Esper's Heroic Feats (including mounted combat and channel divinity feats!)

My players always want access to new feats, especially since things are slightly limited here at the beginning of the new edition. One player in particular [okay...my girlfriend ;) ], noticed that there was but a single mounted combat feat in the PHB. What treachery is this?! So I honored her pegasus-riding dark paladin with a few options. Another player noticed that there were no channel divinity feats for the evil gods. Well, look no further. Oh, and I'll post a few other miscellaneous ones that I think are worthwhile...

-heroic-tier mounted feats-

Expanded Mount Training
Prerequisites: Mounted Combat
Benefit: Choose a mount that you own. Increase its
number of healing surges by two.
It gains an action point. It may use this action point
only for its own actions (at your command). It gains
new action points just as a player character does.
You may swap the benefits of this feat from one
mount to another, though only one mount may benefit
from it at a time. Doing so requires one week worth of
training with the mount.

Expeditious Rider
Prerequisites: Mounted Combat
Benefit: You may mount or dismount as a move
action, or as a minor action with a successful DC 20
acrobatic stunt. Failing this stunt causes you to fall
prone.
Once per encounter you may spur your mount to
give it a +2 bonus to speed on a single charge or
move action.

Impact Charge
Prerequisites: Mounted Combat, Str 15
Benefit: When you charge while mounted and
your attack hits, you may immediately make a bull
rush attempt against the target. If you successfully
bull rush a mounted target, it is knocked off of its
mount and lands prone in an adjacent square
(appropriate for the direction the attack came from).

Ride-by Strike
Prerequisites: Mounted Combat
Benefit: When you charge while mounted, you
may continue moving after the attack. You must
keep the direction of the charge.
Your total movement for the round can’t exceed
double your mounted speed. You and your mount
do not provoke an opportunity attack from the
opponent that you charged when moving away from it.

-heroic-tier channel divinity feats-

Channel Divinity:
Asmodeus' Command
feat power
You utter a command empowered by the voice of the Lord
of the Nine Hells. Your foe kneels, suffering in obedience.

Encounter * Charm, Divine, Implement
Standard Action Ranged 5
Target:
One creature
Attack: Wisdom vs. Will
Hit: You slide the target 1 square and knock it prone.
It takes 1d6 + Wisdom modifier fire damage.
Increase damage to 2d6 at 5th level, 3d6 at 11th,
4d6 at 15th, 5d6 at 21st, and 6d6 at 25th.

Channel Divinity: Bane's Coercion
feat power

Those who oppose the champions of Bane often end up
cowering for their pitiful lives

Encounter * Divine, Fear
Free Action Personal
Trigger:
You score a critical hit with a melee attack.
Effect: Make an Intimidate check against all
enemies within 5 squares of you.

Channel Divinity: Fang of Zehir
feat power

Your blade stabs into the chest of your target. With a
silent prayer, you ask the Lord of Serpents to send forth
his poison.

Encounter * Divine, Poison, Weapon
Standard Action Melee or Ranged
weapon
Requirement:
You must be wielding a bow, crossbow,
or light blade.
Target: One creature.
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity modifier damage and the
target takes 5 ongoing poison damage and takes
a -2 penalty to saving throws (save ends both).
Increase to 2[W] + Dexterity modifier damage at
21st level.

Channel Divinity: Gruumsh's Smite
feat power

Gruumsh delights in the turmoil of your foes. His hatred
flows through your body and into your weapon.

Encounter * Divine
Minor Action Personal
Effect:
The next Strength attack you make this turn
gains a +2 bonus on the attack roll. If the attack
hits a fey creature, it deals extra damage equal to
your Strength modifier.

Channel Divinity:
Hand of Vecna
feat power
In the name of the Lich-king, you command a secret
necromantic power over undead.

Encounter * Charm, Divine, Implement
Standard Action Close
burst 2
(5 at 11th level, 8 at 21st level)
Target:
Each undead creature in burst
Attack: Wisdom vs. Will
Hit: Depending upon the level of the undead, apply
the following effects.
Same level as you or higher:The undead cannot move
closer to you or make attacks until the end of
your next turn.
Lower level than you:The undead is dominated until
the end of your next turn.

Channel Divinity: Lolth's Gait
feat power

By invoking the power of the spider queen, you scuttle
through the shadows like a deadly spider.

Encounter * Divine
Move Action Personal
Effect:
Shift a number of squares equal to 1 + your
Charisma modifier. During this move you gain
spiderclimb.

Channel Divinity: Tiamat's Greed
feat power

You know that you must kill or be killed. Take or be
taken from. There is no other way to get what you want.

Encounter * Divine, Implement
Minor Action Ranged
10
Target:
One creature
Attack: Wisdom vs. Will
Hit: The target is pulled a number of squares equal
to your Charisma modifier (minimum 1). You gain
a +1 power bonus on your next attack roll against
the target.

Channel Divinity: Torog's Binding
feat power

Your attack is Torog's delight as you leave your foe in
torturous bonds.

Encounter * Divine, Weapon
Standard Action Melee
weapon
Target:
One creature.
Attack: Strength vs. Reflex
Hit: 1[W] damage and the target takes ongoing 5
damage and is immobilized (save ends both).
Increase to 2[W] damage at 21st level.

