Are these homebrew feats balanced with the official feats?

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Are the following homebrew feats balanced with the official feats?




Dart Master



  • You gain proficiency in darts, if you do not already have proficiency.

  • You have a +1 bonus on any attack rolls to throw a dart.

  • You can use your darts as melee weapons.

  • Your darts crit on 19-20.

  • Your darts ignore half cover, get a -2 penalty for 3-quarters cover, and a -5 penalty for full cover.

Reflexive



Twice per short rest, you gain an extra bonus action or an extra reaction on your turn.



Maximized Spell



When you cast any spell, you can choose to do the maximum damage possible, setting all damage dice to their maximum values. However, at the end of your turn you must make a DC 20 Constitution saving throw or suffer one level of exhaustion. You must choose to maximize before you know whether the spell hits.



Precise Spellcasting



Once per day, you can gain a +10 bonus to a spell attack roll. You must decide to gain this bonus before you roll.



Helpful



You can make the Help action as a bonus action.











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  • Thanks for the edit
    – qazwsx
    1 hour ago










  • With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
    – rpgstar
    34 mins ago










  • This is five questions, not one. You’re totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
    – KRyan
    10 mins ago

















up vote
1
down vote

favorite












Are the following homebrew feats balanced with the official feats?




Dart Master



  • You gain proficiency in darts, if you do not already have proficiency.

  • You have a +1 bonus on any attack rolls to throw a dart.

  • You can use your darts as melee weapons.

  • Your darts crit on 19-20.

  • Your darts ignore half cover, get a -2 penalty for 3-quarters cover, and a -5 penalty for full cover.

Reflexive



Twice per short rest, you gain an extra bonus action or an extra reaction on your turn.



Maximized Spell



When you cast any spell, you can choose to do the maximum damage possible, setting all damage dice to their maximum values. However, at the end of your turn you must make a DC 20 Constitution saving throw or suffer one level of exhaustion. You must choose to maximize before you know whether the spell hits.



Precise Spellcasting



Once per day, you can gain a +10 bonus to a spell attack roll. You must decide to gain this bonus before you roll.



Helpful



You can make the Help action as a bonus action.











share|improve this question























  • Thanks for the edit
    – qazwsx
    1 hour ago










  • With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
    – rpgstar
    34 mins ago










  • This is five questions, not one. You’re totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
    – KRyan
    10 mins ago













up vote
1
down vote

favorite









up vote
1
down vote

favorite











Are the following homebrew feats balanced with the official feats?




Dart Master



  • You gain proficiency in darts, if you do not already have proficiency.

  • You have a +1 bonus on any attack rolls to throw a dart.

  • You can use your darts as melee weapons.

  • Your darts crit on 19-20.

  • Your darts ignore half cover, get a -2 penalty for 3-quarters cover, and a -5 penalty for full cover.

Reflexive



Twice per short rest, you gain an extra bonus action or an extra reaction on your turn.



Maximized Spell



When you cast any spell, you can choose to do the maximum damage possible, setting all damage dice to their maximum values. However, at the end of your turn you must make a DC 20 Constitution saving throw or suffer one level of exhaustion. You must choose to maximize before you know whether the spell hits.



Precise Spellcasting



Once per day, you can gain a +10 bonus to a spell attack roll. You must decide to gain this bonus before you roll.



Helpful



You can make the Help action as a bonus action.











share|improve this question















Are the following homebrew feats balanced with the official feats?




Dart Master



  • You gain proficiency in darts, if you do not already have proficiency.

  • You have a +1 bonus on any attack rolls to throw a dart.

  • You can use your darts as melee weapons.

  • Your darts crit on 19-20.

  • Your darts ignore half cover, get a -2 penalty for 3-quarters cover, and a -5 penalty for full cover.

Reflexive



Twice per short rest, you gain an extra bonus action or an extra reaction on your turn.



Maximized Spell



When you cast any spell, you can choose to do the maximum damage possible, setting all damage dice to their maximum values. However, at the end of your turn you must make a DC 20 Constitution saving throw or suffer one level of exhaustion. You must choose to maximize before you know whether the spell hits.



Precise Spellcasting



Once per day, you can gain a +10 bonus to a spell attack roll. You must decide to gain this bonus before you roll.



Helpful



You can make the Help action as a bonus action.








dnd-5e feats homebrew balance






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edited 1 hour ago









V2Blast

14.4k23594




14.4k23594










asked 1 hour ago









qazwsx

1136




1136











  • Thanks for the edit
    – qazwsx
    1 hour ago










  • With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
    – rpgstar
    34 mins ago










  • This is five questions, not one. You’re totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
    – KRyan
    10 mins ago

















  • Thanks for the edit
    – qazwsx
    1 hour ago










  • With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
    – rpgstar
    34 mins ago










  • This is five questions, not one. You’re totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
    – KRyan
    10 mins ago
















Thanks for the edit
– qazwsx
1 hour ago




Thanks for the edit
– qazwsx
1 hour ago












With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
– rpgstar
34 mins ago




With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
– rpgstar
34 mins ago












This is five questions, not one. You’re totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
– KRyan
10 mins ago





This is five questions, not one. You’re totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
– KRyan
10 mins ago











1 Answer
1






active

oldest

votes

















up vote
4
down vote













These are somewhat more overpowered than standard feats



Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:



Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.



Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.



Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.



Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.



Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.






share|improve this answer




















  • It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
    – V2Blast
    1 hour ago










  • Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
    – Quadratic Wizard
    15 mins ago











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1 Answer
1






active

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votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes








up vote
4
down vote













These are somewhat more overpowered than standard feats



Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:



Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.



Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.



Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.



Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.



Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.






share|improve this answer




















  • It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
    – V2Blast
    1 hour ago










  • Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
    – Quadratic Wizard
    15 mins ago















up vote
4
down vote













These are somewhat more overpowered than standard feats



Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:



Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.



Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.



Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.



Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.



Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.






share|improve this answer




















  • It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
    – V2Blast
    1 hour ago










  • Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
    – Quadratic Wizard
    15 mins ago













up vote
4
down vote










up vote
4
down vote









These are somewhat more overpowered than standard feats



Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:



Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.



Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.



Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.



Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.



Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.






share|improve this answer












These are somewhat more overpowered than standard feats



Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:



Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.



Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.



Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.



Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.



Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.







share|improve this answer












share|improve this answer



share|improve this answer










answered 1 hour ago









Quadratic Wizard

19.2k367106




19.2k367106











  • It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
    – V2Blast
    1 hour ago










  • Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
    – Quadratic Wizard
    15 mins ago

















  • It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
    – V2Blast
    1 hour ago










  • Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
    – Quadratic Wizard
    15 mins ago
















It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
– V2Blast
1 hour ago




It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
– V2Blast
1 hour ago












Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
– Quadratic Wizard
15 mins ago





Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
– Quadratic Wizard
15 mins ago


















 

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