0 of 0

File information

Last updated

Original upload

Created by

Cahoot and Ajax

Uploaded by

Cahooots

Virus scan

Safe to use

About this mod

Rebalances vanilla feats and allows them to increase ability scores above 20. Most feats receive small to moderate buffs, while the very strongest are nerfed.

Requirements
Permissions and credits
Translations
  • Russian
  • Mandarin
Changelogs
Overview
Yet another take on rebalancing vanilla feats! This mod aims to vastly improve the diversity of feats to choose by making them all much closer in power. Most feats receive buffs to some degree, while the very strongest feats (Alert, Great Weapon Master, Sharpshooter, and Tavern Brawler) receive nerfs but remain on the stronger side. Additionally, any ability score increase you get from feats (except the actual ASI feat which gives you two ability points to use) can now stack with other bonuses to increase your ability above 20. See below for all details.

This mod is inspired by the existing excellent feat rebalance mods: Rebalance - Feats by Syrchalis and Feat Rebalance Pack by WoolToque. While this mod goes in a different direction for some feats, it also uses some of the ideas from those mods and I highly recommend that you check them out in case you prefer the changes they made. This mod was developed together with Ajax, who helped provide many of the ideas for the feats and provided input on balancing.

Ability Score Increase Rework
This mod changes the mechanics behind how ability score increases from feats work. In vanilla, all ability score increases from feats, whether from the actual ASI feat, from a feat that gives you a limited selection of abilities to increase (e.g. Weapon Master), or from a feat that increases a singular ability that you don't choose (e.g. Heavily Armoured), are capped at 20. This cap is hardcoded and so a different implementation is required to get around it.

Vanilla:
  • Done through directly selecting the ability to increase.
  • Ability score increase does not stack with other bonuses to bring the ability above 20, meaning it does nothing when the ability is already at or above 20.

This mod:
  • Done through selecting a passive, through which the respective ability score increased is tied to.
  • Stacks with other bonuses, meaning the ability score increase from the feat will still be added even if the ability is at or above 20

Note that unfortunately, due to the way the ASI feat works (where it can be taken multiple times), that makes it difficult to change using this same implementation. However, I think it's fine to keep as is, as this helps prevent players from being able to turboboost an ability above 20, and hence helps curb power creep. Big thanks to Goonsack for the idea and implementation of this mechanic in his Stackable ASI Feats mod.

Mod Versions
Main versions:
FeatsOverhaul: Does not incorporate modded spells.
FeatsOverhaulPlus: Incorporates spells from other mods (so far includes 5e Spells, Homebrew SpellsPF2e Spells, and 5R Starry Wisp) to Ritual Caster and Spell Sniper feats. See their entries below for details.
  • It is still perfectly fine to use the FeatsOverhaulPlus version if you don't have all (or even any) of the mods whose spells are used in it. The only practical difference is that the description and passives for the affected feats will list those extra spells, but the tooltips for the spells whose mods you don't have installed will be empty.
Patches:
FeatsOverhaul_DualWielderPatch: Compatibility patch for the Dual Wielding Master mod by Crunchydeer (the -3 Attack Roll version) so that Two-Weapon Fighting Style will be given by Dual Wielder feat (the change included from Feats Overhaul) even if using Dual Wielding Master. Load the compatibility patch after Dual Wielding Master and the main Feats Overhaul file you're using. It doesn't matter if the main Feats Overhaul file is loaded before or after Dual Wielding Master.
FeatsOverhaul_ListoPatch: Patch made for the Listonomicon mod list. Although Listo uses the FeatsOverhaulPlus version, this patch can be used with either one of the main versions, since it doesn't depend on the changes made in the Plus version. Load this patch after the main version. Changes are:
  • Performer: Gold gain is reduced.
  • Ritual Caster: Instead of the toggled ability to cast a ritual spell in combat without expending a spell slot, you learn all the ritual spells from the list that you pick only 3 to learn in the main version.
  • Essential Feats by Syrchalis: +1 ability score from Deadly Alacrity is removed.
  • Valkrana's Skeleton Crew Feat by Sailor Cat: The Skeleton Crew feat is renamed and all effects removed (essentially an empty feat).
  • War Caster (2014 and 2024) by wesslen: 2024 version is removed and 2014 version is renamed back to just "War Caster" (so there will only be a single War Caster feat).

