Greywander
2018-02-20, 08:14 PM
So I have a rather short list of feats I've put together. Most of them are pretty bland, but one in particular I'd like to get some feedback on is a feat that lets you pick up warlock invocations, and offers a number of alternative invocations to boost cantrips aside from Eldritch Blast. Eldritch Blast + Agonizing Blast just feels too cookie cutter to me, so I'd like to offer some alternatives, particularly for classes besides warlocks. Here's what I have so far:
Dark Contract
You gain two eldritch invocations from the warlock class that you qualify for, or from the list below. You can take this feat more than once, but only gain one additional invocation for each additional time you take this feat.
Command the Dying. When you stabilize a creature by casting spare the dying, you may use your bonus action to animate that creature, causing it to immediately stand up if prone and either make one weapon attack or disengage, and may move the creature up to half its movement speed. If you maintain concentration on this spell, then until the creature either regains consciousness or takes damage, you may continue to use your bonus action move the creature up to half its movement speed and either make one weapon attack or disengage.
Cunning Trickery. When you cast druidcraft, prestidigitation, or thaumaturgy, you can create two effects with one casting of the spell.
Dancing Shadows. When you cast dancing lights, you may instead produce orbs of shadow that turn bright light to dim light and dim light to darkness in a 10 foot radius.
Dead of Winter. Whenever you cast ray of frost, you may add your Intelligence or Charisma modifier to the damage dealt, and an area with a 5 foot radius around your target is chilled with frost, becoming difficult terrain until the start of your next turn. If you target a flying creature with ray of frost, you instead sap the thermals keeping them aloft, causing them to instantly drop 10 feet.
Elemental Sculptor. You learn one cantrip of your choice from control flames, gust, mold earth, or shape water, if you didn’t already know them. When you cast any of these spells, you can create two effects with one casting of the spell, or you can create a single effect in a 10 foot cube rather than a 5 foot cube (for gust this allows you to push a Large creature).
Eye of the Storm. When you cast shocking grasp, you add your Intelligence or Charisma modifier to the damage dealt. additionally, after you cast shocking grasp, you may immediately fly up to 10 feet. This movement doesn’t provoke opportunity attacks.
Maddening Words. When you cast vicious mockery, you add your Charisma modifier to the damage dealt. Additionally, when you use vicious mockery to give a creature disadvantage on an attack, and that creature misses with that attack, you may use your reaction to make that attack strike another creature of your choice within range.
Otherworldly Caress. Creatures affected by your chill touch cantrip must also succeed on a Wisdom saving throw or be frightened of you until the start of your next turn.
Rite of Kindling. The create bonfire spell no longer requires concentration, and friendly creatures that regain hit points while within 10 feet of the bonfire gain an additional number of hit points equal to their Constitution modifier (minimum 1). Friendly creatures that make a saving throw while within 10 feet of the bonfire also gain a +1 bonus to that saving throw.
Tormenting Flames. Whenever you cast fire bolt, add your Intelligence or Charisma modifier to the damage dealt. In addition, a 5 foot square centered on your target becomes wreathed in hellish flames. Until the start of your next turn, any creature that enters that space or ends their turn on that space takes 1d4 fire damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Command the Dying. When you stabilize a creature by casting spare the dying, you may use your bonus action to animate that creature and move them up to half their movement speed or make one weapon attack.
Dead of Winter. Whenever you cast ray of frost, an area with a 5 foot radius around your target is chilled with frost, becoming difficult terrain until the start of your next turn. If you target a flying creature with ray of frost, you instead sap the thermals keeping them aloft, causing them to instantly drop 10 feet.
Eye of the Storm. After you cast shocking grasp, you may immediately fly up to 10 feet. This movement doesn’t provoke opportunity attacks.
Maddening Words. When you use vicious mockery to give a creature disadvantage on an attack, and that creature misses with that attack, you may use your reaction to make that attack strike another creature of your choice within range.
Rite of Kindling. The create bonfire spell no longer requires concentration, and friendly creatures gain a number of temporary hit points equal to your spellcasting ability score modifier (minimum 1) when they start their turn within 10 feet of the bonfire.
Tormenting Flames. Whenever you cast fire bolt, a 5 foot square centered on your target becomes wreathed in hellish flames. Until the start of your next turn, any creature that enters that space or ends their turn on that space takes 1d4 fire damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).(I'm open to ideas for more cantrip enhancements.)
Fighting Style
Your Strength or Dexterity increases by 1.
You learn one fighting style of your choice.
If you chose the Protection fighting style, you also gain proficiency with shields.
If you chose the Defense fighting style, you also gain proficiency in light and medium armor.
If you chose any other fighting style, you gain proficiency in any two weapons of your choice.
You may take this feat more than once.
Your Strength or Dexterity increases by 1.
You learn one fighting style of your choice.
(Maybe also grant additional weapon proficiencies?)
