
We all know that some of the feats from 5e were incredibly more powerful than other options.
I'm looking STRAIGHT at you, Crossbow Expert, Sharpshooter, and Great Weapon master! You know EXACTLY what you did!
Well, through DMing 2-4 times a week and countless hours of pondering, along with community feedback and five revisions: I have compiled a list of "improved feats" for 5e to bring the weakest feats (voted by the community) up to snuff when compared to their over-powered counterparts.
Smarter Not Bigger: Some feats did not need a lot of altering to make them quite a tempting option for a variety of classes, such as the new Tavern Brawler, Weapon Master, and Skilled. A slight change makes a huge difference!
Total Revamp: Other feats, sadly, were Dead on Arrival for me and many people I spoke with and needed to be altered a great deal to work. Charger, for instance, was considered one of if not the weakest feat in the game. But now my melee characters really struggle with wanting to take the feat at every stat bump they get - but it's not seen as "mandatory" which is exactly how they should be designed.
Borrowed Mechanics: Some games have very interesting and dynamic mechanics that 5e lacks. Some of those mechanics have made their way into these feats in a very sublte and streamlined way - to not be so jarring as to feel alien to new and veteran players alike!
Easily Applied: Like the rest of my Revisited series - i did not want to break away from 5e just for the sake of doing new things - I wanted to shape and tweak the 5e I know and love, and am familiar with, in subtle ways to make it see more "balanced" and fun throughout.