamp 0.3.5 #
Prerequisite Changes: #
The following Feats now have a Level 4 Prerequisite:
- Artificer Initiate
- Eldritch Adept
- Great Weapon Master
- Lucky
- Magic Initiate
- Metamagic Adept
- Sentinel
- Sharpshooter
- Tough
Racial Feats #
The following Feats can be considered removed until future update:
- Bountiful Luck
- Dragon Fear
- Dragon Hide
- Drow High Magic
- Dwarven Fortitude
- Elven Accuracy
- Fade Away
- Fey Teleportation
- Flames Phlegethos
- Infernal Constitution
- Orcish Fury
- Prodigy
- Squat Nimbleness
- Svirfneblin Magic
- Wood Elf Magic
Functional Changes #
Legend:
(R) = A Rework of the previous Feat's effect.
(N) = A New effect added to the Feat. Can also be a replacement of an old effect.
(B) = A Buff to the previous effect.
Athlete #
- Effect 4(N): You gain Proficiency in the Athletics Skill, if you already have Proficiency in the Athletics Skill you gain Expertise instead.
- Effect 5(N): When determining the distance you can move during a Long Jump you can add your total Athletics Bonus instead of your Strength Modifier, and when determining the distance you can move during a High Jump you can use your Passive Athletics (10 + Strength Modifier + Proficiency Bonus).
Crossbow Expert #
- Now a Weapon Mastery Feature instead of a General Feature/Feat (See: Weapon Mastery).
Crusher #
- Effect 3(B): Additionally your attacks made against that Creature ignore Resistance to Bludgeoning Damage.
Dual Wielder #
- Effect 2(B): When you engage in Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the off-hand Attack.
Great Weapon Master #
- Effect 1(B): On Critical Hit or Kill Effect no longer costs Bonus Action.
- Effect 2®: Your bonus damage from the “Power Attack” Technique when making Melee Weapon Attacks is increased to three times your Proficiency Bonus (See:1st Magnitude Techniques).
Healer #
- Effect 1®: When you use a Healer’s Kit to Stabilize a Creature that is Bleeding Out, that creature may remove 1 level of Exhaustion per 3 points over the DC you rolled.
- Effect 2(B): As an Action you can spend one use of a Healer’s Kit to tend to a Creature and Restore 1d6 + your Total Medicine Bonus + the Creature’s Maximum Number of Hit Dice. The Creature can’t regain Hit Points from this Feat again until it finishes a Short or Long Rest.
Piercer #
- Effect 2(B): “, and you must use the higher Roll.”
Polearm Master #
- Now a Weapon Mastery Feature instead of a General Feature/Feat (See: Weapon Mastery).
Sharpshooter #
- Effect 2(B): Now applies to thrown weapon attacks.
- Effect 3®: Your bonus damage from the “Power Attack” Technique when making Ranged Weapon Attacks is increased to three times your Proficiency Bonus (See:1st Magnitude Techniques).
Slasher #
- Effect 4(N): When you score a Critical Hit and deal Slashing Damage to a Creature, you can Bleed the target causing it to take an additional 1d6 Slashing Damage on the Creature’s next Turn. This effect does not work on Creatures who lack the capacity to Bleed.
New Feats #
Weapon Savant #
- Prerequisite: Weapon Mastery Feature.
- You gain 2 additional Weapon Mastery Options based on the Weapons with which you are Proficient.