-heroic-tier miscellaneous feats-

Cup of Life [Cleric, Paladin]
Prerequisites:
Cleric or Paladin
Benefit:
Whenever you use a divine healing power
or class feature and give the target more healing than
it needs to recover to maximum hit points, the target
receives only the exact amount of healing it needs to
recover to maximum hit points, and you give the
remaining healing to a second target within 5 squares
of you.
You can use this feat a number of times per day
equal to your Charisma modifier (minimum 1).

Evasive Reflexes
Prerequisites:
Dex 15
Benefit:
Whenever you make an opportunity attack,
you may shift before or after making the attack as a
free action.

Grapple
Prerequisites:
Str 13
Benefit:
If you have an enemy grabbed, you can
attempt to change its condition from immobilized to
restrained. As a standard action, make a Strength
attack against the target's Fortitude defense. You get
a +4 bonus on the attack if the target is a smaller size
than you, or a -4 penalty if the target is a larger size.
You must still maintain the grab as normal, and the
opponent can try to escape as normal, but with a -2
penalty on its escape check.

Improved Bull Rush
Prerequisites:
Str 13
Benefit:
You gain a +2 bonus on bull rush attack
rolls.
Whenever you succeed on a bull rush, the target
takes a -1 penalty to AC and Reflex until the end of
your next turn.
Whenever your bull rush would force the target over
a precipice or a pit, the target takes a -2 penalty on
its saving throw to catch itself.

Keep the Fight [Fighter, Warlord]
Prerequisites:
Fighter or Warlord
Benefit:
Choose a daily power you know that has an
effectand/or missentry. Whenever you miss with that
attack, you may choose to negate the effectand miss
entries and instead not expend the use of that power.

Mobile Striker [Ranger, Rogue]
Prerequisites:
Ranger or Rogue
Benefit:
Once per encounter, you may shift a number
of squares equal to your Dexterity modifier as a free
action after dealing Hunter's Quarry or Sneak Attack
damage.

Performer
Prerequisites:
Cha 11
Benefit:
You are skilled at a certain type of
performing. This could range from anything to acting,
comedy, dancing, singing, or playing an instrument.
You can impress others with your skill.
To perform your talent, make a perform check. This is
a Charisma check with a +5 bonus (similar to having
training in a skill).
Trying to earn money with this feat usually entails
securing an appropriate gig and an evening's work.

DC Performance
10 Routine or poor performance. Trying to earn
money by playing in public is practically
begging. You can earn 1d6 cp in a day
15 Fair to enjoyable performance. In a
prosperous town, you can earn 2d6 sp in a day.
20 Great performance. In a prosperous town, you
can earn 1d6 gp in a day. In time, you may
develop a local reputation, or even be
invited to join a professional troupe.
25 Memorable performance. In a prosperous town,
you can earn 2d6 gp in a day. In time, you may
come to the attention of noble patrons and
develop a regional or even kingdom-wide
reputation.
30 Extraordinary performance. In a prosperous town,
you can earn 3d6 gp in a day. In time, you may
draw attention from distant potential patrons,
or even from extraplanar beings.

An audience that has been unimpressed in the past is
likely to be prejudiced against future performances.
(Increase the DC by 2 for each previous failure.)

You also gain the entrancing performance power.

Entrancing Performance
feat power

Your mesmerizing performance seems to soothe and calm
the vicious beast.

Encounter * Charm
Standard Action Ranged
10
Requirement:
The target must not have been attacked
this encounter.
Target: One magical beast of the fey, immortal, or
natural origin
Attack: Perform check vs. Will
Hit: The target calmly watches you perform, and will
not make attacks or otherwise interfere with you and
your allies. This effect lasts until the end of your
next turn or until the target is attacked.
Sustain standard: If the target is within range, you
can sustain the effect.
Special: If you sustain this power five times, the
effect automatically lasts for 10 minutes or until the
target is attacked.

Prone Attack
Prerequisites:
Dex 13
Benefit:
You take no penalty on melee attack rolls
while prone. If you succeed on a melee attack
against an opponent while prone, you may stand up
as a free action.

Sniper
Prerequisites:
Trained in Stealth
Benefit: If you have successfully hidden at least 3
squares from an enemy, you can attempt to remain
hidden, as a free action, after making a ranged
attack.
To attempt to remain hidden, make a Stealth check
with a -10 penalty against the passive Perception
of enemies that might notice you.
As well, you gain a +1 bonus on attack rolls made
against targets that you have successfully hidden from.

Spell Precision [Warlock, Wizard]
Prerequisites:
Warlock or Wizard
Benefit:
Choose an encounter power you know.
Whenever you miss with the attack, you deal half
damage.

Threatening Chains
Prerequisites:
Proficiency with weapon, Dex 15
Benefit: You gain the threatening chains power.

Threatening Chains
feat power

You steady yourself, carefully swinging your chains, ready to
strike at a moment's notice.

Encounter * Stance
Minor Action Personal
Effect:
As long as you move no more than 2 squares
on your turn, you gain threatening reach 2 with the
spiked chain or kusari-gama until the beginning of
your next turn.

Threatening Length
Prerequisites:
Dex 13
Benefit: When wielding a spear or polearm, if an
enemy charges you, you may make an opportunity
attack at that enemy when it enters an adjacent
square.

Well, I'd say that's quite long for my first post, so I'll be done for now. I have lots of other cool stuff I'd like to share, so feel free to look for more of my threads in the future. Thanks for reading!

Esper
 
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