Might work out for your table, but with so many extra feats available, I suspect your Fighters might start to feel a bit cheated. Extra feats is really their thing, and having everyone be able to take even two extra ones at will, not even losing an ability increase, kind of diminishes that specialty.
Might work out for your table, but with so many extra feats available, I suspect your Fighters might start to feel a bit cheated. Extra feats is really their thing, and having everyone be able to take even two extra ones at will, not even losing an ability increase, kind of diminishes that specialty.
Wouldn't fighter's still get their extra feats? It doesn't seem like he's taking away anything, but adding feats to everyone, regardless of class.
Jacked goblin... Thats not an answer to players though... Because all you say is... "Shut up my game, my table, i play the way 'I' want" and thats not how i rule. I strive to give players what they want as well as what i want. You know the 50/50.
And im serious... I want a system that is simple and effective. The current one is badly done and gives too much lee way to certain classes. Like monks and barb and druids. But mostly druids.
I get the 100 feet dead. I dig it. But how do you scale it for lower... There is no easy way out of that one... Except perhaps going the resistance route.
Then again... Im thinking 1% per feet. But then again.. Requires much calcs.
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I hate being forced into feats. I hated 3e for always being feat starved. I like the fact that people have to make the desicion to be stronger stats wise or specialised, but not both. I did like that 1st level feat though. As stats are just better then feats. But i wouldnt go beyond that first level feat.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I don't dig the one hundred feet equals death thing myself. Not when in the real world people have gotten lucky and survived absurd falls in the thousands of feet.
If people in the real world that aren't special can survive such insane falls now and then, then I have no issue with fantasy characters that can survive a cannon to the face surviving such falls on a regular basis. I'd say surviving the falls are more realistic than most of the things players survive...
Might work out for your table, but with so many extra feats available, I suspect your Fighters might start to feel a bit cheated. Extra feats is really their thing, and having everyone be able to take even two extra ones at will, not even losing an ability increase, kind of diminishes that specialty.
Wouldn't fighter's still get their extra feats? It doesn't seem like he's taking away anything, but adding feats to everyone, regardless of class.
Yep the fighter would and would just be more badass for it. Same as the rogue getting their extra feat. Fighters aren't the only class with more than the base feat number.
I don't dig the one hundred feet equals death thing myself. Not when in the real world people have gotten lucky and survived absurd falls in the thousands of feet.
If people in the real world that aren't special can survive such insane falls now and then, then I have no issue with fantasy characters that can survive a cannon to the face surviving such falls on a regular basis. I'd say surviving the falls are more realistic than most of the things players survive...
True, there are always outliers.
Falling damage caps out at 20d6 for 200 feet, but this woman technically survived 3333d6 which for fun let's just see: Unable to parse dice roll.
Maybe it's too large lol Unable to parse dice roll.
I don't dig the one hundred feet equals death thing myself. Not when in the real world people have gotten lucky and survived absurd falls in the thousands of feet.
If people in the real world that aren't special can survive such insane falls now and then, then I have no issue with fantasy characters that can survive a cannon to the face surviving such falls on a regular basis. I'd say surviving the falls are more realistic than most of the things players survive...
True, there are always outliers.
Falling damage caps out at 20d6 for 200 feet, but this woman technically survived 3333d6 which for fun let's just see: Unable to parse dice roll.
Maybe it's too large lol Unable to parse dice roll.
On average it's 11,665 damage....
Something some people forget is a thing called terminal volocity. There is a point where you hit terminal volocity at point you stop accelerating. That's what the dice cap represents. Once you hit terminal volocity it doesn't make a damn bit of difference how much further you fall, the impact will be the same either way. If you land in such a way you could survive terminal volocity, then 500 feet or 30,000 feet it makes no difference.
Wouldn't fighter's still get their extra feats? It doesn't seem like he's taking away anything, but adding feats to everyone, regardless of class.
