About this mod
Adds desirable feats to the game, either from 5e or own creations.
- Requirements
- Permissions and credits
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Attempt to rebalance all spells and cantrips to be more even in power.
- Rebalance - Cantrips
- Rebalance - Level 1 Spells
- Rebalance - Level 2 Spells
- Rebalance - Level 3 Spells
- Rebalance - Level 4 Spells
- Rebalance - Level 5 Spells
- Rebalance - Level 6 Spells
- Rebalance - Class Spells
- Rebalance - Feats
- Rebalance - Racials
- Rebalance - Common Effects
- Rebalance - Nerfs
Essential Series
Attempt to add missing pieces to the game.
- Essential Feats
- Essential Armor and Weapons
Overview
The goal of this mod is to supplement the selection of feats, giving more options, depth and variety. Some of the feats are taken from 5e, some are inspired by it and some are entirely new.
ASI Version
You will find an optional file in the download section. It gives every feat +1 ASI (ability score improvement) - allowing you to improve one of the six ability scores by +1, essentially turning every feat into a "half feat". It requires the main mod and has to be loaded after it.
If a feat already gave you a limited ability score improvement, (e.g. Lightly Armored offering STR or DEX) it will now let you choose any ability, instead of the limited selection. If a feat gave no ability increase at all, it will now give +1. The optional file covers only the feats from this mod - if you want ASI for vanilla feats, look at my Feat Rebalance.
Please note that tooltips are not updated to reflect this.
I'll not be making additional versions.
Note: Currently most of my imagination went into the rebalances so most of these feats can be found in "Feats Extra". I still wanted to make my own version with my own design and the ability to add more feats.

Alchemist
- Grants 'Experimental Alchemy' passive
- Allows throwing a grenade or water bottle for free once per turn
- Allows throwing healing potions for a bonus action once per turn
- Increase one of CON/INT/WIS/CHA by 1



Deadly Alacrity
- Increase an ability other than CON by 1
- Reduces the number needed for a critical hit by 1
- When you hit a target, regain 1m of movement, 3m on a critical hit or killing blow

Eldritch Adept
- Increases INT, WIS or CHA by 1
- Learn one Eldritch Invocation from the Warlock class (that doesn't require a warlock spell slot)

Fighting Initiate
- Increase STR or DEX by 1
- Learn one fighting style from the Fighter class

Fey Touched
- Increases INT, WIS or CHA by 1
- Learn misty step
- Learn a level 1 divination or enchantment spell
- Spells learned do not cost a spell slot and can be used once per short rest

Heaven Touched
- Increase INT, WIS or CHA by 1
- Learn sanctuary
- Learn a level 1 abjuration or transumation spell
- Spells learned do not cost a spell slot and can be used once per short rest

Hell Touched
- Increase INT, WIS or CHA by 1
- Learn hellish rebuke
- Learn a harmful level 1 conjuration or evocation spell
- Spells learned do not cost a spell slot and can be used once per short rest

Light Armor Master
- Increase STR or DEX by 1
- +3m movement speed, +3m jump distance when wearing light armor
- Reactions against you have disadvantage when wearing light armor

Meta Magic Adept
- Increases INT, WIS or CHA by 1
- Gain 2 meta magic options
- Gain 3 meta magic points

Nimble Fingers
- Increase DEX by 1
- Gain expertise in sleight of hand
- Learn to intercept projectiles aimed at you and fling them back at the attacker
- Intercepting reduces the damage by 1d10 + DEX modifier
- Returning deals 1d4 - 3d4 (level based) + DEX modifier damage
- These reactions work in wild shape (
because I'm biased when it comes to druids)

Shadow Touched
- Increases INT, WIS or CHA by 1
- Learn invisibility
- Learn a level 1 or 2 illusion or necromancy spell
- Spells learned do not cost a spell slot and can be used once per short rest
- Level 1 spells are learned as level 2 upcasts

Skilled Expert
- Gain proficiency in a skill
- Gain expertise in a skill
- Increase an ability by 1

Telekinetic
- Increases INT, WIS or CHA by 1
- Learn mage hand (without a cooldown)
- Learn telekinetic shove - bonus action, STR save, hybrid DC, push distance is 3 + proficiency bonus
Telekinetic Shove Icon:


Thief's Apprentice
- Grants a bonus action on the following turn when you attack from stealth or kill a target
- Grants access to Cunning Action: Hide
- This does not stack with Fast Hands, Wholeness of Body or other effects that grant you a bonus action

