Gr7mm Bobb
2016-06-09, 11:27 AM
Ok here are some feats that I need overview on in terms of power, flavor, usefulness, and overall balance. Some of you may recognize pieces or entire lines. Some of these are original, others are modified. Here's what I've got:
Prerequisite: Strength or Dexterity 13
When you use Dodge action you may make a single weapon attack and/or move up to 15 feet as a bonus action. This movement does not provoke an attack of opportunity.
Once during your turn, while you are dual wielding and you miss with a weapon attack you can immediately make an additional attack with your other weapon with disadvantage.
If you have advantage while dual wielding and both dice would result in a hit or you score a critical hit, you can hit with your other weapon and add its damage to the total. The second weapons damage is not multiplied on a critical hit unless both advantage dice would score a critical hit.
Ok, each bullet feels nice to me, but the overall connection might be a tad much. Fixing up the 1st bullet in some way makes the most sense. Not sure how at the moment. Goal was to focus on the feel of rapid slapping that TWF gets to do without just adding 'moar damage' instead going for more reliable damage that is expected when swinging multiple weapons EFFECTIVELY.
EDIT: Bullet one removed adv to atk. Bullet 2 changed it to be at the disadvantage. 3rd bullet added other weapon on crit.
EDIT2: Because clarity is also needed for these sorts of projects.
EDIT3: Word cleanup and clarification. Mechanics fix/nerf on the second bullet. First bullet now has 15ft of AoO free movent in the use of the bonus action.
Perquisite: Proficiency with Medium Armor and shields
When you use the Help action to aid another creature in combat, that creature has advantage on each attack roll. Additionally when you are aided or aiding in combat against a creature, the aided creature has a +2 to damage rolls.
If you take the Attack action on your turn, you can choose to take a -2 penalty to your attack roll to give your weapon the reach property for this attack, when wielding a weapon with the versatile property.
If you make a saving throw or check to avoid being frightened or charmed and you are within 5 feet of an ally that isn't incapacitated, you can choose to reroll the save using the choice your modifiers or you adjacent ally’s, but must use the second result if you do so.
This one is a modified feat, 2nd bullet with applicable weapons. And the 3rd bullet in major mechanical ways.
EDIT: Bullet 1 modified to be more teamwork rewarding. Verbiage feels terri-bad though.
Prequisite: Intelligence or Wisdom 13
When you set a trap that you created or placed that requires a save or check DC, the save DC for the trap is either equal to 8 + Proficiency Bonus + Intelligence or Wisdom modifier (your choice) or the base DC whichever is higher.
When you set a trap that you created or place that requires an attack roll, the bonus to the attack roll is either equal to your Intelligence or Wisdom modifier (your choice) + Proficiency Bonus or the base trap attack bonus, whichever is higher.
When a trap deals damage to a creature, you add your Intelligence or Wisdom Modifier (your choice) to the damage dealt.
As an action you may set a basic trap and hide it with an Intelligence or Wisdom (Stealth) check.
One of my earlier works. Mechanically functional, a little bland though. Wording feels everywhere to me, unclear in some spots for 'created or placed' definition. I want a caveat for precision damage (like sneak attack) but that feels REALLY strong. I don't know maybe its open-endedness allows room for creativity to be rewarded without breaking numbers.
Perquisite: Constitution or Wisdom 13
Increase your Constitution or Wisdom score by 1, to a maximum of 20.
While you are at or below ¼ of your original maximum hit points you add ½ of your proficiency bonus to your saving throws.
When you take damage that would reduce you to 0 hit points and not kill you outright you may choose to immediately expend a recovery hit die. Roll the die, add your Constitution modifier to it, and add your character level and gain hit points equal to the result after damage is dealt. You must finish a long rest before you can use this feature again.
You have advantage on saving throws made to resist or shake off Fear or Madness effects.
Wanted to make a feat to embody the imagery of that super tenacious character who's body doesn't even know when to quit. The 3rd bullet still has me debating whether or not to allow the temp HP to last for 10 minutes instead. I made the 2nd bullet be 1/4 because of how powerful it is and how well it synergizes with the Champion and the Immortal archetypes.
EDIT: Modified bullet 3 based on advice, still not a reaction though. Reduced hit die to use
Prerequisite: Ability to cast damaging cantrips or spells.
You gain proficiency with the Arcana skill. If you are already proficient with it, you add double your proficiency bonus to Arcana checks instead.
Before you make a spell attack roll, you can choose to take a -5 penalty on the attack roll. If the attack hits, you add +10 damage to the spell’s damage.
Before you cast a spell that requires a saving throw to avoid damage, you can choose lower the spell’s saving throw DC by 5. If a target fails the saving throw to avoid damage you deal an additional +1 damage per damage dice of the spell.
