House Rules - Feats: Difference between revisions
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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:
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Source: BMT, page 49 |
Chef
Time spent mastering the culinary arts has paid off, granting you the following benefits:
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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.
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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Source: SatO, page 10 |
Prodigy
You have a knack for learning new things. You gain the following benefits:
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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:
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Source: SatO, page 11 |
Second Chance
Fortune favors you when someone tries to strike you. You gain the following benefits:
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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:
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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:
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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:
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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).
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Source: SCC, page 36 |
Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:
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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 |