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The Middle Ground on Feats


Feats are an optional rule in 5E. Playing with them can drastically alter the balance of the game. Stacking multiple feats can even generate borderline broken, overpowered characters. To avoid the issues with feats, but keep them in the game, I came up with the following feat classification for 5E that limits characters to feats based on the type. This keeps multiple feats from stacking to maximize only one aspect of a character to the point of being broken. 

This includes the feats I had in play at the time it was written. 5E feats are being added all the time, so new categories (maybe racial feats?) and feats may need to be added.

Drop me a line if you find this useful in your game.

FEATS
Feats have been divided into 3 categories given below. Each character may take feats through normal RAW, but may take no more than one feat from each category.  Feats marked with * appear in more than one category and count for every category in which they are listed. For example,  taking the Dragon Hide feat does not allow a character to take any other offensive or defensive combat feats. 
Offensive Combat FeatsDefensive Combat FeatsNon-Combat Feats
AlertDefensive DuelistAthletic
ChargerDurableActor
Crossbow ExpertHeavily ArmoredDungeon Delver
Dual WielderHeavy Armor MasterHealer
Elemental AdeptInspiring LeaderKeen Mind
Great Weapon MasterLightly ArmoredLinguist
GrapplerModerately ArmoredLucky
Mage SlayerMedium Armor MasterMagic Initiate
Martial AdeptMobileObservant
Mounted CombatantShield MasterRitual Caster
Polearm MasterToughSkilled
Savage AttackerResilientSkulker
SentinelDragon Hide*Bountiful Luck
SharpshooterDwarven FortitudeDrow High Magic
Tavern BrawlerFade AwayFey Teleportation
Spell SniperFlames of Phlegethos*Prodigy
War CasterInfernal ConstitutionSquat Nimbleness
Weapon MasterSecond ChanceWood Elf Magic
Dragon Fear
Dragon Hide*
Elven Accuracy
Flames of Phlegethos*
Orcish Flury

         

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