Some of these are courtesy of Dawnforgedcast, with some modifications made by me. Credit for original idea goes to them. Link
Weapon Master (Updated Weapon Master)
You have practiced extensively with a variety of weapons, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Choose 3 weapons. You may add +2 to damage rolls that utilize these weapons.
Linguist (Updated Linguist)
You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Other can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC = Intelligence Score + Proficiency), or they use magic to decipher it.
You gain advantage on Intelligence, Wisdom, and Charisma saving throws against any spells that are cast which utilize a vocal component and which are spoken in a language that you understand.
Tenacious (Replaces Durable and Tough)
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you roll a hit die to regain hit points, the minimum number of hit points you re-gain from the roll equals twice your Constitution modifier (minimum 2).
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Armory Apprentice (Replaces Lightly Armored, Moderately Armored, Heavily Armored)
You have trained to be capable in the use of a wide variety of weapons, armor, and shields, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with the next heaviest set of armor. If you are proficient with nothing, you gain light armor proficiency. If you have light armor, you gain medium armor and shield proficiency. If you have medium armor, you gain heavy armor and shield (if you don't have it already) proficiency.
You gain proficiency with four weapons of your choice.
Skilled (Updated Skilled)
You have honed your skills in one specific area extensively. You gain the following benefits:
Choose one skill. If you are not proficient in that skill, you are now proficient. If you are already proficient in that skill, you gain Expertise.
The attribute that governs your chosen skill increases by 1, to a maximum of 20.
Battle Siblings (From a homebrew supplement)
You have formed a close bond with a trusted companion, fighting together as if in tandem. Choose one creature to be your battle sibling (battle brother or battle sister). Both of you gain the following features while within 5 feet of each other:
As a bonus action you can distract a target within 5 feet of you. Your battle sibling's first attack that hits that target before the start of your next turn has a +2 bonus to the damage roll.
When your battle sibling is the target of an attack, you can use your reaction to become the target instead. You must declare this before the attack roll is made.
When your battle sibling is hit by a critical attack, you can use your reaction to make it a normal attack instead. If you do so, you cannot take any actions until the end of your next turn.
If your battle sibling dies, or otherwise leaves for any reason, you can form a new close bond after 2 weeks have passed. You and your new battle sibling only have access to the first feature. As you learn your new battle sibling's fighting style, your bond grows. You can both use the second feature after 1 week has passed, and the third feature after 1 more week has passed.
Brutal Attacker (updated Savage Attacker)
Gain a +1 bonus to your Strength score when you take this feat, up to a maximum of 20.
When you critically hit with a melee weapon, you may add your Strength bonus as damage twice, instead of once. This effect is limited to once per round.
When rolling
This section is for those feats that I feel are too powerful or too weak and need a slight rebalancing. This section will be revised as more play time is given to them. I welcome input on any of these choices.
Charger
The second half (the 'Shove' action) also knocks the target prone if they are successfully pushed back.
Crossbow Expert
Second bullet should be ranged attacks made with a crossbow, to avoid abuse with spells or other ranged weapons.
Dual Wielder
-You may add your ability modifier to the damage of your bonus action attack and your regular attack action.
-You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
-You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
(Swapped the +1 AC effect with the Two-Weapon Fighting Style. Now the first bullet point will allow you to add your stat bonus to both weapons, and the Fighting Style gives you the +1 AC bonus while dual wielding.)
Fighting Style: Two-Weapon Fighting:
-You gain a +1 bonus to AC while you are wielding a melee weapon in each hand.
-While you are dual-wielding, you are allowed to attack with your off-hand weapon as part of your Attack action, instead of your bonus action. This bonus attack only occurs once per round, with the exception of the Fighter upon receiving their third attack: they get two bonus attacks from dual wielding at that point.
Great Weapon Master
-Ability can be only be used once per round, similar to sneak attack
Polearm Master
Includes spears in the list of weapons. Attacks of Opportunity granted by this feat can only be made with said polearms.
Sharpshooter
-Ability can be only be used once per round, similar to sneak attack