Note: completed feats are here and not included below.
You've mastered the art of non-lethal take downs. You gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You can choose to incapacitate a creature as per the Knocking a Creature Out rules (PHB pg. 198) even if you are using a ranged attack to deal the damage.
You know the Spare the Dying cantrip and can cast it as a reaction when a creature you see in range is reduced to 0 hit points.
When you make an attack roll that does not deal damage on a hit, you have advantage on the roll.
Feel like this needs more. Maybe something that happens once you knock a creature unconscious (temp hp, extra attack?)
You have mastered the martial art of fencing. You gain the following benefits.
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Rapiers have the reach property while you wield them.
When you are wielding a rapier and a creature misses a melee attack against you, you can use your reaction to make a single weapon attack against them with the rapier.
Is a third benefit even needed, reach is pretty strong? Maybe require a bonus action or movement to gain reach for a turn?
While wielding a rapier, you can use a bonus action to move 5ft in any direction and then move back without provoking opportunity attacks. (Probably just easier to give reach)
While wielding a rapier, you may use a bonus action to give the rapier the reach property until the start of your next turn.
You gain the following benefits.
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You have proficiency with rapiers, spears and tridents if you don't already.
Rapiers, spears and tridents have the reach property when you wield them.
You are a master creator and user of explosives. You gain the following benefits.
You can light and throw an explosive as a bonus action (see "Explosives" in the Dungeon Master's Guide).
With 1 hour of work and expending 50gp worth of materials, you can produce a number of bombs equal to your proficiency bonus. When you produce a bomb using this feat, you may choose the damage type it deals from the following list; acid, cold, fire, lightning, piercing, poison or thunder.
With 1 hour of work and expending 50gp worth of materials, you can produce a number of special bombs equal to your proficiency bonus. When you produce a bomb, you choose the damage type it deals from the following list; acid, cold, fire, lightning, piercing, poison or thunder. As an action (or bonus action if they have this feat), a character can light this bomb and throw it at a point up to 60 feet away. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A target takes 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
You are resourceful enough to turn a simple tool into a dangerous weapon. You gain the following benefits.
You gain proficiency with Longshoreman's Hooks if you don't already have it.
You can add your proficiency modifier to damage rolls you make for attacks with a Longshoreman's Hook.
You are an adept traveler, you gain the following benefits.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Your travel pace over all land is doubled as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.
You have advantage on Wisdom (Survival) checks to navigate on land or to forage for food in wilderness.
Desc. WIP. You gain the following benefits.
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you hit a creature with a melee weapon that deals piercing damage, you may use a bonus action to lodge the weapon in the creature. Until the weapon is removed with a DC10 Wisdom (medicine) check, the creature takes 1d4 piercing damage for every 10 feet it moves.
You have a number of additional hit dice equal to your proficiency bonus. This does not alter your maximum hit points.
You can cast Counterspell at 3rd-level without expending a spell slot. Once you cast it, you must finish a long rest before you can cast it again using this feat. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
As a bonus action you can mark a number of creatures, that you can see, up to your proficiency bonus. If you see any of these creatures move 5 feet or more before the start of your next turn, you can immediately take a single attack against them with a ranged weapon you are holding.
You can concentrate on two spells or features that require concentration simultaneously. If you try to concentrate on a third, you must drop one of the current ones. If your concentration is broken, such as by damage, all concentrated spells or features are dropped.
When you cast a spell that requires concentration, you can choose to focus on it subconsciously. The spell no longer requires concentration and lasts for the full duration or until you end it (no action required). You can only apply this benefit to one spell at a time.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You devleop an alternate persona which can take on as an action. When you take this feat, you determine the specifics of your alternate persona, including its name, appearance, voice, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new persona until you use an action to revert to your true form or until you are reduced to 0 hit points.