Yes, but handing out extras still makes the Fighter seem a bit "less special."
The proposed change may seem innocuous because it forces some of the Feat or Ability Bonus (FOAB) choices to be Ability Bonus increases, but that just means the Feats can then be chosen freely--there's no worrying about falling behind on Ability stats. Ignoring levels 19 and 20, since most games don't reach those levels, non-Fighters effectively get 6 FOABs now (Rogues get 7;) Fighters still get extras at levels 6 & 14, for a total of 8 during most games. The problems with this are:
- 1. Everyone gets at least 6! This means everyone can customize themselves to a point where their last pick is Lucky just because they have another spare Feat. It lowers the novelty of the feature. - 2. Fighters still only get 2 more than everyone else now, despite everyone getting more. Their extra FOABs are less important now, and the class loses a bit of its niche.
Again, it may not matter in that most will probably love it. But I wouldn't be surprised if the number of people choosing to play a Fighter starts to fall off due to it watering down the class a bit.
Again, it may not matter in that most will probably love it. But I wouldn't be surprised if the number of people choosing to play a Fighter starts to fall off due to it watering down the class a bit.
I have never played a fighter in 5E for the feats and I know no one who has... Even if they didn't have those bonus feats, the fighter with it's eventual four attacks and awesome subclasses is more than viable. This isn't 3.5 where the only thing fighters got were feats. The only reason they got extra feats was a holdover from 3.5, the chassis of the fighter and it's subclasses don't need them to compete, even without them, I still prefer fighter if the only thing I'm looking for is kicking ass in straight combat. Just asked my players if they ever considered the extra feats when making their fighters and picking the class. One even said they forgot the fighter got those extra feats, and they literally just made a fighter for a new campaign in someone else's game the other day, it's such a non issue some people even forget it's a thing. Most of my players love customizing their characters and absolutely love these kinds of rules that allow them to do that more. As for the lucky feat, neither I nor any of my players have ever even chose that feat. It's boring and flavorless and adds nothing to most characters in terms of style and customization.
Heck, feats and attributes are one of the perks you get in exchange for leveling up after 20, at worst all I'm doing is giving people a chance to customize their character a bit more before they hit 20, rather than having to wait til 20 to get some potentially character style feats. The only difference from my game and an epic game, is my players get to customize a bit more earlier, and enjoy some of that customization longer in their career.
I like to allow my players a single 'free' feat at level 1 as well, because it bothers me immensely that variant human is so enormously overplayed due to getting that free feat as well as many of the 'Official' feats only really making sense as a background element. Go ahead, tell me how you 'level up' into either of the dragonborn racial feats, for example?
Caveat: 'combat' feats are dispermitted. If your species has a racial feat, you should select from those, or conversely if there's a cool fluff feat that works for your character (Linguist is one of my favorite examples), you can do that instead. But absolutely no Great Weapon Muenster, Cheesebow Expert, Polearm Cheddar, or anything else whose primary benefit lies in improving combat. Level 1 bonus feats are strictly to allow the Xanathar racial stuff to get a chance to see play properly, and to allow cool fluff feats nobody ever takes in main progression to have a chance.
I see a lot of that, really - people finding ways to give players heroic stats to start with or add additional feats in progression because bloody EVERYBODY takes the same list of half a dozen or so dumbass combat feats when they don't take a regular ASI because both point buy and standard array leave you weak and anemic and in desperate need of every ASI you can get, and the combat feats are so ridiculously over-potent that the noncombat feats never stand a chance.
Seriously. If I never see War Caster on a character sheet again it'll be too soon.
then again... ArdenWolf... you are making the fighter a huge beast compared to what it really is. the fighter right now is the only class that abuses ASI by being able to get up to 3 stats at 20 from 15 points. where every single other classes can only get 2 stats at 20. if you ever gotten a character up to 20 and ever created such characters for the fun of it, you easily realise how easy it is to have your feats and your stats as it is. meaning that fighters usually have so many feats and stats already, that they usually don't even know which feat to take by level 12. that means 12,16 and 19 are already too much for the fighter and usually he will put ASI in a dump stat for the sake of it.
