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Are the following homebrew feats balanced with the official feats?

Dart Master

  • You gain proficiency in darts, if you do not already have proficiency.
  • You have a +1 bonus on any attack rolls to throw a dart.
  • You can use your darts as melee weapons.
  • Your darts crit on 19-20.
  • Your darts ignore half cover, get a -2 penalty for 3-quarters cover, and a -5 penalty for full cover.

Reflexive

Twice per short rest, you gain an extra bonus action or an extra reaction on your turn.

Maximized Spell

When you cast any spell, you can choose to do the maximum damage possible, setting all damage dice to their maximum values. However, at the end of your turn you must make a DC 20 Constitution saving throw or suffer one level of exhaustion. You must choose to maximize before you know whether the spell hits.

Precise Spellcasting

Once per day, you can gain a +10 bonus to a spell attack roll. You must decide to gain this bonus before you roll.

Helpful

You can make the Help action as a bonus action.

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closed as too broad by Miniman, KRyan, Rubiksmoose, user17995, nitsua60 Sep 17 '18 at 2:08

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

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    \$\begingroup\$ This is five questions, not one. You’re totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker. \$\endgroup\$ – KRyan Sep 17 '18 at 1:13
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    \$\begingroup\$ @rpgstar Please do not put answers (even partial ones) in the comments. Such comments will be removed. Comments are only for attempting to improve or clarify the question. See here for our policy. Thanks! \$\endgroup\$ – Rubiksmoose Sep 17 '18 at 1:29
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    \$\begingroup\$ Just to be totally transparent: I voted to close for the reason KRyan states above. I'd be happy to see any of these individually posted as questions, but the bulk question seems too broad to me. \$\endgroup\$ – nitsua60 Sep 17 '18 at 2:17
  • \$\begingroup\$ Wouldn't it be spammy to post 5 similar questions? \$\endgroup\$ – qazwsx Sep 17 '18 at 2:46
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    \$\begingroup\$ @qazwsx As long as they are different questions, no. And asking about different custom feats results in 5 completely different questions so you are fine there. And you will likely get much better answers that way. \$\endgroup\$ – Rubiksmoose Sep 17 '18 at 2:50
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These are somewhat more overpowered than standard feats

Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:

Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.

Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.

Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.

Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.

Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.

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    \$\begingroup\$ It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you." \$\endgroup\$ – V2Blast Sep 17 '18 at 0:05
  • \$\begingroup\$ Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party. \$\endgroup\$ – Quadratic Wizard Sep 17 '18 at 1:07
  • \$\begingroup\$ On the +1 to hit point. Doesn't the lingsword/rapier specialist feat give +1 to something? I thought it was to hit. (I can't remember the exact name right noe) \$\endgroup\$ – 3C273 Sep 17 '18 at 14:01
  • \$\begingroup\$ Doesn't 3.5 have maximized spells? How would you implement them in 5e in a balanced way? \$\endgroup\$ – qazwsx Sep 17 '18 at 15:57
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    \$\begingroup\$ It's also worth noting that Maximised Spell is arguably much stronger than the Evocation Wizard's Overchannel, which is a level 14 feature. \$\endgroup\$ – Ruse Sep 17 '18 at 17:12

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