You may however want to keep all changes related to Proficiency Bonuses, as their pupose was to balance strong bonuses from the original Feat.

Some changes to these might not be applicable to your campaigns, as you might not incorporate certain rule options from Darker Dungeons. If so you may use the original published versions instead.

A technique in vigilance is one of many ways to victory. You believe this to a fault, chipping away at minor openings and possibly make openings for others. You gain the following benefits.

Brutality is your form of offense. You confront and overwhelming your opponent by any means necessary. You gain the following benefits.

You are a stalwart tower of defense, able to more effectively use your armor and retaliate against attacks.

You recover better from a beating than most do, hardy and with vigour, it's difficult to keep you down. You gain the following benefits.

You are always on edge for danger, rightfully so, the world is a dangerous place. You gain the following benefits.

This is not the completed project I have been working on, I plan on completing this but I wanted to see if there was interest first. I do this in the hopes I can redesign Feats better for the Darker Dungeons experience. I will answering possible question at the end of this preview.

Sharpshooter

With focus, your skill with a bow is unparalleled, bringing down lethal shots to those who thought their cover was enough, or incredibly accurate range. You gain the following benefits.

You may use your bonus action to Focus while equipping a bow, by doing so you may choose 1 of the following benefits until the end of your turn. You ignore half cover and three-quarters cover on your ranged weapon attacks. You don't have disadvantage when attacking at long range with your bow.



Before making a range attack with a bow that you are proficient with, you may choose to remove your proficiency bonus to your attack. If you hit, you may add double your proficiency bonus in damage.

Spell Sniper

Prerequisite: The ability to cast at least one spell.

Devoted to a technique in certain spells, your aim rivals that of master marksman. You gain the following benefits.

When you cast a ranged spell attack as an action, you may use a bonus action to Overcharge your ranged spell attack. When you do so, choose 1 of the following benefits. Your ranged spell attack ignores half cover and three-quarters cover. The spell's range is doubled.



You learn a cantrip that requires a ranged spell attack from your spellcasting class. If you don't have any options left, then choose any cantrip from your class list.

Q&A

The following are obvious possible questions that I believe might be asked, apologies if a question you might ask does not appear in the following.

What Motivated You to Make This?

Its was definitely NOT because Darker Dungeon by default does not use Feats, though you can say that was the source of it. My personal DM is a very big fan of the rule options, but is also a fond user of Feats and was upset that Feats were an after thought. This caused complications that intergrated the published Feats to some rule options, so I decided to take it upon myself to do this. I however do not mind not using Feats in campaigns, but I understand my DM's point of view that they do further customize Player Characters.

Why These Particular Feats?

Well, I didn't know where to start so I looked into the Darker Dungeon PDF. There I noticed the Blacklist in the Feats Dials segment, so I used those Feats as my start. Though some Feats didn't make it from that list, those Feats I felt didn't seem necessary to change as they didn't seem too strong or weak for an Ability Score Improvement expense. But instead of just changing the 4 I chose, I decided to find 4 other Feats that I felt necessary to change. If you are curious, the guidelines I set for myself was to improve neglected Feats and hold back popular ones. Alert was the only Feat that directly conflicted with one of the rule options: Active Initiative, so that required a mechanic addon that reflected what it was designed for.

Why SO MANY Uses of the Action Economy?

Somewhere I know Mike Mearls has gone on record of saying that he hates Bonus Actions, I think this was around the time the Greyhawk Initaitive was released by Unearthed Arcana. Anyways, I don't quite remember the argrument but I do think it stems from a lack of core uses of bonus actions, there are very few ways to use your bonus action that isn't apart of your class or subclass that you will repeat to use. They require little critical thinking for obvious great benefits, so I do this to change that. I also wanted incentives to use rule options that like Sacrificing Weapons and Armor from the Wear and Tear rule option.

Where are the Rest of the Feats?

This is a preview, I plan on revisioning other Feats from The Player's Handbook and only that. Even then I will only change what is necessary, much like Giffyglyph's approach to changes toward Features from Races, Class, Spells, and etc. This is to see if anyone liked something like this, not to convince Giffyglyph to use Feats to his rule options.

Credits and Special Thanks

Created by The Pasty One

Thank you...

My DM

Friends

Giffyglyph

r/darkerdungeons5e (Might answer further questions here)

Homebrewery

Disclaimer: Remember this is a homebrew, don't use this if you don't want to, but thank you if you do.