When you reduce a creature to 0 hit points with a spell attack, you can use your bonus action to redirect the remaining damage at another target within 5 feet of the original target using the original attack roll result.
Straightforward feat attempt for a risk/reward gamble for casters. 1st bullet was going to be a copy of the 2nd bullet of Crossbow expert, but I felt that people would hate the crap out of me for it. IDK, it can change with the right argument. I was honestly considering making the 3rd bullet to give advantage on the saving throw, but there are tons of creatures with Spell Resistance and features to gain advantage on saving throws. With advantage being handed out, most times you can just supe up your save spells with no noticeable sacrifice.
You can choose to use the Help action in place of making a weapon attack.
While you benefit from a Dodge action you also have advantage Strength saving throws and opposed Acrobatics and Athletics checks. When a creature you threaten hits you with an attack while you threaten it, you may immediately make an Attack of Opportunity against that creature.
Before you make an attack with a weapon that does not have the heavy or two-handed property, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +5 damage to the attacks damage.
Ok, this one may just be meh for statistical things. All but the 4th bullet feel clear an focused.
EDIT: Condensed the 2nd and 4th bullet, tried to clarify wording without overpowering with generalization.
EDIT2: Gotta pick your huckleberry that you want to slap for trying to be something.
EDIT3: ok changed to only AoO when struck, removed the selected target business to make it behave similar to the Storm Sorcerer reaction ability from SCAG.
Alright, that's all I've got ready for fixing at the moment. Please let me know what you think. If you use it and encounter any issues, please let me know.
Trying my hand at an alchemically inspired feat.
Prerequisite: Proficiency with alchemist's supplies
You gain proficiency with both the herbalism and the poisoner's kit.
Chemical-based equipment you craft add your proficiency bonus to the save and check DC’s. Alchemic equipment you craft that deal damage, deal an additional 1 damage per damage dice of the same damage type. Alchemic equipment you craft that restore hit points, heal an additional 1 point of damage per dice.
You may add your proficiency bonus to attack rolls made with vial, bottles, and hand sized objects and you may treat these objects as ammunition for a sling.
You have advantage on saving throws against poisons and the poisoned condition.
Thinking of making bullet 1 be a single tool prof between the 2.
Bullet 3 is clunky and feels like there might be too much room for confusion. Hopefully intent is seen and then we can discuss why this might be a bad feat.
These'll probably get reposted in a new thread as a Google.doc eventually. If that would is something people want to see happened sooner rather than later, I might be willing to move up that timetable.
Prerequisite: Strength or Dexterity 13
When you use Dodge action you may make a single weapon attack and/or move up to 15 feet as a bonus action. This movement does not provoke an attack of opportunity.
Once during your turn, while you are dual wielding and you miss with a weapon attack you can immediately make an additional attack with your other weapon with disadvantage.
If you have advantage while dual wielding and both dice would result in a hit or you score a critical hit, you can hit with your other weapon and add its damage to the total. The second weapons damage is not multiplied on a critical hit unless both advantage dice would score a critical hit.
Ok, each bullet feels nice to me, but the overall connection might be a tad much. Fixing up the 1st bullet in some way makes the most sense. Not sure how at the moment. Goal was to focus on the feel of rapid slapping that TWF gets to do without just adding 'moar damage' instead going for more reliable damage that is expected when swinging multiple weapons EFFECTIVELY.
EDIT: Bullet one removed adv to atk. Bullet 2 changed it to be at the disadvantage. 3rd bullet added other weapon on crit.
EDIT2: Because clarity is also needed for these sorts of projects.
EDIT3: Word cleanup and clarification. Mechanics fix/nerf on the second bullet. First bullet now has 15ft of AoO free movent in the use of the bonus action.
Perquisite: Proficiency with Medium Armor and shields
When you use the Help action to aid another creature in combat, that creature has advantage on each attack roll. Additionally when you are aided or aiding in combat against a creature, the aided creature has a +2 to damage rolls.
If you take the Attack action on your turn, you can choose to take a -2 penalty to your attack roll to give your weapon the reach property for this attack, when wielding a weapon with the versatile property.
If you make a saving throw or check to avoid being frightened or charmed and you are within 5 feet of an ally that isn't incapacitated, you can choose to reroll the save using the choice your modifiers or you adjacent ally’s, but must use the second result if you do so.
This one is a modified feat, 2nd bullet with applicable weapons. And the 3rd bullet in major mechanical ways.
EDIT: Bullet 1 modified to be more teamwork rewarding. Verbiage feels terri-bad though.
Prequisite: Intelligence or Wisdom 13
When you set a trap that you created or placed that requires a save or check DC, the save DC for the trap is either equal to 8 + Proficiency Bonus + Intelligence or Wisdom modifier (your choice) or the base DC whichever is higher.