5 ASI is already more then enough to get your primary stat to 20 and have 2 feats. that's from 15 in your primary stat. Level 4 - ASI (+2 stat) Level 8 - ASI (+2 stat) Level 12 - ASI (+1 stat and +1 stat in your choice of stat) Level 16 - Feat Level 19 - Feat
i rarely ever needed more then that. to be honest, i feel like those who want feats at lower levels, usually don't get to play all the way up to 20 and make rulings just to get the level 20 bonuses faster without having to get to level 20. i used to be like that. because i used to not get above and beyond level 10 or 12. it felt like i could never get a game going beyond that. especially in 3rd edition where magic items made us way too powerful at low levels.
but in 5e, i'm at second campaign, third if you count the other group. i have 2 groups playing, and both have gotten all the way to 20 and believe it or not, the ASI are getting old fast. and eventually the players took feats or simply multiclassed ditching the last 2 ASI entirely. that's about 10 out of 11 players right there that chose preferably to multiclass or take feats instead of getting stats because their main stats were already at max. the other 1 out of 11... that was a player who didn't know what feat was and wouldn'T even think about picking that one, he preffered to just add more stats and be better at skills.
in the end... if i follow the feat leveling with any characters i play... at level 8 i will not even know what to add anymore, anything i will add fromt hat point on, will be simply wasted. because not all feats are good and not all feats are suitable for a character. there is really only 2-3 feats that are worth taking for a character, optimisation wise.
this is why i decided to just let go off the first level feat to begin with.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I think we play in very different games. Not every character we make is optimal, most are RP heavy, so they tend to want things that add more fluff to the character, or add emphasis to their style. We also tend to allow more feats than the base books have. So lots of fluffy homebrew type stuff. Like we have players taking feats like Gourmand from UA because they want to be the best damn cook ever for example. Have had two characters actually for which cooking was a huge deal. There was a point where due to interest events the two games had a crossover and there was a cook off of epic proportions. Of course the same character would have other feats that complimented their combat style, or a feat the came from their heritage, etc, because it's not a game of just fluff, so characters need to be able to compete. Also the extra slots allow for characters with suboptimal decisions to still keep up.
Take a current game that's just starting. We all have two characters, I have two fire genasi that are basically half-efreet by story. One is a runaway harem girl from the grand Sultan's Wife pile, and the other her personal guard, and one of the Sultan's unimportant half breed kids. So both took the Efreet heritage homebrew feat from this site at first level to further represent their being not "just" fire Genasi, but actual half-genies. One is a bard, the other is a barbarian, neither has a bonus to their main stat from their race, and the feat does little to fix that problem.
These kinds of decisions, for RP reasons are encouraged and promoted by our group, because we're telling a story and it's not just about stats, but we don't want to punish people for making these kinds of decisions, so quite often, we come across things that really fit a character, but the rules would screw people to take. Part of the reason I incorporate these types of rules is to give people more freedom and breathing room. The 1st level one especially I argue for in any game I play, even if can't get anything else. That said I'll accept not having it if the DM insists.
Another house rule, is we typically start our games at level three so that no one class is locked out from their subclass, because quite often a subclass so fundamentally alters how a character functions, that some characters are simply bizarre before they acquire it, and in many cases the character makes little sense without it background wise.
I find it bizarre when people say things like, "The player typically runs out of viable options after one or two..." because I can't imagine that scenario. I've had few characters so simple and specialized in scope that I couldn't think of many ways they could grow, and I find it silly the expectation that most of these feats not get acquired til after level 20 when you're practically fricken Goku already...
We do not optimise that much. Heck i got a player taking the perfect memory feat just so he doesnt have to type things down. Putting it on me instead.