If your persona is of a different race, you can choose to be treated as a member of that race when taking further feats or when attunting to and using magic items. This does not grant you racial traits that you do not have. For example, taking the Dragon Fear feat does not grant you a dragonborn's Breath Weapon trait.
You may take this feat multiple times, creating a new, different persona for each time.
...You gain the following benefits.
Increase a single ability score of your choice by 1, to a maximum of 20.
You ignore all class and race requirements on taking further feats or attuning to and using magic items.
...You gain the following benefits.
Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
When you cast a spell that would normally use your Intelligence, Wisdom or Charisma as its spellcasting ability, you may instead use the ability increased by this feat.
How broken would this actually be? It would potentially allow more multi-classing by reducing MAD (though the 13+ requirement is still there and other features may use other ability)Maybe any spell, not just the main three abilities?Or require choosing a class and only changing the ability for that class (eg. choose warlock, you can now choose which ability to use in place of cha)
You learn the Spectral Crew spell and can cast it as a ritual. You can also cast the spell using any spell slots you have.
When you cast the spell, you can double the number of spectral crew you summon. You also have advantage on saving throws to maintain concentration on this spell.
You have mastered using firearms at long range. You gain the following benefits.
When you make a ranged attack with a firearm, the normal and long range of the weapon are both doubled.
As a bonus action, you give yourself advantage on your next attack roll with a firearm on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
When making a ranged attack with a firearm and targeting a creature with legs, you can use a bonus action to aim specifically for a crippling shot. On a hit, the target suffers the weapon attack's normal effects and has their speed reduced to 0 until the end of their next turn.
Maybe move some of the benefits from the Overwatch feat here?
You have mastered using weapons precisely at long range. You gain the following benefits.
When you make a ranged attack with a firearm, the normal and long range of the weapon are both doubled.
As a bonus action, you give yourself advantage on your next attack roll with a firearm on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
When you make a ranged weapon attack against a creature, you can use a bonus action to aim carefully and impose one of the following conditions on a hit; blinded, deafened, frightened or prone. You decide the condition before making the attack roll, and the condition lasts until the end of the target's next turn.
You learn 3 1st-level spells of your choice from any spell list. You can cast each of the chosen spells without a spell slot, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
When you cast one of these spells, you must roll on the Wild Magic Surge table, from the sorcerer class, to create a random magical effect. A Wild Magic Surge can happen once per turn.
If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
WIP. You gain the following benefits:
Increase an ability score of your choice by 1, to a maximum of 20.
You gain one additional legacy option from your race's description. You cannot choose a legacy option you already have.
You learn the primal savagry cantrip. When you cast it, you choose the cantrip's damage type from the following damage types; acid, cold, fire, lightning or poison. The appearance of the natural weapons you produce reflect the chosen damage type.
Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma (choose when you select this feat).
You learn the spirtual weapon spell and can cast it at 2nd-level without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Additionally, when you cast the spell, your spiritual weapon can be used to shield yourself and your allies. When a creature you can see within 5ft of your spiritual weapon is targeted by an attack, you can use your reaction to grant them a +2 bonus to their armor class until the end of the current turn. until start of your next turn instead?
Basically a free shield of faith for a turn
You bear the blessing of the infamous guardian of hell, Cerberus.
As a bonus action, you can summon two spectral, canine heads, one on either side of your own. The heads remain for one minute, until you dismiss them (no action required) or until you are incapacitated.
Extra attack
frighten
You have learned how to exploit the weaknesses of inorganic materials. You gain the following benefits:
You gain proficiency in one of the following tools of your choice; Carpenter's Tools, Glassblower's Tools, Mason's Tools or Smith's Tools.
When you make a melee weapon attack and hit an object or creature made of inorganic material such as stone, crystal, or metal, you deal an extra 2d6 damage to the target.
When you use a spell or class feature that requires the use of a melee weapon attack, you can use that spell or class feature with a ranged weapon attack, provided you are within 10ft of the target.
Something this vague is bound to be breakable.