Stan
2016-05-29, 09:37 PM
After a long dry spell, I'm getting back to wanting to run a game. So, I'm messing around with ideas. One thing I've wanted to try is a light mystery, along the lines of Scooby Doo or Buffy the Vampire Slayer. In this style, especially with Scooby Doo, the villains might be too tough to fight directly in combat. Instead, the heroes come up with something clever. The feats here are intended to help characters survive to trigger their traps and to solve the mystery, but don't add to damage output. They may be useless or too good in a serious or combat heavy game.
A Clue! You are the one who can be relied on to figure out what is going on.
You have advantage Investigation and Insight rolls to find clues at crime scenes and places where villains have been.
Artful Dodger You are trained in the art of noncombat.
On any turn in which you are not wearing armor, you do not make an attack, and you do not cast an offensive spell, you may use a bonus action to take the dodge action.
Container of Improvisation You seem to always have the right tool for the job.
You have a purse, backpack or other container that is full of random items. Once per short rest, you may retrieve one item worth 2 gp or less. In addition, once per short rest, you can pull out an item that will give advantage to an ability check. These items go back into the container after use and cannot be sold.
Coward You are really good at running away.
If a creature larger than you moves adjacent to you or you have to make a fear saving throw, you may use a reaction to take a dash action. This movement does not trigger opportunity attacks.
Cunning Plan You are good at novel methods for taking out baddies.
If you have a minute to plan prior to a combat with a known enemy, you can devise a plan. The plan can affect a group of creatures who all have the same stat block. Once combat has started, you can use a reaction to trigger your plan. You apply one of the following effects on the enemy. Effect
• The enemy falls prone
• The enemy is blinded for one round
• The enemy is restrained for one round
• The enemy moves up to 10 feet in the direction of your choice.
Eat Anything Your consumption abilities are beyond belief.
You have advantage on saving throws vs poison, alcohol, and drugs. Once per long rest, you may also take one minute to consume a day’s worth of food and gain all of the benefits of a short rest.
Induce Monologue You have a sweet face that makes people want to talk to you.
If you spend an action talking to a villain, they must make a wisdom save (DC=8+your proficiency bonus+your Charisma bonus) or spend their next action talking about their plans. If someone attacks the villain between the failed save and the villain’s turn, the effect is ended.
A Clue! You are the one who can be relied on to figure out what is going on.
You have advantage Investigation and Insight rolls to find clues at crime scenes and places where villains have been.
Artful Dodger You are trained in the art of noncombat.
On any turn in which you are not wearing armor, you do not make an attack, and you do not cast an offensive spell, you may use a bonus action to take the dodge action.
Container of Improvisation You seem to always have the right tool for the job.
You have a purse, backpack or other container that is full of random items. Once per short rest, you may retrieve one item worth 2 gp or less. In addition, once per short rest, you can pull out an item that will give advantage to an ability check. These items go back into the container after use and cannot be sold.
Coward You are really good at running away.
If a creature larger than you moves adjacent to you or you have to make a fear saving throw, you may use a reaction to take a dash action. This movement does not trigger opportunity attacks.
Cunning Plan You are good at novel methods for taking out baddies.
If you have a minute to plan prior to a combat with a known enemy, you can devise a plan. The plan can affect a group of creatures who all have the same stat block. Once combat has started, you can use a reaction to trigger your plan. You apply one of the following effects on the enemy. Effect
• The enemy falls prone
• The enemy is blinded for one round
• The enemy is restrained for one round
• The enemy moves up to 10 feet in the direction of your choice.
Eat Anything Your consumption abilities are beyond belief.
You have advantage on saving throws vs poison, alcohol, and drugs. Once per long rest, you may also take one minute to consume a day’s worth of food and gain all of the benefits of a short rest.
Induce Monologue You have a sweet face that makes people want to talk to you.
If you spend an action talking to a villain, they must make a wisdom save (DC=8+your proficiency bonus+your Charisma bonus) or spend their next action talking about their plans. If someone attacks the villain between the failed save and the villain’s turn, the effect is ended.