General Notes
  • Unless otherwise mentioned, the changes are in addition to the existing bonuses granted by the feats in vanilla.
  • All changes below are relative to vanilla feats, and do not include the universal changes to feats that remove the ability cap of 20 for ability score increases described above. 
  • Some feats provide more combat benefits while others give more out-of-combat bonuses. I think this is fine; not all feats have to be perfectly balanced at the same level in terms of combat power. Feats that aren't as combat-focused still have value if you don't only care about combat, and especially so if you're playing with a single save like Honour Mode, or otherwise aren't save scumming to get desired out-of-combat rolls and results.

ASI - No changes

Actor
  • Gain expertise in Persuasion, Deception, Intimidation, and Performance (previously only Deception and Performance).

Alert

  • Gain bonus to Initiative equal to your Proficiency Bonus (previously +5).
  • Gain proficiency in Perception
Note: Vanilla uses a d4 die for initiative, which makes Alert ridiculously strong with a +5 bonus. This is further compounded by unmodded gameplay allowing you to easily burst down enemies in the first round of combat, which makes initiative all that more important. This change is a slight nerf to Alert, which is intended to be used in combination with a mod that also changes the initiative die such as MaskedRPGFan's Initiative Variants. I personally use d10 initiative. If still using vanilla's d4 initiative die, then this version of Alert will still be too strong, but if it's nerfed further, then Alert will become too weak if you also use a mod that changes the initiative die.

Athlete - No changes

Charger
  • Charger: Weapon Attack: Removed bonus action cost. Added once per turn cooldown. Add double your Proficiency Bonus to the damage done (previously flat +5 damage).
  • Charger: Shove: Removed action cost.
Note: The extra damage from the double Proficiency Bonus for Charger: Weapon Attack doesn't show properly on the tooltip, but it is indeed added to the damage.

Crossbow Expert

  • Renamed “Bow Expert”.
  • Gain proficiency with all bows.
  • No disadvantage on on melee attacks for all bows (previously only crossbows).
  • Doubles duration of Gaping Wounds and Hamstrung (previously only Gaping Wounds).
  • Increases save DC of Piercing Shot and Hamstring Shot by 2.
  • +1 Dexterity.
Note: Crossbows in vanilla are already generally stronger than bows when used as actual weapons and not just stat sticks, with the exception of Titanstring Bow (which is due to other mechanics that let you easily get high Strength). This change brings bows more in line with crossbows in terms of power. However, hand crossbows especially are pretty overpowered in vanilla, and this change doesn't nerf them but in fact buffs them slightly through the higher save DC for Piercing Shot. To help with hand crossbow balance, I recommend using Luma's Ever Wanted Hand Crossbows To Be Worse - Now They Are.

Defensive Duellist
  • Renamed to "Duellist".
  • Removed requirement of 13+ Dexterity.
  • When you have a FInesse weapon you're proficient with equipped in your main hand and your off-hand is empty, you gain a bonus to melee weapon attack rolls equal to your Proficiency Bonus and your critical attack threshold with them is reduced by 1.
  • As the new effect doesn't work with Versatile weapons but there's no way to force using a Versatile weapon except dual wielding (which wouldn't be compatible with the effect), you also gain a spell that removes the Versatile property from any Versatile + Finesse weapon. This also can only be used on a single weapon at a time and you can't transfer the weapon to another character's inventory, to prevent edge cases of having the Versatile property accidentally permanently removed from a weapon. You also gain a spell to remove this effect at any time. As this is done through SE and isn't really an in-built functionality in the game, the weapon tooltip doesn't update immediately to remove/restore the "Versatile" text on it (you'll need to re-equip the weapon), but the gameplay functionality works fine still.
  • +1 Dexterity
Note: The vanilla effect from this feat works as long as you don't have a weapon in your off-hand, i.e. it works if you're using a shield. I wanted to give a small buff to builds that lean into being a true fencer-esque archetype where they use a one-handed weapon with no shield. The new effect has the same conditions as the vanilla effect (the reaction), but has the additional requirement of requiring the empty off-hand.

Dual Wielder

Note: Dual-wield builds (not counting hand crossbows) are still lacklustre even with this buff. I actually recommend using the Dual Wielding Master mod by Crunchydeer, which adds a passive to this feat that allows you to make free off-hand melee attacks for each main hand melee attack you make, at the cost of a penalty to the attack rolls. This helps dual wielding keep up in damage once you get Extra Attack.

I included a patch that combines the Two-Weapon Fighting Style from this mod with the -3 Attack Roll version of Dual Wielding Master, so you can use that mod while still getting Two-Weapon Fighting Style from this feat. The patch should be loaded after Dual Wielding Master; if using it, it doesn't matter if Dual Wielding Master is loaded before or after the main Feats Overhaul file.

Dungeon Delver

  • Gain expertise in Sleight of Hand and Perception.
  • Gives +1 to Dexterity saving throws.
  • +1 Dexterity or Wisdom.