The thing is... How many feats do you think your characters need for you to be satisfyed ? Even if i take a different route and pick all feats... After 3 or 4... 5 at best ill be satisfyed.
1 or 2 extra feat is good. But 4 to 5 extra feats will make your players take feats for the sole purpose of filling up. Which serves the contrary to what you want.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
And according to the earlier statement, the variant human would start with 2 feats. It seems excessive to me, but if you and your table enjoy that style of play, then more power to you!
I use a "everybody gets a free feat at first level" rule. However, I don't let anyone take any of the racial feats that allow casting of second level spells (so, no Drow High Magic or Wood Elf Magic), as these unbalance things too much at first level.
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Might work out for your table, but with so many extra feats available, I suspect your Fighters might start to feel a bit cheated. Extra feats is really their thing, and having everyone be able to take even two extra ones at will, not even losing an ability increase, kind of diminishes that specialty.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Wouldn't fighter's still get their extra feats? It doesn't seem like he's taking away anything, but adding feats to everyone, regardless of class.
Published Subclasses
Jacked goblin... Thats not an answer to players though... Because all you say is... "Shut up my game, my table, i play the way 'I' want" and thats not how i rule. I strive to give players what they want as well as what i want. You know the 50/50.
And im serious... I want a system that is simple and effective. The current one is badly done and gives too much lee way to certain classes. Like monks and barb and druids. But mostly druids.
I get the 100 feet dead. I dig it. But how do you scale it for lower... There is no easy way out of that one... Except perhaps going the resistance route.
Then again... Im thinking 1% per feet. But then again.. Requires much calcs.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I hate being forced into feats. I hated 3e for always being feat starved. I like the fact that people have to make the desicion to be stronger stats wise or specialised, but not both. I did like that 1st level feat though. As stats are just better then feats. But i wouldnt go beyond that first level feat.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I don't dig the one hundred feet equals death thing myself. Not when in the real world people have gotten lucky and survived absurd falls in the thousands of feet.
If people in the real world that aren't special can survive such insane falls now and then, then I have no issue with fantasy characters that can survive a cannon to the face surviving such falls on a regular basis. I'd say surviving the falls are more realistic than most of the things players survive...
Yep the fighter would and would just be more badass for it. Same as the rogue getting their extra feat. Fighters aren't the only class with more than the base feat number.
True, there are always outliers.
Falling damage caps out at 20d6 for 200 feet, but this woman technically survived 3333d6 which for fun let's just see: Unable to parse dice roll.
Maybe it's too large lol Unable to parse dice roll.
On average it's 11,665 damage....
Published Subclasses
Something some people forget is a thing called terminal volocity. There is a point where you hit terminal volocity at point you stop accelerating. That's what the dice cap represents. Once you hit terminal volocity it doesn't make a damn bit of difference how much further you fall, the impact will be the same either way. If you land in such a way you could survive terminal volocity, then 500 feet or 30,000 feet it makes no difference.
That's actually crazy. I did not know that.
Published Subclasses
Just looked it up, it takes falling about on average 1,500 feet before you hit terminal velocity.
Interesting, so then really that would be 150d6 should be the "realistic max" lol I wonder if that's small enough - 521
It worked!!! Though I see lots of ones lol
Published Subclasses
Yes, but handing out extras still makes the Fighter seem a bit "less special."
The proposed change may seem innocuous because it forces some of the Feat or Ability Bonus (FOAB) choices to be Ability Bonus increases, but that just means the Feats can then be chosen freely--there's no worrying about falling behind on Ability stats. Ignoring levels 19 and 20, since most games don't reach those levels, non-Fighters effectively get 6 FOABs now (Rogues get 7;) Fighters still get extras at levels 6 & 14, for a total of 8 during most games. The problems with this are:
- 1. Everyone gets at least 6! This means everyone can customize themselves to a point where their last pick is Lucky just because they have another spare Feat. It lowers the novelty of the feature.
