What feats are "missing"?

Aldarc

Legend
Just be careful that you do not marginalize the rogue. The bard and wizard comes dangerously close to making the rogue obsolete as it is.
 

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GameDoc

Explorer
Just be careful that you do not marginalize the rogue. The bard and wizard comes dangerously close to making the rogue obsolete as it is.

Agree. I suppose any feats that allow other classes a shot at expertise might ought to be limited to skills and tools that are not the rogue's bread and butter.
 

Agree. I suppose any feats that allow other classes a shot at expertise might ought to be limited to skills and tools that are not the rogue's bread and butter.

You are saying that if other classes can learn to sneak, pick locks and disable traps then rogues are useless? Nuh uh. And I I'm wrong and you're right, I hope it gets fixed, because I like the idea of skills being divorced from combat style.
 

Aldarc

Legend
You are saying that if other classes can learn to sneak, pick locks and disable traps then rogues are useless? Nuh uh. And I I'm wrong and you're right, I hope it gets fixed, because I like the idea of skills being divorced from combat style.
Except classes are more than just combat styles. They're more, broadly speaking, archetypes.
 

Except classes are more than just combat styles. They're more, broadly speaking, archetypes.
You're right, and that's fine, I guess. But I don't think blurring the lines ruins it. If the fighter wants to drop two feats into skills and expertise, then the rogue would (comparatively) have plenty of attribute increases to spend in picking up CON boosts so he could multi into fighter and take to the front lines. I don't see how that renders either irrelevant.
 

Cannyjiggit

First Post
Close combat specialist (this maybe needs a second string or a single point ability improvement to go with it)

If you start your turn with no enemies within 5 feet and the only weapon(s) you are holding have both the light and throwing properties, you may draw and throw (in any order) another weapon of the same type as a bonus action at the start of your turn. You may then only use your action to perform the attack or dash action for this turn. This may also be used if you are holding no weapons providing the weapon you draw and throw still has both the light and throwing properties.

Dedicated training (or add the second part as an option for resilient as that is what it is based on - its sort of a cross between that and "skilled")

Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20
You gain proficiency in one skill or one tool associated with that ability
 

Kalshane

First Post
Thug

  • You gain +1 to Strength, to a maximum of 20.
  • You may perform a sneak attack with any weapon in which you are proficient, provided you meet the other requirements.
  • Whenever you hit an opponent with a sneak attack or critical hit that deals damage, you may make a Charisma (Intimidation) check against that opponent as a bonus action. If successful, the opponent has disadvantage on attack rolls against you for 1 round.

I'm on the fence about the Strength bonus. It might make a feat a little too good, but it feels too weak without it. (The damage bonus and intimidation check are nice, but the latter uses up the Rogue's bonus action, which he already has a lot of other uses for.)
 

Fion

Explorer
Here's my attempt at a spear & shield feat.

Hoplite
Prerequisite: Proficiency with Simple Weapons & Shields
The premier soldiers of the ancient worlds, Hoplites trained since childhood to fight with shield and spear.
  • Increase your Armor Class by +1.
  • When wielding a spear in combination with a shield, the spear deals 1d8 damage.
  • Gain the ability to use the Phalanx combat action.

Phalanx Combat Action
When you take the Phalanx combat action, until the start of your next turn when a creature you can see attacks an ally within 5' of you, you can spend your reaction to grant Advantage to to that allies next attack against the attacking creature. You must complete a Short or Long rest before you can use this Combat Action again.

As you can see, inspired by the most badass warriors of the ancient age, with the combat action based largely off the Fighter style. It's a bit rough around the edges but a first stab at a much needed feet for my favorite weapon.
 

Kobold Stew

Last Guy in the Airlock
Supporter
Thug

  • You gain +1 to Strength, to a maximum of 20.
  • You may perform a sneak attack with any weapon in which you are proficient, provided you meet the other requirements.
  • Whenever you hit an opponent with a sneak attack or critical hit that deals damage, you may make a Charisma (Intimidation) check against that opponent as a bonus action. If successful, the opponent has disadvantage on attack rolls against you for 1 round.

I'm on the fence about the Strength bonus. It might make a feat a little too good, but it feels too weak without it. (The damage bonus and intimidation check are nice, but the latter uses up the Rogue's bonus action, which he already has a lot of other uses for.)

This is nice: it's a get I'd want to take for a rogue, and with one feat it gives a whole different build/playstyle -- nice. Awesome for a rogue half-orc, and with a 1-level dip in fighter.

1. I'd say the STR bonus isn't needed, though I'm going to suggest two limits below, so in the end it might be needed. But I still think no.

2. Really good. I'd suggest limiting it to a one-handed weapon (to avoid GWF cheese); possibly one-handed or "versatile".

3. Fun. I'd specify that the intimidation attack takes the bonus action. I think the standard wording is something like "...until the end of your next turn."
 

Khaalis

Adventurer
Here's my attempt at a spear & shield feat.

Hoplite
Prerequisite: Proficiency with Simple Weapons & Shields
The premier soldiers of the ancient worlds, Hoplites trained since childhood to fight with shield and spear.
  • Increase your Armor Class by +1.
  • When wielding a spear in combination with a shield, the spear deals 1d8 damage.
  • Gain the ability to use the Phalanx combat action.

Phalanx Combat Action
When you take the Phalanx combat action, until the start of your next turn when a creature you can see attacks an ally within 5' of you, you can spend your reaction to grant Advantage to to that allies next attack against the attacking creature. You must complete a Short or Long rest before you can use this Combat Action again.

As you can see, inspired by the most badass warriors of the ancient age, with the combat action based largely off the Fighter style. It's a bit rough around the edges but a first stab at a much needed feet for my favorite weapon.

Does it work better as a feat (that some tables are banning) or would it work better as an Archetype?
 

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