Durable
  • While in combat, if you start your turn with less than 60% hit points, regain hit points equal to your Proficiency Bonus + Constitution modifier.

Elemental Adept
  • Replaced “cannot roll a 1 on damage die when dealing damage of the chosen element” with flat +1 bonus to damage with the chosen element.
  • +1 Intelligence, Wisdom, or Charisma.

Great Weapon Master
  • Great Weapon Master: All In: Damage bonus changed to double Proficiency Bonus (previously +10). Attack roll penalty changed to Proficiency Bonus - 1 (previously -5).
Note: GWM in vanilla is ridiculously powerful compared to other feats. This change nerfs it but also makes the attack roll penalty less punishing, so it's more viable to take this feat earlier on. In vanilla, the ratio of damage bonus:attack roll penalty is 2. With these changes, the ratio of damage bonus:attack roll penalty goes from 1.50 at level 1 up to 1.83 at level 17 (if using a mod that lets you go past level 12).

Heavily Armoured

  • +1 Strength or Constitution (previously Strength only), and +1 to saving throws with the selected ability.

Heavy Armour Master
  • Decreases all damage taken by an amount equal to your Proficiency Bonus, capped at 5 (previously flat 3 damage reduction and only for non-magical damage).
  • +1 Strength or Constitution (previously Strength only).

Lightly Armoured
  • +1 to saving throws with the selected ability score increase (Strength or Dexterity).

Lucky - No changes

Mage Slayer
  • Mage Slayer: Break Concentration: Replaced effect - you now cause all enemies within 3m of you to have disadvantage on their Concentration saving throws.
  • Mage Slayer: Saving Throw Advantage: Replaced with “Mage Slayer: Magic Resistance”. Gives advantage on saving throws against all spells (previously spells cast in melee range only), and gives resistance to all damage from spells.
  • Mage Slayer: Attack Caster: Extended range to 3m if you have reach weapon equipped (previously always 2m).
Note: How Mage Slayer: Break Concentration used to work is that damage you deal with melee attacks would automatically break a target's Concentration, so the description was quite inaccurate. This change makes it function closer to the original description, but a bit stronger.

Magic Initiate (all)

  • The 1st-level spell chosen no longer has a long rest cooldown, but also costs a spell slot now (still can't be upcast). In return, you also gain a 1st-level spell slot.
  • All spells chosen from this feat use your normal spellcasting ability rather than the spellcasting ability of the chosen class.
  • +1 to spellcasting ability associated with chosen class.
  • Fixed bug where Magic Initiate: Cleric increased the maximum Dexterity bonus applied to AC when wearing medium armor from +2 to +3 (i.e., the same effect as vanilla Medium Armour Master).
Note: in vanilla, your normal spellcasting ability is the spellcasting ability of the most recent new class that you took a level in. See the BG3 wiki for an example.

Martial Adept

  • Gives 3 Superiority Die (previously 1).
  • +1 Strength or Dexterity.

Medium Armour Master
  • Replaced previous bonus with a new effect: While wearing medium armour, gain flat +1 AC, and when you enter combat, you gain temporary hp equal to your Proficiency Bonus (previously increased AC cap from Dexterity while wearing medium armour from +2 to +3).
  • +1 Strength or Dexterity.

Mobile
  • Mobile: Evade Opportunity Attack: Now gives disadvantage against all opportunity attacks against you (previously caused you to not provoke an opportunity attack against a target you make a melee attack against).
  • Mobile: Evade Difficult Terrain: Now prevents your movement speed from being reduced by any effect (previously made you immune to Difficult Terrain after using Dash)

Moderately Armoured
  • +1 to saving throws with the selected ability score increase (Strength or Dexterity).

Performer
  • Gain expertise in Performance and Acrobatics.
  • You earn significantly more gold when you make a successful Performance check when playing a musical instrument. The amount of gold earned increases with your Proficiency Bonus.
  • +1 Dexterity or Charisma (previously only Charisma).
Note: In vanilla, when you you use the Perform action to play your instrument in front of NPCs, you make a Performance check. On a success, NPCs will toss a varying amount of (single) gold coins at you. This means that performing has no real purpose outside of RPing. With this feat, musical performances are now a legitimately viable way of earning gold. If you're willing to spend a little time, you can make quite a lot of gold with zero risk, which is actually quite valuable for Honour Mode or other single-save playthroughs.