- 2. Fighters still only get 2 more than everyone else now, despite everyone getting more. Their extra FOABs are less important now, and the class loses a bit of its niche.
Again, it may not matter in that most will probably love it. But I wouldn't be surprised if the number of people choosing to play a Fighter starts to fall off due to it watering down the class a bit.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
I have never played a fighter in 5E for the feats and I know no one who has... Even if they didn't have those bonus feats, the fighter with it's eventual four attacks and awesome subclasses is more than viable. This isn't 3.5 where the only thing fighters got were feats. The only reason they got extra feats was a holdover from 3.5, the chassis of the fighter and it's subclasses don't need them to compete, even without them, I still prefer fighter if the only thing I'm looking for is kicking ass in straight combat. Just asked my players if they ever considered the extra feats when making their fighters and picking the class. One even said they forgot the fighter got those extra feats, and they literally just made a fighter for a new campaign in someone else's game the other day, it's such a non issue some people even forget it's a thing. Most of my players love customizing their characters and absolutely love these kinds of rules that allow them to do that more. As for the lucky feat, neither I nor any of my players have ever even chose that feat. It's boring and flavorless and adds nothing to most characters in terms of style and customization.
Heck, feats and attributes are one of the perks you get in exchange for leveling up after 20, at worst all I'm doing is giving people a chance to customize their character a bit more before they hit 20, rather than having to wait til 20 to get some potentially character style feats. The only difference from my game and an epic game, is my players get to customize a bit more earlier, and enjoy some of that customization longer in their career.
I like to allow my players a single 'free' feat at level 1 as well, because it bothers me immensely that variant human is so enormously overplayed due to getting that free feat as well as many of the 'Official' feats only really making sense as a background element. Go ahead, tell me how you 'level up' into either of the dragonborn racial feats, for example?
Caveat: 'combat' feats are dispermitted. If your species has a racial feat, you should select from those, or conversely if there's a cool fluff feat that works for your character (Linguist is one of my favorite examples), you can do that instead. But absolutely no Great Weapon Muenster, Cheesebow Expert, Polearm Cheddar, or anything else whose primary benefit lies in improving combat. Level 1 bonus feats are strictly to allow the Xanathar racial stuff to get a chance to see play properly, and to allow cool fluff feats nobody ever takes in main progression to have a chance.
I see a lot of that, really - people finding ways to give players heroic stats to start with or add additional feats in progression because bloody EVERYBODY takes the same list of half a dozen or so dumbass combat feats when they don't take a regular ASI because both point buy and standard array leave you weak and anemic and in desperate need of every ASI you can get, and the combat feats are so ridiculously over-potent that the noncombat feats never stand a chance.
Seriously. If I never see War Caster on a character sheet again it'll be too soon.
Please do not contact or message me.
A lot of my games give warcaster free because it's so often chosen and needed it feels like a feat tax...
then again... ArdenWolf... you are making the fighter a huge beast compared to what it really is.
the fighter right now is the only class that abuses ASI by being able to get up to 3 stats at 20 from 15 points. where every single other classes can only get 2 stats at 20.
if you ever gotten a character up to 20 and ever created such characters for the fun of it, you easily realise how easy it is to have your feats and your stats as it is. meaning that fighters usually have so many feats and stats already, that they usually don't even know which feat to take by level 12. that means 12,16 and 19 are already too much for the fighter and usually he will put ASI in a dump stat for the sake of it.