When you set a trap that you created or place that requires an attack roll, the bonus to the attack roll is either equal to your Intelligence or Wisdom modifier (your choice) + Proficiency Bonus or the base trap attack bonus, whichever is higher.
When a trap deals damage to a creature, you add your Intelligence or Wisdom Modifier (your choice) to the damage dealt.
As an action you may set a basic trap and hide it with an Intelligence or Wisdom (Stealth) check.
One of my earlier works. Mechanically functional, a little bland though. Wording feels everywhere to me, unclear in some spots for 'created or placed' definition. I want a caveat for precision damage (like sneak attack) but that feels REALLY strong. I don't know maybe its open-endedness allows room for creativity to be rewarded without breaking numbers.
Perquisite: Constitution or Wisdom 13
Increase your Constitution or Wisdom score by 1, to a maximum of 20.
While you are at or below ¼ of your original maximum hit points you add ½ of your proficiency bonus to your saving throws.
When you take damage that would reduce you to 0 hit points and not kill you outright you may choose to immediately expend a recovery hit die. Roll the die, add your Constitution modifier to it, and add your character level and gain hit points equal to the result after damage is dealt. You must finish a long rest before you can use this feature again.
You have advantage on saving throws made to resist or shake off Fear or Madness effects.
Wanted to make a feat to embody the imagery of that super tenacious character who's body doesn't even know when to quit. The 3rd bullet still has me debating whether or not to allow the temp HP to last for 10 minutes instead. I made the 2nd bullet be 1/4 because of how powerful it is and how well it synergizes with the Champion and the Immortal archetypes.
EDIT: Modified bullet 3 based on advice, still not a reaction though. Reduced hit die to use
Prerequisite: Ability to cast damaging cantrips or spells.
You gain proficiency with the Arcana skill. If you are already proficient with it, you add double your proficiency bonus to Arcana checks instead.
Before you make a spell attack roll, you can choose to take a -5 penalty on the attack roll. If the attack hits, you add +10 damage to the spell’s damage.
Before you cast a spell that requires a saving throw to avoid damage, you can choose lower the spell’s saving throw DC by 5. If a target fails the saving throw to avoid damage you deal an additional +1 damage per damage dice of the spell.
When you reduce a creature to 0 hit points with a spell attack, you can use your bonus action to redirect the remaining damage at another target within 5 feet of the original target using the original attack roll result.
Straightforward feat attempt for a risk/reward gamble for casters. 1st bullet was going to be a copy of the 2nd bullet of Crossbow expert, but I felt that people would hate the crap out of me for it. IDK, it can change with the right argument. I was honestly considering making the 3rd bullet to give advantage on the saving throw, but there are tons of creatures with Spell Resistance and features to gain advantage on saving throws. With advantage being handed out, most times you can just supe up your save spells with no noticeable sacrifice.
You can choose to use the Help action in place of making a weapon attack.
While you benefit from a Dodge action you also have advantage Strength saving throws and opposed Acrobatics and Athletics checks. When a creature you threaten hits you with an attack while you threaten it, you may immediately make an Attack of Opportunity against that creature.
Before you make an attack with a weapon that does not have the heavy or two-handed property, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +5 damage to the attacks damage.
Ok, this one may just be meh for statistical things. All but the 4th bullet feel clear an focused.
EDIT: Condensed the 2nd and 4th bullet, tried to clarify wording without overpowering with generalization.
EDIT2: Gotta pick your huckleberry that you want to slap for trying to be something.
EDIT3: ok changed to only AoO when struck, removed the selected target business to make it behave similar to the Storm Sorcerer reaction ability from SCAG.
Alright, that's all I've got ready for fixing at the moment. Please let me know what you think. If you use it and encounter any issues, please let me know.
Trying my hand at an alchemically inspired feat.
Prerequisite: Proficiency with alchemist's supplies
You gain proficiency with both the herbalism and the poisoner's kit.
Chemical-based equipment you craft add your proficiency bonus to the save and check DC’s. Alchemic equipment you craft that deal damage, deal an additional 1 damage per damage dice of the same damage type. Alchemic equipment you craft that restore hit points, heal an additional 1 point of damage per dice.
You may add your proficiency bonus to attack rolls made with vial, bottles, and hand sized objects and you may treat these objects as ammunition for a sling.
You have advantage on saving throws against poisons and the poisoned condition.
Thinking of making bullet 1 be a single tool prof between the 2.
Bullet 3 is clunky and feels like there might be too much room for confusion. Hopefully intent is seen and then we can discuss why this might be a bad feat.
These'll probably get reposted in a new thread as a Google.doc eventually. If that would is something people want to see happened sooner rather than later, I might be willing to move up that timetable.