Metamagic
Choose two metamagic options from the sorcerer class. You may use that metamagic to enhance your spells. You have a number of sorcery points equal to one fourth your level, rounded up. You can take this feat more than once, but for each time after the first you must choose to gain either one additional metamagic option or 3 sorcery points.
Choose two metamagic options from the sorcerer class. You may use that metamagic to enhance your spells. You have a number of sorcery points equal to one fourth your level, rounded up.
(Thoughts on taking this more than once? Should it grant one additional metamagic option, or give you, say, 2 or 3 more sorcery points?)
Unarmored Defense
While you are wearing no armor and not wielding a shield, your AC is equals 11 + your Dexterity modifier + half your Proficiency bonus, rounded down.
(Thoughts on shield vs. no shield? Maybe allow a shield if you also have the Shield Master feat?)
Unified Theory
Your Intelligence increases by 1.
You may use Intelligence as your spellcasting ability score for all your spells.
In addition, during a long rest, you are able to prepare one additional spell from any spell list. The spell must be of a level you can cast, and equal to or lower than your Intelligence modifier (minimum of 1st level).
Your Intelligence increases by 1.
You may use Intelligence as your spellcasting ability score for all your spells.
Walking Museum
You may spend spend time focusing on a magic item, which attunes that item to you temporarily. The length of the temporary attunement depends on the length of time you spend focusing on that item.
If you focus for 1 minute, the temporary attunement lasts for 10 minutes.
If you focus for 10 minutes, the temporary attunement lasts for 1 hour.
If you focus for 1 hour, or as part of a short rest, the temporary attunement lasts for 8 hours.
If you focus for 8 hours, or as part of a long rest, the temporary attunement lasts for 24 hours.
If you attune yourself in this way to a cursed item, the attunement does not expire like it normally would. If you have less than three magic items attuned already, then that cursed item attunes normally taking up one of your attunement slots. If you already have three magic items attuned to you, then you may not form any more temporary attunements until you unattune one of your magic items (or remove the curse).
You have a number of attunement points equal to your level, and the cost to attune a magic item is dependent on its rarity.
Common magic items cost 2 attunement point.
Uncommon magic items cost 3 attunement points.
Rare magic items cost 5 attunement points.
Very rare magic items cost 6 attunement points.
Legendary magic items cost 7 attunement points.
You can always attune up to three magic items, regardless of the cost in attunement points.
You may attune up to three additional magic items.
(Too much? Maybe you could only have three attuned items active, but you could attune three "backup" items that can be switched out as an action. Other ideas that could expand this feat: at-will or once per day Identify and/or Detect Magic, bonus to Arcana and History checks to identify magic items or recall magic item lore, reduced weight of magic items.)
Dark Contract
You gain two eldritch invocations from the warlock class that you qualify for, or from the list below. You can take this feat more than once, but only gain one additional invocation for each additional time you take this feat.
Command the Dying. When you stabilize a creature by casting spare the dying, you may use your bonus action to animate that creature, causing it to immediately stand up if prone and either make one weapon attack or disengage, and may move the creature up to half its movement speed. If you maintain concentration on this spell, then until the creature either regains consciousness or takes damage, you may continue to use your bonus action move the creature up to half its movement speed and either make one weapon attack or disengage.
Cunning Trickery. When you cast druidcraft, prestidigitation, or thaumaturgy, you can create two effects with one casting of the spell.
Dancing Shadows. When you cast dancing lights, you may instead produce orbs of shadow that turn bright light to dim light and dim light to darkness in a 10 foot radius.
Dead of Winter. Whenever you cast ray of frost, you may add your Intelligence or Charisma modifier to the damage dealt, and an area with a 5 foot radius around your target is chilled with frost, becoming difficult terrain until the start of your next turn. If you target a flying creature with ray of frost, you instead sap the thermals keeping them aloft, causing them to instantly drop 10 feet.
Elemental Sculptor. You learn one cantrip of your choice from control flames, gust, mold earth, or shape water, if you didn’t already know them. When you cast any of these spells, you can create two effects with one casting of the spell, or you can create a single effect in a 10 foot cube rather than a 5 foot cube (for gust this allows you to push a Large creature).
Eye of the Storm. When you cast shocking grasp, you add your Intelligence or Charisma modifier to the damage dealt. additionally, after you cast shocking grasp, you may immediately fly up to 10 feet. This movement doesn’t provoke opportunity attacks.
Maddening Words. When you cast vicious mockery, you add your Charisma modifier to the damage dealt. Additionally, when you use vicious mockery to give a creature disadvantage on an attack, and that creature misses with that attack, you may use your reaction to make that attack strike another creature of your choice within range.
Otherworldly Caress. Creatures affected by your chill touch cantrip must also succeed on a Wisdom saving throw or be frightened of you until the start of your next turn.
Rite of Kindling. The create bonfire spell no longer requires concentration, and friendly creatures that regain hit points while within 10 feet of the bonfire gain an additional number of hit points equal to their Constitution modifier (minimum 1). Friendly creatures that make a saving throw while within 10 feet of the bonfire also gain a +1 bonus to that saving throw.
Tormenting Flames. Whenever you cast fire bolt, add your Intelligence or Charisma modifier to the damage dealt. In addition, a 5 foot square centered on your target becomes wreathed in hellish flames. Until the start of your next turn, any creature that enters that space or ends their turn on that space takes 1d4 fire damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Command the Dying. When you stabilize a creature by casting spare the dying, you may use your bonus action to animate that creature and move them up to half their movement speed or make one weapon attack.
Dead of Winter. Whenever you cast ray of frost, an area with a 5 foot radius around your target is chilled with frost, becoming difficult terrain until the start of your next turn. If you target a flying creature with ray of frost, you instead sap the thermals keeping them aloft, causing them to instantly drop 10 feet.
Eye of the Storm. After you cast shocking grasp, you may immediately fly up to 10 feet. This movement doesn’t provoke opportunity attacks.
Maddening Words. When you use vicious mockery to give a creature disadvantage on an attack, and that creature misses with that attack, you may use your reaction to make that attack strike another creature of your choice within range.
Rite of Kindling. The create bonfire spell no longer requires concentration, and friendly creatures gain a number of temporary hit points equal to your spellcasting ability score modifier (minimum 1) when they start their turn within 10 feet of the bonfire.
Tormenting Flames. Whenever you cast fire bolt, a 5 foot square centered on your target becomes wreathed in hellish flames. Until the start of your next turn, any creature that enters that space or ends their turn on that space takes 1d4 fire damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).(I'm open to ideas for more cantrip enhancements.)
Fighting Style
Your Strength or Dexterity increases by 1.
You learn one fighting style of your choice.
If you chose the Protection fighting style, you also gain proficiency with shields.
If you chose the Defense fighting style, you also gain proficiency in light and medium armor.
If you chose any other fighting style, you gain proficiency in any two weapons of your choice.
You may take this feat more than once.
Your Strength or Dexterity increases by 1.
You learn one fighting style of your choice.
(Maybe also grant additional weapon proficiencies?)
Metamagic
Choose two metamagic options from the sorcerer class. You may use that metamagic to enhance your spells. You have a number of sorcery points equal to one fourth your level, rounded up. You can take this feat more than once, but for each time after the first you must choose to gain either one additional metamagic option or 3 sorcery points.
Choose two metamagic options from the sorcerer class. You may use that metamagic to enhance your spells. You have a number of sorcery points equal to one fourth your level, rounded up.
(Thoughts on taking this more than once? Should it grant one additional metamagic option, or give you, say, 2 or 3 more sorcery points?)
Unarmored Defense
While you are wearing no armor and not wielding a shield, your AC is equals 11 + your Dexterity modifier + half your Proficiency bonus, rounded down.
(Thoughts on shield vs. no shield? Maybe allow a shield if you also have the Shield Master feat?)
Unified Theory
Your Intelligence increases by 1.
You may use Intelligence as your spellcasting ability score for all your spells.
In addition, during a long rest, you are able to prepare one additional spell from any spell list. The spell must be of a level you can cast, and equal to or lower than your Intelligence modifier (minimum of 1st level).
Your Intelligence increases by 1.
You may use Intelligence as your spellcasting ability score for all your spells.
Walking Museum
You may spend spend time focusing on a magic item, which attunes that item to you temporarily. The length of the temporary attunement depends on the length of time you spend focusing on that item.
If you focus for 1 minute, the temporary attunement lasts for 10 minutes.
If you focus for 10 minutes, the temporary attunement lasts for 1 hour.
If you focus for 1 hour, or as part of a short rest, the temporary attunement lasts for 8 hours.
If you focus for 8 hours, or as part of a long rest, the temporary attunement lasts for 24 hours.
If you attune yourself in this way to a cursed item, the attunement does not expire like it normally would. If you have less than three magic items attuned already, then that cursed item attunes normally taking up one of your attunement slots. If you already have three magic items attuned to you, then you may not form any more temporary attunements until you unattune one of your magic items (or remove the curse).
You have a number of attunement points equal to your level, and the cost to attune a magic item is dependent on its rarity.
Common magic items cost 2 attunement point.
Uncommon magic items cost 3 attunement points.
Rare magic items cost 5 attunement points.
Very rare magic items cost 6 attunement points.
Legendary magic items cost 7 attunement points.
You can always attune up to three magic items, regardless of the cost in attunement points.
You may attune up to three additional magic items.
(Too much? Maybe you could only have three attuned items active, but you could attune three "backup" items that can be switched out as an action. Other ideas that could expand this feat: at-will or once per day Identify and/or Detect Magic, bonus to Arcana and History checks to identify magic items or recall magic item lore, reduced weight of magic items.)