About this mod
Rebalances/fixes most feats in the game. Moderately boosts the weaker feats and reduces the power of the very strongest (Alert, Great Weapon Master, Sharpshooter and Tavern Brawler). Includes buff-only and nerf-only versions.
- Requirements
- Permissions and credits
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Translations
- Mandarin
- Changelogs
Full details:
Actor – just changed the description to clarify that it gives Expertise and capped the ability boost at 20 to match the other feats
Alert – now +3 Initiative rather than +5
Charger – ‘Charger: Weapon Attack' only costs an action and 'Charger: Shove’ only costs a bonus action (rather than both costing an action plus bonus action). To compensate, ‘Charger: Weapon Attack' can only be used once per turn, and I removed the 5 extra damage
Crossbow Expert – now ‘Bow Expert’. Gain proficiency in all bows. No disadvantage on ranged attacks within melee range (previously crossbow only). Doubles duration of Gaping Wounds and Hamstrung (previously Gaping Wounds only). Piercing Shot and Hamstring Shot are harder for targets to resist (increased the Save DC by 2). +1 Dexterity
Defensive Duellist – removed Dexterity requirement. +1 Dexterity
Dual Wielder – added ‘Two-Weapon Fighting’ (add your proficiency bonus to offhand attacks) Fighting Style
Dungeon Delver – added Sleight of Hand and Perception expertise. +1 Dexterity or Wisdom
Durable – now also reduces incoming damage by your proficiency bonus + 1 (from 3-5)
Elemental Adept – replaced the previous ‘cannot roll a 1’ bonus with a flat +1 damage when dealing damage of the chosen element
Great Weapon Master – ‘Great Weapon Master: All In’ has an attack roll penalty equal to your proficiency bonus (-2 to -4). The damage bonus is double your proficiency, minus 1 (3 to 7). In the model I used, GWM was still better than an ASI if you have Advantage, but to a less extreme level than previously, e.g. a Level 12 Barbarian hitting a 16 AC enemy twice will do 13.6 extra damage on average rather than 17.4. It can be a slight buff in Act 1/2 against the very highest AC enemies
Heavily Armoured – can now choose either +1 Strength or Constitution (originally Strength only)
Heavy Armour Master – now reduces damage from all sources rather than non-magical damage only. Can now choose either +1 Strength or Constitution (originally Strength only)
Mage Slayer – fixed ‘Mage Slayer: Break Concentration’ which was previously only working with melee attacks and corrected the description to match the actual existing effect (always break concentration). ‘Mage Slayer: Saving Throw Advantage’ replaced with ‘Mage Slayer: Resistance’ which grants resistance to all damage from spells. Extended the range of ‘Mage Slayer: Attack Caster’ if you have an Extra Reach weapon
Magic Initiate – all spells use your normal spellcasting ability rather than the ability of the Initiate class. Removed hidden feature from Cleric Initiate that added the original Medium Armour Master bonus. +1 to the ability associated with each class (e.g. Intelligence for Wizard Initiate)
Martial Adept – +1 Strength or Dexterity
Medium Armour Master – replaced the increase in AC from Dexterity with a general +1 AC while wearing medium armour. +1 Strength or Dexterity
Mobile – gains the effect of Freedom of Movement and immunity to all opportunity attacks
Performer – gives Performance expertise. Technical change to allow you to take the feat if you already have 20 Charisma
Polearm Master – added tridents and corrected descriptions to include pikes (which were already included but not mentioned). If you also have Sentinel, the Polearm Master opportunity attack will now correctly stop the enemy
Ritual Caster – gain all ritual spells except ‘Silence’. Pick 2 utility cantrips (Dancing Lights, Friends, Guidance, Light, Mage Hand, Minor Illusion, Resistance and Thaumaturgy). +1 to Charisma, Wisdom or Intelligence
Sharpshooter – ‘Sharpshooter: All In’ has an attack roll penalty equal to your proficiency bonus (-2 to -4). The damage bonus is double your proficiency, minus 1 (3 to 7). In the model I used, Sharpshooter was still better than an ASI if you have Advantage or good bonuses to hit rate (Archery Fighting Style etc.), but to a less extreme level than previously, e.g. a Level 12 Ranger, duel wielding with the Risky Ring and hitting a 16 AC enemy 3 times will do 20 extra damage on average rather than 25.6
Shield Master – ‘Shield Master: Block’ is now a passive rather than a reaction (same as Rogue’s ‘Evasion’ ability) and will correctly halve damage on saving throw fail. Unlocks ‘Shield Blow’ as a bonus action
Skilled – +1 to any ability
Tavern Brawler – removed +1 Strength/Constitution. Replaced existing bonuses with + 1 to unarmed/thrown/improvised attack rolls, and add your proficiency bonus (2 to 4) to your damage. You can use a bonus action to make an unarmed strike if you have an empty off-hand or are using a versatile weapon with no shield. Bonuses will now apply to Wild Shape in Honour Mode, and to Slayer form. Thrown attacks now work normally (preventing duplicate damage, ignored damage reduction etc.)
Tough – added +2 to Constitution Saving Throws and +1 Constitution
Weapon Master – gain proficiency in all weapons. Adds a choice of Fighting Style (only Archery, Duelling, Great Weapon Fighting or Two-Weapon Fighting)
Also available through the in-game Mod Manager.
My other mods:
Cantrip Rebalance Pack
Arcane Acuity Rework