However, this will only actually matter if gold income isn't trivialized like how it can easily made so in vanilla playthroughs. To get the most out of this feat, I recommend using the following difficulty settings, as well as one or multiple of the following mods:
  • Using 3-4x trade price modifier (Tactician/Honour mode is 3x).
  • Poor Adventurer (Economy Overhaul) by Paramonov - overhaul of economy to make gold more scarce (and hence valuable) in general.
  • Improved Pickpocketing by GraphicFade - pickpocketing is a large reason why the gold economy is largely irrelevant and can easily make this feat irrelevant as well since it doesn't even require sacrificing a feat. This mod nerfs the mechanic.
  • Fair Trade in Faerun by GraphicFade - can no longer get expensive equipment for "free" by killing the vendor.

Polearm Master

  • Added tridents and corrected description to also include pikes (which were already included in vanilla but missing from the description).
  • Polearm Master: Opportunity Attack: Can now be used while disguised. Sentinel feat's opportunity attack now has a small pushback if you also have Polearm Master and are using a polearm, causing PAM to correctly prevent enemies without a reach weapon to be out of melee range of you when combining the two feats.
  • Polearm Master: Bonus Attack: Damage now includes all damage riders, such as Caustic Ring and Great Weapon Master: All In, and your spellcasting ability modifier will be added to the damage instead of your Strength/Dexterity modifier if you have a spellcasting ability override on your weapon (such as Pact Weapon and Hexblade Bind Weapon). This was partially implemented in Patch 8 hotfix 1 (hotfix 30), but the implementation of this mod is also backwards compatible with users still on Patch 7 (while still working with Patch 8 users), and also adds additional overrides that weren't included in hotfix 30 such as Shillelagh and a couple from other mods.
Note: Bluesatin’s Polearm Master Plus mod is a great mod that uses Script Extender to add the Reach property to versatile polearms when wielded with both hands, essentially allowing to dynamically increase their range. However, it still doesn't properly fix damage riders with Polearm Master: Bonus Attack. If you want the dynamic Reach property from PAM Plus but the fix to damage riders from this mod, then load PAM Plus before this mod.

Resilient - No changes

Ritual Caster
  • Learn three ritual spells (previously two). If using FeatsOverhaulPlus, then the following ritual spells from other mods will also be available to learn:
    • 5e Spells: {Ceremony, Commune with Nature, Detect Magic, Unseen Servant, Water Walk}.
    • PF2e Spells: {Ant Haul}.
  • Learn two utility cantrips: {Dancing Lights, Friends, Guidance, Light, Mage Hand, Minor Illusion, Resistance, Thaumaturgy}.
  • Once per short rest, you can cast a ritual spell while in combat without expending a spell slot (this is done through a toggle).
  • When you take a short rest, you have a 20% chance to regain a level 1 spell slot. At level 5, you also gain a separate 20% chance to regain a level 2 spell slot; at level 12, you gain another separate 20% chance to regain a level 3 spell slot.
  • Learning spells from scrolls now only costs half as much (25 gold per spell level instead of 50 gold).
  • +1 Intelligence, Wisdom, or Charisma.

Savage Attacker
 - No changes

Sentinel
  • Sentinel: Vengeance: Now properly works when combined with Polearm Master to ensure enemies are stopped outside of range (see Polearm Master).

Sharpshooter
  • Sharpshooter: All In: Damage bonus changed to double Proficiency Bonus (previously +10). Attack roll penalty changed to Proficiency Bonus - 1 (previously -5).
Note: See Great Weapon Master, as the changes are identical.

Shield Master
  • Shield Master: Block: Fixed description to clarify that passive only works while wearing a shield. Now a passive instead of a reaction (same effect as Rogue’s Evasion passive and does not stack with it) and will correctly halve damage on saving throw fail. Also reduces all damage taken by 1.
  • Unlocks Shield Blow as a bonus action while a shield is equipped.
    • If Viconia’s Walking Fortress is equipped: this feat’s Shield Blow also deals 2d4 Force damage.
    • Changes all vanilla Shield Blows plus this feat’s Shield Blow to use hybrid save DC (higher of your [weapon save DC + 2] or your spell save DC) instead of spell save DC.

Skilled
  • +1 to any ability.

