I'm curious what options feats give and just want some representative feats look like. Is it just standard stuff like power attack and cleave or do they open up new options in combat?
Grabbign a few examples at random from the book:
Great Weapon Master
(Prequisites: none)
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty on the attack roll. If this attack hits, you add +10 to the attacks damage.
Durable
(Prequisites: None)
- Increase your Constitution by +1 to a maximum of 20
- When you roll a Hit Die to regain hit points, the minimum number of points you regain from the roll equals twice your Constitution Modifier.
Inspiring leader
(Prequisites: Charisma 13+)
- You can spend 10 minutesinspiring your companions. When you do so, choose up to 6 friendly creatures (including yourself) who can hear and see you and who can understand you. Each creature gains temporary hit points equal to your level + your charisma modifier. A creature can't gain temporary hit points from this feat again ntil it finishes a rest.
Mobile
(Prerequisites: None)
- Your speed increases by 10 feet
- when you take the Dash action, difficult terrain doesn't cost you extra movement on that turn
- When you make a melee attack against a creature, you don't provoke oppertunity attacks from that creature for the rest of the turn