recyclops
2017-05-17, 02:25 AM
I'd like to introduce birthsign feats into my game, obviously being inspired by TES. I haven't introduced the idea to my players, yet, so I'd appreciate any feedback. Maybe they'll come in handy as a template to create your own birthsign system.
How the Players choose their birthsign
My campaign has already been running for some months, so it would kinda feel weird to me and maybe even to my players to just grant them feats they are supposed to be born with. On the other hand, those are free feats, so at least my group of players won't care too much.
To make it feel more immersive, the players would need to find a certain item (a map of the firmament) or speak with a certain person (a priestess of knowledge, an astronomer).
Then they'll get to choose. Each one rolls 2d12. Based on the numbers they roll, they choose between two of the 12 birthsigns.
By randomizing the process, not every player will get the results she needed to make her specialized PC even more specialized. However, I think the feats are not that overwhelming and important. They're only supposed to offer some immersion and diversity.
The Birthsigns
1. The Mountain
Increase your Constitution score by 1, to a maximum of 20.
When you take damage, you gain a moral bonus to withstand your enemies. Increase your AC by 1 until the end of your next round.
2. The Lovers
You are granted two spells that you can cast once per day. You need to touch the target with your bare hands.
Lover's Gift: The creature you touch regains health equal to 3d8 + your Charisma modifier.
Sacred Touch: You deal 3d10 damage to an Undead creature.
3. The Beggar
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Intelligence (Investigation) checks to find stores, smithies and similar shops.
You have advantage on Charisma checks to bargain any prices.
4. The Harpy
Wild Tongued (spell, once per target): You make a Charisma check against the Charisma score of one creature. The creature needs to have an Intelligence score of 6 or more and to speak the same language as you do. If you succeed, the creature has to answer one question you ask, no matter how confidential or private the subject is.
5. The Rose
If you wear very fashionable garment, you gain proficiency with any Charisma based skills as long as you wear that garment. Furthermore, other people that can see you within a range of 30 feet will suffer a disadvantage on Wisdom (Perception) checks to notice any person other than you. The kind of garment which can be considered 'fashionable' may depend on the social and cultural circumstances.
6. The Dryad
Increase your Charisma score by 1, to a maximum of 20.
When you would make a Wisdom saving throw, you can instead make a Charisma saving throw.
7. The Maester
Increase your Intelligence score by 1, to a maximum of 20.
When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw.
8. The Mountain Lion
When you take damage, you can use your reaction to move 5 feet away from the source.
Your speed increases by 10 feet and your melee attacks deal an additional 1 point of damage while you are at or below half hit points.
9. The Worm
Sucker's Touch (spell, once per day): You make a melee spell attack against a creature within your reach. On a hit, the target takes 3d10 poison damage, and you regain hit points equal to half the amount of damage dealt.
10. The Huntress
You gain a +5 bonus to your Initiative rolls.
You can shift your Initiative up enough to act before the creature that would attack before you in the Initiative count. Once you use this feature you must complete a long rest to use it again.
11. The Castle
At the start of your turn, you can reduce your speed to 0 and impose disadvantage on the next melee attack made against you before the start of your next turn.
When an effect causes you to move, you can choose to move half of the distance instead. This doesn't include falling movement.
12. The Joker
You gain proficiency in a skill of your choice.
The ability score most relevant to the skill increases by 1, to a maximum of 20.
I've used and/or adjusted some homebrew feats by BronzeJohnson, StriderT and CR4ZYD4VE. I've made the mistake of translating their feats into German for my personal notes, than translate them back into English for this post. I want to apologize for some clunky formulations. Feel free to look up their original Homebrew content via any search engine, as I've not been allowed to post any direct links yet.
How the Players choose their birthsign
My campaign has already been running for some months, so it would kinda feel weird to me and maybe even to my players to just grant them feats they are supposed to be born with. On the other hand, those are free feats, so at least my group of players won't care too much.
To make it feel more immersive, the players would need to find a certain item (a map of the firmament) or speak with a certain person (a priestess of knowledge, an astronomer).
Then they'll get to choose. Each one rolls 2d12. Based on the numbers they roll, they choose between two of the 12 birthsigns.
By randomizing the process, not every player will get the results she needed to make her specialized PC even more specialized. However, I think the feats are not that overwhelming and important. They're only supposed to offer some immersion and diversity.
The Birthsigns
1. The Mountain
Increase your Constitution score by 1, to a maximum of 20.
When you take damage, you gain a moral bonus to withstand your enemies. Increase your AC by 1 until the end of your next round.
2. The Lovers
You are granted two spells that you can cast once per day. You need to touch the target with your bare hands.
Lover's Gift: The creature you touch regains health equal to 3d8 + your Charisma modifier.
Sacred Touch: You deal 3d10 damage to an Undead creature.
3. The Beggar
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Intelligence (Investigation) checks to find stores, smithies and similar shops.
You have advantage on Charisma checks to bargain any prices.
4. The Harpy
Wild Tongued (spell, once per target): You make a Charisma check against the Charisma score of one creature. The creature needs to have an Intelligence score of 6 or more and to speak the same language as you do. If you succeed, the creature has to answer one question you ask, no matter how confidential or private the subject is.
5. The Rose
If you wear very fashionable garment, you gain proficiency with any Charisma based skills as long as you wear that garment. Furthermore, other people that can see you within a range of 30 feet will suffer a disadvantage on Wisdom (Perception) checks to notice any person other than you. The kind of garment which can be considered 'fashionable' may depend on the social and cultural circumstances.
6. The Dryad
Increase your Charisma score by 1, to a maximum of 20.
When you would make a Wisdom saving throw, you can instead make a Charisma saving throw.
7. The Maester
Increase your Intelligence score by 1, to a maximum of 20.
When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw.
8. The Mountain Lion
When you take damage, you can use your reaction to move 5 feet away from the source.
Your speed increases by 10 feet and your melee attacks deal an additional 1 point of damage while you are at or below half hit points.
9. The Worm
Sucker's Touch (spell, once per day): You make a melee spell attack against a creature within your reach. On a hit, the target takes 3d10 poison damage, and you regain hit points equal to half the amount of damage dealt.
10. The Huntress
You gain a +5 bonus to your Initiative rolls.
You can shift your Initiative up enough to act before the creature that would attack before you in the Initiative count. Once you use this feature you must complete a long rest to use it again.
11. The Castle
At the start of your turn, you can reduce your speed to 0 and impose disadvantage on the next melee attack made against you before the start of your next turn.
When an effect causes you to move, you can choose to move half of the distance instead. This doesn't include falling movement.
12. The Joker
You gain proficiency in a skill of your choice.
The ability score most relevant to the skill increases by 1, to a maximum of 20.
I've used and/or adjusted some homebrew feats by BronzeJohnson, StriderT and CR4ZYD4VE. I've made the mistake of translating their feats into German for my personal notes, than translate them back into English for this post. I want to apologize for some clunky formulations. Feel free to look up their original Homebrew content via any search engine, as I've not been allowed to post any direct links yet.