House Rules - Feats: Difference between revisions

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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).
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 ==
== Changes to PHB 2014 Feats ==


=== [https://5e.tools/feats.html#crossbow%20expert_phb Crossbow Expert] ===
=== [https://5e.tools/feats.html#crossbow%20expert_phb Crossbow Expert] ===
Line 124: Line 124:


== Additional Feats ==
== Additional Feats ==
These feats are also allowed next to those from the 2014 PHB.
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] ===

Revision as of 21:57, 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:
  • Increase your Constitution score by 1, to a maximum of 20.
  • You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
  • When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.

You also develop a random flaw from the Aberrant Dragonmark Flaws table.

Aberrant Dragonmark Flaws
d8 Flaw
1 Your mark is a source of constant physical pain.
2 Your mark whispers to you. Its meaning can be unclear.
3 When you're stressed, the mark hisses audibly.
4 The skin around the mark is burned, scaly, or withered.
5 Animals are uneasy around you.
6 You have a mood swing any time you use your mark.
7 Your looks change slightly whenever you use the mark.
8 You have horrific nightmares after you use your mark.

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:
  • 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.
Source: BMT, page 49

Chef

Time spent mastering the culinary arts has paid off, granting you the following benefits:
  • Increase your Constitution or Wisdom by 1, to a maximum of 20.
  • You gain proficiency with cook's utensils if you don't already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
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.

Fast Crafting
Artisan's Tools Crafted Gear
Carpenter's Tools Ladder, Torch
Leatherworker's Tools Crossbow Bolt Case, Map or Scroll Case, Pouch
Mason's Tools Block and Tackle
Potter's Tools Jug, Lamp
Smith's Tools Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot
Tinker's Tools Bell, Shovel, Tinderbox
Weaver's Tools Basket, Rope, Net, Tent
Woodcarver's Tools Club, Greatclub, Quarterstaff
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.

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.

Source: DSotDQ, page 32

Dwarven Fortitude

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).
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:
  • 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.
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:
  • 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.
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:
  • 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.
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:
  • 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.
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:
  • 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.
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:
  • 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.
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:
  • 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

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:
  • 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

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:
  • 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.
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:
  • 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.
Source: SatO, page 10

Prodigy

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.
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:
  • 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.
Source: SatO, page 11

Second Chance

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.
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:
  • 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.
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:
  • 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.
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:
  • 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.
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).

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.
Source: SCC, page 36

Telepathic

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.
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