5 ASI is already more then enough to get your primary stat to 20 and have 2 feats. that's from 15 in your primary stat.
Level 4 - ASI (+2 stat)
Level 8 - ASI (+2 stat)
Level 12 - ASI (+1 stat and +1 stat in your choice of stat)
Level 16 - Feat
Level 19 - Feat
i rarely ever needed more then that.
to be honest, i feel like those who want feats at lower levels, usually don't get to play all the way up to 20 and make rulings just to get the level 20 bonuses faster without having to get to level 20. i used to be like that. because i used to not get above and beyond level 10 or 12. it felt like i could never get a game going beyond that. especially in 3rd edition where magic items made us way too powerful at low levels.
but in 5e, i'm at second campaign, third if you count the other group. i have 2 groups playing, and both have gotten all the way to 20 and believe it or not, the ASI are getting old fast. and eventually the players took feats or simply multiclassed ditching the last 2 ASI entirely. that's about 10 out of 11 players right there that chose preferably to multiclass or take feats instead of getting stats because their main stats were already at max. the other 1 out of 11... that was a player who didn't know what feat was and wouldn'T even think about picking that one, he preffered to just add more stats and be better at skills.
in the end... if i follow the feat leveling with any characters i play... at level 8 i will not even know what to add anymore, anything i will add fromt hat point on, will be simply wasted. because not all feats are good and not all feats are suitable for a character. there is really only 2-3 feats that are worth taking for a character, optimisation wise.
this is why i decided to just let go off the first level feat to begin with.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I think we play in very different games. Not every character we make is optimal, most are RP heavy, so they tend to want things that add more fluff to the character, or add emphasis to their style. We also tend to allow more feats than the base books have. So lots of fluffy homebrew type stuff. Like we have players taking feats like Gourmand from UA because they want to be the best damn cook ever for example. Have had two characters actually for which cooking was a huge deal. There was a point where due to interest events the two games had a crossover and there was a cook off of epic proportions. Of course the same character would have other feats that complimented their combat style, or a feat the came from their heritage, etc, because it's not a game of just fluff, so characters need to be able to compete. Also the extra slots allow for characters with suboptimal decisions to still keep up.
Take a current game that's just starting. We all have two characters, I have two fire genasi that are basically half-efreet by story. One is a runaway harem girl from the grand Sultan's Wife pile, and the other her personal guard, and one of the Sultan's unimportant half breed kids. So both took the Efreet heritage homebrew feat from this site at first level to further represent their being not "just" fire Genasi, but actual half-genies. One is a bard, the other is a barbarian, neither has a bonus to their main stat from their race, and the feat does little to fix that problem.
These kinds of decisions, for RP reasons are encouraged and promoted by our group, because we're telling a story and it's not just about stats, but we don't want to punish people for making these kinds of decisions, so quite often, we come across things that really fit a character, but the rules would screw people to take. Part of the reason I incorporate these types of rules is to give people more freedom and breathing room. The 1st level one especially I argue for in any game I play, even if can't get anything else. That said I'll accept not having it if the DM insists.
Another house rule, is we typically start our games at level three so that no one class is locked out from their subclass, because quite often a subclass so fundamentally alters how a character functions, that some characters are simply bizarre before they acquire it, and in many cases the character makes little sense without it background wise.
I find it bizarre when people say things like, "The player typically runs out of viable options after one or two..." because I can't imagine that scenario. I've had few characters so simple and specialized in scope that I couldn't think of many ways they could grow, and I find it silly the expectation that most of these feats not get acquired til after level 20 when you're practically fricken Goku already...
We do not optimise that much. Heck i got a player taking the perfect memory feat just so he doesnt have to type things down. Putting it on me instead.
The thing is... How many feats do you think your characters need for you to be satisfyed ? Even if i take a different route and pick all feats... After 3 or 4... 5 at best ill be satisfyed.
1 or 2 extra feat is good. But 4 to 5 extra feats will make your players take feats for the sole purpose of filling up. Which serves the contrary to what you want.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
And according to the earlier statement, the variant human would start with 2 feats. It seems excessive to me, but if you and your table enjoy that style of play, then more power to you!
Published Subclasses
I use a "everybody gets a free feat at first level" rule. However, I don't let anyone take any of the racial feats that allow casting of second level spells (so, no Drow High Magic or Wood Elf Magic), as these unbalance things too much at first level.