PDA

View Full Version : D&D 5e/Next "Intelligence Matters" feats [PEACH]



Ruslan
2017-05-05, 01:57 PM
First things first, I'm a huge fan of Giant2005's Intelligence Matters (http://www.dmsguild.com/product/182816/Intelligence-Matters&affiliate_id=344944) rules. With that in mind, here are some more feats to reward non-Wizards for having a good INT score. All names are placeholders.

Quick Thinking
Increase your Intelligence score by 1, to a maximum of 20.
Add your Intelligence bonus to your Initiative rolls.
If your Intelligence score is 13 or higher, each turn, you may make one Opportunity Attacks without expending your Reaction.

Intuitive Recovery
Increase your Intelligence score by 1, to a maximum of 20.
When you miss with a weapon attack, you may reroll that attack. If the new attack hits, add your Intelligence Bonus to the attack's damage.
You may use this ability a number of times equal to your Intelligence bonus. Regain all uses when you finish a Short Rest. [Too strong? Possibly Long Rest?]

Skill Focus
Increase your Intelligence score by 1, to a maximum of 20.
When you roll an ability check with a skill or tool you're proficient in, and the DC is less than your Intelligence score, you automatically succeed.
If you have Disadvantage on the roll, you instead automatically succeed if the DC is less than your Intelligence score minus 5.

Deductive Reasoning
Increase your Intelligence score by 1, to a maximum of 20.
Whenever you make a check with any of the following: Persuasion, Deception, Intimidation, Animal Handling, Insight, Survival, Perception and any Tool you're proficient with, you may use your Intelligence modifier instead of the ability modifier that would normally apply.

Discern Weakness
Increase your Intelligence score by 1, to a maximum of 20.
As a Bonus Action, you may make an Investigation check, with a DC equal to the Armor Class of an enemy you can see within 30'. If you succeed, you see a weakness in that enemy's defenses. You, and each ally that can see or hear you, add your Intelligence bonus to weapon damage rolls against that enemy.
When you use this ability, you cannot use it again until you complete a Short or Long Rest.

Mental Resilience
Increase your Intelligence score by 1, to a maximum of 20.
You become proficient in Intelligence saves.
Whenever you would make a save to end an ongoing spell or effect you suffer from, you may make an Intelligence save instead of the save that would normally apply.
If you have the Indomitable class feature, you may reroll the failed save as an Intelligence save when you use this feature.

Smart Magic
Increase your Intelligence score by 1, to a maximum of 20.
When you make a spell attack roll that doesn't already include your Intelligence modifier, add your Intelligence modifier to the attack roll.

JNAProductions
2017-05-05, 09:39 PM
Quick thinking is fine.

Intuitive Recovery seems okay.

Skill Focus is way too damn powerful.

Deductive Reasoning is way too damn powerful.

Discern Weakness seems fine.

Mental Resilience is way too damn powerful.

Smart Magic is stupidly good for, say, a Blastlock. Proficiency+Charisma+Intelligence on an attack?