Spell Sniper
  • Ranged spell attacks no longer suffer low ground penalties (disadvantage on the attack roll when target is on higher ground than you).
  • If using FeatsOverhaulPlus, then the following spells from other mods will be added to the list of selectable cantrips:
  • Grants advantage on damage die (i.e., damage die are rolled twice and the highest result is used, same effect as Savage Attacker) for the following spells:
    • Vanilla: {Bone Chill, Fire Bolt, Ray of Frost, Ice Knife, Guiding Bolt, Magic Missile, Melf's Acid Arrow, Ray of Sickness, Witch Bolt, Lightning Arrow}.
    • If using FeatsOverhaulPlus, then the following spells from other mods are also included in this effect:
    • 5e Spells: {Magic Stone, Chaos Bolt}.
    • Homebrew Spells: {Illusionary Dart, Rock Slam, Sonic Blast, Water Bullet, Aether Lance}.
    • 5R Starry Wisp: {Starry Wisp} (lol).
Note: The rationale behind the list of spells included in the advantage on damage die feature is for it to feature medium-long ranged, attack roll spells that are not already overly strong. This is why Eldritch Blast (most OP cantrip by design) and Scorching Ray (already one of the strongest damage spells in the game) are excluded. Magic Missile is included because it still fits the "spell sniper" theme and is only decent in Honour Mode ruleset.

Tavern Brawler

  • Removed +1 Strength or Constitution.
  • Add bonus equal to Proficiency Bonus - 1 to unarmed, thrown, and improvised weapon attack rolls and damage (previously added Strength modifier twice, instead of once, to attack rolls and damage).
  • Fixed Tavern Brawler not working while in Wild Shape in Honour Mode, and also now works in Slayer Form.
Note: Tavern Brawler is another vastly overtuned feat in vanilla. Untying Strength from it prevents it from making Monk/thrower builds ridiculous when combined with Strength elixirs, assuming you're not using a mod that nerfs those elixirs. Those builds are also especially strong early game but fall off slightly in damage come Act 3. The new Tavern Brawler is much weaker early game, but scales well as the game progresses.

Tough

  • Gives +2 to Constitution saving throws.
  • +1 Constitution.

War Caster - No changes
Note: I recommend using wesslen's War Caster (2014 and 2024) mod to make this feat just a bit more satisfying.

Weapon Master
  • Gain proficiency in all weapons (previously only 4 weapons of your choice).
  • Can pick a fighting style from: {Archery, Duelling, Great Weapon Fighting, Two-Weapon Fighting}.
  • Deal 1 additional damage with weapon attacks.

Compatibility and Known Conflicts
Obviously, this mod will conflict with any other mod that edits the same feats changed in this one. Whichever mod loaded later will overwrite the earlier one. In general however, as long as you want all the changes made by this mod and don't want them overwritten by another mod, then this mod should not cause any issues if it's loaded later in your order and it may be recommended to do so to avoid the risk of unintentional/unforeseen conflicts.

Vanilla Equipment Overhaul and Vanilla Armor Overhaul contain a bug fix for the bonus damage for Great Weapon Master which specifically overwrites the bonus damage and attack roll penalty. If using those mods, then load them before this mod.

I recommended above using Polearm Master Plus but loading it before this mod so the fix for Polearm Master: Bonus Attack will be properly applied.

This mod edits the _CRIME_BardReactions.txt file for the Performer feat, so any mod that touches it will be incompatible with this one (though I'm not aware of any myself), with the mod being loaded later overwriting the earlier one. Note that bluesatin's Magical Musical Instruments is an awesome mod that also adds love to instruments. However, it also edits the Performer feat and is an override mod, meaning that with respect to the Performer feat, it's not compatible with this mod no matter the load order. If you want to use Magical Musical Instruments but keep this mod's functionality for Performer, you can unpack Magical Musical Instruments and remove the changes to Performer.

OneDnD - Eldritch Knight - War Magic and Improved War Magic PHB 2024 overwrites the entry for the Polearm Master bonus attack. Please load this mod after that one.

Installation/Uninstallation
Fine to install and uninstall mid-playthrough. Just make sure to respec your characters to level 1 before doing so (for both installing and uninstalling) - not strictly necessary in all cases for uninstalling, but safest and simplest to do so instead of manually checking if the feats your characters have are safe or not to keep before uninstalling.

Credits
Ajax 
is the co-author on this mod and came up with many of the ideas for the feats. This mod was initially developed for Listonomicon, the BG3 mod list that he curates. It's one of the highest quality BG3 mod lists/collections out there, with it being constantly updated and maintained, and includes many custom patches, bug fixes, and even mods (like how this mod was started!) specifically made for it. Go check if out if you're interested!

As mentioned above, thanks to Syrchalis and WoolToque for their earlier feat rebalance mods, which I used as a starting point for many of the changes here. Goonsack deserves big thanks for coming up with the implementation for replacing ability selectors for feats with passive selectors to allow ASI bonuses to stack above 20, which I used in this mod.

As always, thanks to kuder, who is my go-to person for getting input on balance.

Other rebalances from me:
Aura of Murder Rebalanced (Bhaalist Armour and Bhaalist Cultists)