War Magic
- Allows you to make a basic attack as bonus action after casting a spell or cantrip
- The attack deals half damage
- At level 5+ the attack deals full damage and you can make any attack (e.g. weapon actions) as bonus action
Notes: If you get this feat very early (e.g. via a mod giving a feat at level 2) this feat doubles the lethality of casters (its in the same league as tavern brawler/great weapon master) - this is why I made the attack deal half damage until level 5. At that point it acts similar to the Eldritch Knight passive or War Priest charges - just a normal extra attack for a bonus action.
Common Questions
If you ask these questions in the comments I'll not be answering them. You have the ability to write, so you have the ability to read as well. And hopefully the ability to think one step further than just my explanations.
Compatibility
In general:
The main reason for compatibility issues is two mods editing the same thing. Depending on the exact thing this can be very broad or narrow. You don't have to be a modder or understand these terms, just know there is different kinds of ways the game stores information:
- Root template: Has to be entirely overwritten to be changed, so two mods changing different things still aren't compatible
- Stats entry: Can be inherited, merged, changed, if the same thing is changed it'll overwrite, otherwise changes merge (unless the entry is entirely overwritten which a lot of novice modders do)
- Progressions/list entry: Like root templates, but compatibility framework allows merging changes for proper compatibility
Load Order
In general:
- The mod loaded later/further down the list overwrites
- Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) has it set to 1 then Firebolt will only hit 1 target
- If the mods change different fields and use self-inheritance (recommended) then the changes merge - which can be desired or not
- Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) changes Firebolt to deal 1d12 damage - if the mods use self-inheritance, you now get a Firebolt that hits 2 targes for 1d12
Feedback
Please try to provide feedback as 'user story'. Tell me what happened, the circumstances, what fight, what difficulty etc. - otherwise its fairly hard for me to judge whether something I designed is problematic in general or just in specific scenarios. That information is very important for me to understand the nature of the issue.
As example: "Your rebalanced blight is way too strong!" is not nearly as helpful as "Blight carried my fight against X entirely by itself, because I lured the enemy out of the room, they clumped up and every hit dealt 3-5 damage to 8+ enemies" - even though the second is still just a single sentence.
Work involved
Essential Feats took around 20h to make. This is despite me being fairly experienced and efficient. You can multiply this time by x5 to x10 for a novice.
An additional version means probably at least 1h or 2h of making that alternate version and uploading it, and then several hours maintaining that version, as now every change made to the original mod has the be copied over to that version. Every upload takes twice the effort (packing two files, updating version, updating description, updating changelog, ensuring you are overwriting the correct file etc.).
There is a lot of unfortunately quite popular mods on nexus that are the lowest effort stat overwrites that don't care about any of: Compatibility, fixing tooltips, adding new mechanics, designing well, making anything new or properly testing - they just slap existing passives on something that already exists. Updates aren't required or don't happen. Of course they can have 10 versions of that mod, because it took them almost longer to upload that version than make it and they aren't going to maintain it.
So before you ask "Can you make a seperate version" ask yourself - what are you asking exactly? A stranger to spend multiple hours of their time for free to make a version that barely appeals to a fraction of people over the original mod and even less people that didn't download the original but would download the other version (= minimal gain in quality and popularity).
More importantly, you are asking the person to take that time away from making a new mod, something that far more people would enjoy far more (probably even you).
Now lets talk money for a second. Depending on how passionate a modder is about your request they might make it for free (since they would have done it themselves anyway) or ask a reasonable price of say 40€ (=44$) an hour. Now look at the highlighted numbers again and do the math. An alternate version is most definitely not the former (something the modder is passionate about) or it would exist already. Are you willing to pay that? A fraction of it?
That is all to say, I still appreciate constructive feedback. Many good changes and additions have come from comments. All I want is for people to stop and think for a moment what they are asking.
Syrchalis' Druid Mod Collection
- Druid Quality of Life - Huge quality of life improvements and bugfixes for druids
- Druid Perfection - Added depth, multi-classing benefits and features for druids
- Druid Wildshape Weapons Armor Gear and Items - Items that work in Wild Shape
- Wildshape Viability - New Spells, Rebalance, Icons and more - Wild Shape overhaul, dozens new spells, specialized Wild Shapes
Links
Check out my other mods.
And also my armors: