House Rules - Feats: Difference between revisions
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''' | == Loosened Restrictions == | ||
When it comes to '''feats that give a +1 ability increase in specific abilities''', I am willing to allow players to pick any of the six abilities, there might be edge cases where it breaks stuff and won't be allowed. | |||
When it comes to '''feats that are limited to certain races, etc'''. I am willing to allow players to pick them whatever their race, etc. But it depends on if it breaks anything and if it makes thematic sense (if it's all based on your character being small, you can't pick it if you play a 7' half-orc). | |||
== Changes to PHB 2014 Feats == | |||
=== [https://5e.tools/feats.html#crossbow%20expert_phb Crossbow Expert] === | |||
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls '''when using a crossbow'''. | |||
=== [https://5e.tools/feats.html#elemental%20adept_phb Elemental Adept] === | |||
Changed to [https://5e.tools/feats.html#elemental%20adept_xphb 2024 version]: | |||
{| class="wikitable" | |||
| colspan="6" |'''Ability Score Increase.''' Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. | |||
'''Energy Mastery.''' Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. | |||
'''Repeatable.''' You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery. | |||
|} | |||
=== [https://5e.tools/feats.html#great%20weapon%20master_phb Great Weapon Master] === | |||
Removed. | |||
=== [https://5e.tools/feats.html#inspiring%20leader_phb Inspiring Leader] === | |||
Changed to [https://5e.tools/feats.html#inspiring%20leader_xphb 2024 version]: | |||
{| class="wikitable" | |||
| colspan="6" |'''Ability Score Increase.''' Increase your Wisdom or Charisma by 1, to a maximum of 20. | |||
'''Bolstering Performance.''' When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus the modifier of the ability you increased with this feat. | |||
|} | |||
=== [https://5e.tools/feats.html#keen%20mind_phb Keen Mind] === | |||
Changed to [https://5e.tools/feats.html#keen%20mind_xphb 2024 version]: | |||
{| class="wikitable" | |||
| colspan="6" |'''Ability Score Increase.''' Increase your Intelligence score by 1, to a maximum of 20. | |||
'''Lore Knowledge.''' Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it. | |||
'''Quick Study.''' You can take the Study action as a Bonus Action. | |||
|} | |||
=== [https://5e.tools/feats.html#lightly%20armored_phb Lightly Armored] === | |||
Also gives training with shields, as the [https://5e.tools/feats.html#lightly%20armored_xphb 2024 version]. | |||
=== [https://5e.tools/feats.html#lucky_phb Lucky] === | |||
Changed to [https://5e.tools/feats.html#lucky_xphb 2024 version]: | |||
{| class="wikitable" | |||
| colspan="6" |'''Luck Points.''' You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest. | |||
'''Advantage.''' When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll. | |||
'''Disadvantage.''' When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll. | |||
|} | |||
=== [https://5e.tools/feats.html#mage%20slayer_phb Mage Slayer] === | |||
Changed to [https://5e.tools/feats.html#mage%20slayer_xphb 2024 version]: | |||
{| class="wikitable" | |||
| colspan="6" |'''Ability Score Increase.''' Increase your Strength or Dexterity by 1, to a maximum of 20. | |||
'''Concentration Breaker.''' When you damage a creature that is Concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. | |||
'''Guarded Mind.''' If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. | |||
|} | |||
=== [https://5e.tools/feats.html#medium%20armor%20master_phb Medium Armor Master] === | |||
Changed to [https://5e.tools/feats.html#medium%20armor%20master_xphb 2024 version]: | |||
{| class="wikitable" | |||
| colspan="6" |'''Ability Score Increase.''' Increase your Strength or Dexterity by 1, to a maximum of 20. | |||
'''Dexterous Wearer.''' While you're wearing Medium armor, you can add 3, rather than 2 to your AC if you have a Dexterity score of 16 or higher. | |||
|} | |||
=== [https://5e.tools/feats.html#moderately%20armored_phb Moderately Armored] === | |||
No longer gives training with shields, that now comes with Lightly Armored, see above. | |||
=== [https://5e.tools/feats.html#polearm%20master_phb Polearm Master] === | |||
Removed. | |||
=== [https://5e.tools/feats.html#sentinel_phb Sentinel] === | |||
Changed to [https://5e.tools/feats.html#sentinel_xphb 2024 version]: | |||
{| class="wikitable" | |||
| colspan="6" |'''Ability Score Increase.''' Increase your Strength or Dexterity by 1, to a maximum of 20. | |||
'''Guardian.''' Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature. | |||
'''Halt.''' When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn. | |||
|} | |||
=== [https://5e.tools/feats.html#sharpshooter_phb Sharpshooter] === | |||
Changed to [https://5e.tools/feats.html#sharpshooter_xphb 2024 version]: | |||
{| class="wikitable" | |||
| colspan="6" |'''Ability Score Increase.''' Increase your Dexterity score by 1, to a maximum of 20. | |||
'''Bypass Cover.''' Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover. | |||
'''Firing in Melee.''' Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons. | |||
'''Long Shots.''' Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons. | |||
|} | |||
=== [https://5e.tools/feats.html#spell%20sniper_phb Spell Sniper] === | |||
Changed to [https://5e.tools/feats.html#spell%20sniper_xphb 2024 version]: | |||
{| class="wikitable" | |||
| colspan="6" |'''Ability Score Increase.''' Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. | |||
'''Bypass Cover.''' Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. | |||
'''Casting in Melee.''' Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells. | |||
'''Increased Range.''' When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet. | |||
|} | |||
=== [https://5e.tools/feats.html#war%20caster_phb War Caster] === | |||
Changed to [https://5e.tools/feats.html#war%20caster_xphb 2024 version]: | |||
{| class="wikitable" | |||
| colspan="6" |'''Ability Score Increase.''' Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. | |||
'''Concentration.''' You have Advantage on Constitution saving throws that you make to maintain Concentration. | |||
'''Reactive Spell.''' When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature. | |||
'''Somatic Components.''' You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands. | |||
|} | |||
== Additional Feats == | |||
The general rule is that only feats from the 2014 PHB are allowed, but these feats are also allowed. | |||
=== [https://5e.tools/feats.html#aberrant%20dragonmark_erlw Aberrant Dragonmark] === | === [https://5e.tools/feats.html#aberrant%20dragonmark_erlw Aberrant Dragonmark] === | ||
Maybe, but will need some real discussion with the DM and won’t involve dragons in any way. | Maybe, but will need some real discussion with the DM and won’t involve dragons or epic boons in any way. | ||
{| class="wikitable" | {| class="wikitable" | ||
| colspan="6" |''Prerequisite: No other dragonmark'' | | colspan="6" |''Prerequisite: No other dragonmark'' | ||
Line 42: | Line 167: | ||
|You have horrific nightmares after you use your mark. | |You have horrific nightmares after you use your mark. | ||
|} | |} | ||
'''Source:''' ''ERLW'', page 52 | |||
|} | |} | ||
Line 61: | Line 187: | ||
| colspan="6" |You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits: | | colspan="6" |You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits: | ||
* Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling. | * '''Card Tricks.''' You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling. | ||
* Hidden Ace. When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic. | * '''Hidden Ace.''' When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic. | ||
|- | |- | ||
| colspan="6" |'''Source:''' ''BMT'', page 49 | | colspan="6" |'''Source:''' ''BMT'', page 49 | ||
Line 119: | Line 245: | ||
| colspan="6" |'''Source:''' ''PHB'24'', page 200 | | colspan="6" |'''Source:''' ''PHB'24'', page 200 | ||
|} | |} | ||
[https://5e.tools/feats.html#dwarven%20fortitude_xge Dwarven Fortitude] | === [https://5e.tools/feats.html#divinely%20favored_dsotdq Divinely Favored] === | ||
Will be specifically tailored to a deity from the setting, with a cantrip and spell that fit well. | |||
{| class="wikitable" | |||
| colspan="6" |A god chose you to carry a spark of their power. | |||
You learn one cantrip of your choice from the cleric spell list and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the augury spell. | |||
{| class="wikitable" | |||
|+Alignment Spells | |||
!Alignment | |||
!1st-Level Spell | |||
|- | |||
|Evil | |||
|Choose one 1st-level warlock spell | |||
|- | |||
|Good | |||
|Choose one 1st-level cleric spell | |||
|- | |||
|Neutral | |||
|Choose one 1st-level druid spell | |||
|} | |||
You can cast the chosen 1st-level spell and the augury spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level. | |||
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). | |||
In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat. | |||
|- | |||
| colspan="6" |'''Source:''' ''DSotDQ'', page 32 | |||
|} | |||
=== [https://5e.tools/feats.html#dwarven%20fortitude_xge Dwarven Fortitude] === | |||
{| class="wikitable" | |||
| colspan="6" |You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: | |||
* Increase your Constitution score by 1, to a maximum of 20. | |||
* Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 74 | |||
|} | |||
=== [https://5e.tools/feats.html#eldritch%20adept_tce Eldritch Adept] === | |||
For anyone except warlocks. Comes with some hefty story stuff and in game consequences. Invocation can't be changed. | |||
{| class="wikitable" | |||
| colspan="6" |Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. | |||
Whenever you gain a level, you can replace the invocation with another one from the warlock class. | |||
|- | |||
| colspan="6" |'''Source:''' ''TCE'', page 79 | |||
|} | |||
=== [https://5e.tools/feats.html#elven%20accuracy_xge Elven Accuracy] === | |||
{| class="wikitable" | |||
| colspan="6" |The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: | |||
* Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. | |||
* Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 74 | |||
|} | |||
=== [https://5e.tools/feats.html#fade%20away_xge Fade Away] === | |||
{| class="wikitable" | |||
| colspan="6" |Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits: | |||
* Increase your Dexterity or Intelligence by 1, to a maximum of 20. | |||
* Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest. | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 74 | |||
|} | |||
=== [https://5e.tools/feats.html#fey%20teleportation_xge Fey Teleportation] === | |||
{| class="wikitable" | |||
| colspan="6" |Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: | |||
* Increase your Intelligence or Charisma by 1, to a maximum of 20. | |||
* You learn to speak, read, and write Sylvan. | |||
* You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 74 | |||
|} | |||
=== [https://5e.tools/feats.html#fey%20touched_tce Fey Touched] === | |||
Only if your character has actually spent a lot of time, months, in the Feywild. | |||
{| class="wikitable" | |||
| colspan="6" |Your exposure to the Feywild's magic has changed you, granting you the following benefits: | |||
* Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. | |||
* You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. | |||
|- | |||
| colspan="6" |'''Source:''' ''TCE'', page 79. Reprinted as Fey-Touched in ''PHB'24'' | |||
|} | |||
=== [https://5e.tools/feats.html#fighting%20initiate_tce Fighting Initiate] === | |||
Only if you don’t already have a Fighting Style. You can’t change the style unless you find a trainer again and invest time and money. | |||
{| class="wikitable" | |||
| colspan="6" |Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. | |||
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have. | |||
|- | |||
| colspan="6" |'''Source:''' ''TCE'', page 80 | |||
|} | |||
=== [https://5e.tools/feats.html#flames%20of%20phlegethos_xge Flames of Phlegethos] === | |||
{| class="wikitable" | |||
| colspan="6" |You learn to call on hellfire to serve your commands. You gain the following benefits: | |||
* Increase your Intelligence or Charisma by 1, to a maximum of 20. | |||
* When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. | |||
* Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 74 | |||
|} | |||
=== [https://5e.tools/feats.html#infernal%20constitution_xge Infernal Constitution] === | |||
{| class="wikitable" | |||
| colspan="6" |Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: | |||
* Increase your Constitution score by 1, to a maximum of 20. | |||
* You have resistance to cold and poison damage. | |||
* You have advantage on saving throws against being poisoned. | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 75 | |||
|} | |||
=== [https://5e.tools/feats.html#knight%20of%20the%20crown_dsotdq Knight of the Crown] === | |||
Only if your character is a member of a fitting [[:Category:Organisations|organization]]. | |||
{| class="wikitable" | |||
|You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: | |||
* '''Ability Score Increase.''' Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. | |||
* '''Commanding Rally.''' As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | |||
|- | |||
|'''Source:''' ''DSotDQ'', page 32 | |||
|} | |||
=== [https://5e.tools/feats.html#knight%20of%20the%20rose_dsotdq Knight of the Rose] === | |||
Only if your character is a member of a fitting [[:Category:Organisations|organization]]. | |||
{| class="wikitable" | |||
|You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits: | |||
* '''Ability Score Increase.''' Increase your Constitution, Wisdom, or Charisma by 1, to a maximum of 20. | |||
* '''Bolstering Rally.''' As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | |||
|- | |||
|'''Source:''' ''DSotDQ'', page 33 | |||
|} | |||
=== [https://5e.tools/feats.html#martial%20weapon%20training_xphb Martial Weapon Training] === | |||
{| class="wikitable" | |||
| colspan="6" |'''Ability Score Increase.''' Increase your Strength or Dexterity by 1, to a maximum of 20. | |||
'''Weapon Proficiency.''' You gain proficiency with Martial weapons. | |||
|- | |||
| colspan="6" |'''Source:''' ''PHB'24'', page 205 | |||
|} | |||
=== [https://5e.tools/feats.html#orcish%20fury_xge Orcish Fury] === | |||
{| class="wikitable" | |||
| colspan="6" |Your fury burns tirelessly. You gain the following benefits: | |||
* Increase your Strength or Constitution by 1, to a maximum of 20. | |||
* When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. | |||
* Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 75 | |||
|} | |||
[https://5e.tools/feats.html# | === [https://5e.tools/feats.html#outlands%20envoy_sato Outlands Envoy] === | ||
Won't be Sigil or Outlands related but instead to a region or [[:Category:Organisations|organization]] in the world. | |||
{| class="wikitable" | |||
| colspan="6" |You have spent significant time in Sigil or the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits: | |||
* '''Ability Score Increase.''' Increase one ability score of your choice by 1, to a maximum of 20. | |||
* '''Crossroads Emissary.''' You learn the misty step and tongues spells. You can cast each spell once using this feat without a spell slot, and you must finish a long rest before you can cast that spell in this way again. When you cast tongues using this feat, you require no material components. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the one chosen when you gained the Scion of the Outer Planes feat. | |||
|- | |||
| colspan="6" |'''Source:''' ''SatO'', page 10 | |||
|} | |||
=== [https://5e.tools/feats.html#prodigy_xge Prodigy] === | |||
{| class="wikitable" | |||
| colspan="6" |You have a knack for learning new things. You gain the following benefits: | |||
* You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. | |||
* Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 75 | |||
|} | |||
[https://5e.tools/feats.html# | === [https://5e.tools/feats.html#righteous%20heritor_sato Righteous Heritor] === | ||
We'll have to see what the source of this is. | |||
{| class="wikitable" | |||
| colspan="6" |You can channel cosmic forces of good to gain these benefits: | |||
* '''Ability Score Increase.''' Increase one ability score of your choice by 1, to a maximum of 20. | |||
* '''Soothe Pain.''' When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | |||
|- | |||
| colspan="6" |'''Source:''' ''SatO'', page 11 | |||
|} | |||
[https://5e.tools/feats.html# | === [https://5e.tools/feats.html#second%20chance_xge Second Chance] === | ||
{| class="wikitable" | |||
| colspan="6" |Fortune favors you when someone tries to strike you. You gain the following benefits: | |||
* Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. | |||
* When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest. | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 75 | |||
|} | |||
[https://5e.tools/feats.html# | === [https://5e.tools/feats.html#shadow%20touched_tce Shadow Touched] === | ||
Only if your character has actually spent a lot of time, months, in the Shadowfell. | |||
{| class="wikitable" | |||
| colspan="6" |Your exposure to the Shadowfell's magic has changed you, granting you the following benefits: | |||
* Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. | |||
* You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. | |||
|- | |||
| colspan="6" |'''Source:''' ''TCE'', page 80. Reprinted as Shadow-Touched in ''PHB'24'' | |||
|} | |||
[https://5e.tools/feats.html# | === [https://5e.tools/feats.html#skill%20expert_tce Skill Expert] === | ||
{| class="wikitable" | |||
| colspan="6" |You have honed your proficiency with particular skills, granting you the following benefits: | |||
* Increase one ability score of your choice by 1, to a maximum of 20. | |||
* You gain proficiency in one skill of your choice. | |||
* Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. | |||
|- | |||
| colspan="6" |'''Source:''' ''TCE'', page 80. Reprinted as Skill Expert in ''PHB'24'' | |||
|} | |||
[https://5e.tools/feats.html# | === [https://5e.tools/feats.html#squat%20nimbleness_xge Squat Nimbleness] === | ||
{| class="wikitable" | |||
| colspan="6" |You are uncommonly nimble for your race. You gain the following benefits: | |||
* Increase your Strength or Dexterity by 1, to a maximum of 20. | |||
* Increase your walking speed by 5 feet. | |||
* You gain proficiency in the Acrobatics or Athletics skill (your choice). | |||
* You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 75 | |||
|} | |||
[https://5e.tools/feats.html# | === [https://5e.tools/feats.html#strixhaven%20initiate_scc Strixhaven Initiate] === | ||
Will be adapted to an [[:Category:Organisations|organization]] in the world, with fitting spells granted. | |||
{| class="wikitable" | |||
| colspan="6" |You have studied some magical theory and have learned a few spells associated with Strixhaven University. | |||
Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table. | |||
You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. | |||
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). | |||
{| class="wikitable" | |||
|+Strixhaven Spells | |||
!College | |||
!Cantrips | |||
!1st-Level Spell | |||
|- | |||
|Lorehold | |||
|Choose two from light, sacred flame, and thaumaturgy. | |||
|Choose one 1st-level cleric or wizard spell. | |||
|- | |||
|Prismari | |||
|Choose two from fire bolt, prestidigitation, and ray of frost. | |||
|Choose one 1st-level bard or sorcerer spell. | |||
|- | |||
|Quandrix | |||
|Choose two from druidcraft, guidance, and mage hand. | |||
|Choose one 1st-level druid or wizard spell. | |||
|- | |||
|Silverquill | |||
|Choose two from sacred flame, thaumaturgy, and vicious mockery. | |||
|Choose one 1st-level bard or cleric spell. | |||
|- | |||
|Witherbloom | |||
|Choose two from chill touch, druidcraft, and spare the dying. | |||
|Choose one 1st-level druid or wizard spell. | |||
|} | |||
|- | |||
| colspan="6" |'''Source:''' ''SCC'', page 36 | |||
|} | |||
[https://5e.tools/feats.html# | === [https://5e.tools/feats.html#telepathic_tce Telepathic] === | ||
{| class="wikitable" | |||
| colspan="6" |You awaken the ability to mentally connect with others, granting you the following benefits: | |||
* Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. | |||
* You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. | |||
* You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them. | |||
|- | |||
| colspan="6" |'''Source:''' ''TCE'', page 81. Reprinted as Telepathic in ''PHB'24'' | |||
|} | |||
[https://5e.tools/feats.html#wood%20elf%20magic_xge Wood Elf Magic] | === [https://5e.tools/feats.html#wood%20elf%20magic_xge Wood Elf Magic] === | ||
{| class="wikitable" | |||
| colspan="6" |You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. | |||
|- | |||
| colspan="6" |'''Source:''' ''XGE'', page 75 | |||
|} | |||
[[Category:Rules]] | [[Category:Rules]] |
Latest revision as of 22:06, 30 November 2024
Loosened Restrictions
When it comes to feats that give a +1 ability increase in specific abilities, I am willing to allow players to pick any of the six abilities, there might be edge cases where it breaks stuff and won't be allowed.
When it comes to feats that are limited to certain races, etc. I am willing to allow players to pick them whatever their race, etc. But it depends on if it breaks anything and if it makes thematic sense (if it's all based on your character being small, you can't pick it if you play a 7' half-orc).
Changes to PHB 2014 Feats
Crossbow Expert
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls when using a crossbow.
Elemental Adept
Changed to 2024 version:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
Energy Mastery. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. Repeatable. You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery. |
Great Weapon Master
Removed.
Inspiring Leader
Changed to 2024 version:
Ability Score Increase. Increase your Wisdom or Charisma by 1, to a maximum of 20.
Bolstering Performance. When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus the modifier of the ability you increased with this feat. |
Keen Mind
Changed to 2024 version:
Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it. Quick Study. You can take the Study action as a Bonus Action. |
Lightly Armored
Also gives training with shields, as the 2024 version.
Lucky
Changed to 2024 version:
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll. Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll. |
Mage Slayer
Changed to 2024 version:
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Concentration Breaker. When you damage a creature that is Concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. |
Medium Armor Master
Changed to 2024 version:
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Dexterous Wearer. While you're wearing Medium armor, you can add 3, rather than 2 to your AC if you have a Dexterity score of 16 or higher. |
Moderately Armored
No longer gives training with shields, that now comes with Lightly Armored, see above.
Polearm Master
Removed.
Sentinel
Changed to 2024 version:
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Guardian. Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature. Halt. When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn. |
Sharpshooter
Changed to 2024 version:
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover. Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons. Long Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons. |
Spell Sniper
Changed to 2024 version:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. Casting in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells. Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet. |
War Caster
Changed to 2024 version:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration. Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature. Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands. |
Additional Feats
The general rule is that only feats from the 2014 PHB are allowed, but these feats are also allowed.
Aberrant Dragonmark
Maybe, but will need some real discussion with the DM and won’t involve dragons or epic boons in any way.
Prerequisite: No other dragonmark | |||||||||||||||||||||||
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
You also develop a random flaw from the Aberrant Dragonmark Flaws table.
Source: ERLW, page 52 |
Bountiful Luck
Prerequisite: Halfling | |||||
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn. | |||||
Source: XGE, page 73 |
Cartomancer
You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:
| |||||
Source: BMT, page 49 |
Chef
Time spent mastering the culinary arts has paid off, granting you the following benefits:
| |||||
Source: TCE, page 79. Reprinted as Chef in PHB'24 |
Crafter
Note, the Discount ability has been removed.
You gain the following benefits.
Tool Proficiency. You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table. Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
| |||||||||||||||||||||||
Source: PHB'24, page 200 |
Divinely Favored
Will be specifically tailored to a deity from the setting, with a cantrip and spell that fit well.
A god chose you to carry a spark of their power.
You learn one cantrip of your choice from the cleric spell list and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the augury spell.
You can cast the chosen 1st-level spell and the augury spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat. | |||||||||||||
Source: DSotDQ, page 32 |
Dwarven Fortitude
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
| |||||
Source: XGE, page 74 |
Eldritch Adept
For anyone except warlocks. Comes with some hefty story stuff and in game consequences. Invocation can't be changed.
Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class. | |||||
Source: TCE, page 79 |
Elven Accuracy
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
| |||||
Source: XGE, page 74 |
Fade Away
Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
| |||||
Source: XGE, page 74 |
Fey Teleportation
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
| |||||
Source: XGE, page 74 |
Fey Touched
Only if your character has actually spent a lot of time, months, in the Feywild.
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
| |||||
Source: TCE, page 79. Reprinted as Fey-Touched in PHB'24 |
Fighting Initiate
Only if you don’t already have a Fighting Style. You can’t change the style unless you find a trainer again and invest time and money.
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have. | |||||
Source: TCE, page 80 |
Flames of Phlegethos
You learn to call on hellfire to serve your commands. You gain the following benefits:
| |||||
Source: XGE, page 74 |
Infernal Constitution
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
| |||||
Source: XGE, page 75 |
Knight of the Crown
Only if your character is a member of a fitting organization.
You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:
|
Source: DSotDQ, page 32 |
Knight of the Rose
Only if your character is a member of a fitting organization.
You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:
|
Source: DSotDQ, page 33 |
Martial Weapon Training
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Weapon Proficiency. You gain proficiency with Martial weapons. | |||||
Source: PHB'24, page 205 |
Orcish Fury
Your fury burns tirelessly. You gain the following benefits:
| |||||
Source: XGE, page 75 |
Outlands Envoy
Won't be Sigil or Outlands related but instead to a region or organization in the world.
You have spent significant time in Sigil or the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits:
| |||||
Source: SatO, page 10 |
Prodigy
You have a knack for learning new things. You gain the following benefits:
| |||||
Source: XGE, page 75 |
Righteous Heritor
We'll have to see what the source of this is.
You can channel cosmic forces of good to gain these benefits:
| |||||
Source: SatO, page 11 |
Second Chance
Fortune favors you when someone tries to strike you. You gain the following benefits:
| |||||
Source: XGE, page 75 |
Shadow Touched
Only if your character has actually spent a lot of time, months, in the Shadowfell.
Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
| |||||
Source: TCE, page 80. Reprinted as Shadow-Touched in PHB'24 |
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
| |||||
Source: TCE, page 80. Reprinted as Skill Expert in PHB'24 |
Squat Nimbleness
You are uncommonly nimble for your race. You gain the following benefits:
| |||||
Source: XGE, page 75 |
Strixhaven Initiate
Will be adapted to an organization in the world, with fitting spells granted.
You have studied some magical theory and have learned a few spells associated with Strixhaven University.
Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table. You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
| |||||||||||||||||||||||
Source: SCC, page 36 |
Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:
| |||||
Source: TCE, page 81. Reprinted as Telepathic in PHB'24 |
Wood Elf Magic
You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. | |||||
Source: XGE, page 75 |