House Rules - Feats: Difference between revisions
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'''These feats are also allowed next to those from the PHB.''' | == 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 I won't allow it. | |||
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 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. | |||
|} | |||
Changed to [https://5e.tools/feats.html#keen%20mind_xphb 2024 version]: | |||
Changed to [https://5e.tools/feats.html#keen%20mind_xphb 2024 version]: | |||
Changed to [https://5e.tools/feats.html#keen%20mind_xphb 2024 version]: | |||
== Additional Feats == | |||
'''These feats are also allowed next to those from the 2014 PHB.''' | |||
=== [https://5e.tools/feats.html#aberrant%20dragonmark_erlw Aberrant Dragonmark] === | === [https://5e.tools/feats.html#aberrant%20dragonmark_erlw Aberrant Dragonmark] === | ||
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| 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 |
Revision as of 21:07, 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 I won't allow it.
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 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. |
Changed to 2024 version:
Changed to 2024 version:
Changed to 2024 version:
Additional Feats
These feats are also allowed next to those from the 2014 PHB.
Aberrant Dragonmark
Maybe, but will need some real discussion with the DM and won’t involve dragons 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.
|
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.
Eldritch Adept; for anyone except warlocks. Comes with some hefty story stuff and in game consequences. Invocation can't be changed.
Fey Touched; only if your character has actually spent a lot of time, months, in the Feywild.
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.
Knight of the Crown; only if your character is a member of a fitting organization.
Knight of the Rose; only if your character is a member of a fitting organization.
Shadow Touched; only if your character has actually spent a lot of time, months, in the Shadowfell.
Strixhaven Initiate; will be adapted to an organization in the world, with fitting the spells granted.