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Looking for more ideas

Scion

First Post
I am looking for some ideas of other abilities for feats to go along with the feats below ;)

They are not all worded incredibly well just yet, but the general idea is there. If at all possible I am hoping to get the number of choices above 20.. just seeing if people have ideas that fit with the general theme.

[sblock=Combat Trance]
Combat Trance [trance]
Prereq: Wis 18
Benefit: While in battle your mind is in perfect harmony with your body and the world around you.
During battle you may initiate the combat trance as an immediate action (even while flat-footed) but only immediately after a successful attack against an opponent, as you are being attacked by an opponent that you are aware of, or if you have just cast a wisdom based spell and are within 20' per [trance] feat of an opponent.
While in this trance you gain the following benefits and drawbacks:
+2 insight bonus to wisdom per [trance] feat you possess
you may not cast wisdom based spells or use wisdom based spell-like abilities
This trance lasts for 5 rounds + your new wisdom bonus but may be ended early voluntarily as a free action on your turn.
Once used the trance may not be entered again for twice the number of rounds it was in place.
Special: A fighter may take this feat as a fighter bonus feat, if he does so then all [trance] feats may be taken as fighter bonus feats as well.
A monk may take this feat as a bonus feat at first level instead of improved grapple or stunning fist; if this substitution is made then any [trance] feat may be taken instead of the monks bonus feats at 2nd and 6th as well.
If you have the Mounted Combat feat, you can share spells with your mount, and you are currently mounted on your mount then you may share the bonuses from all of your [trance] feats with it and you are treated as having one more [trance] feat than you actually do, but if you become unmounted the trance immediately ends for both of you.[/sblock]

[sblock=Combat Intuition]
Combat Intuition [trance]
Prereq: Combat Trance
Benefit: While in your combat trance simple weapons seem to almost dance on their own in your hands and your body responds with lighting grace.
Add your wisdom bonus -4 to attack and damage rolls for simple weapons, unarmed srikes, and natrual weapons. This bonus overlaps with the normal attack and damage bonuses from strength but stacks with any strength penalties.[/sblock]

[sblock=Healing Trance]
Healing Trance [trance]
Prereq: Combat Trance
Benefit: While in your combat trance your body closes wounds and repairs damage, even old scars fade away with enough time.
Gain Fast Healing equal to half the number of [trance] feats you possess. If you are above half of your maximum hp round down, if you are below then round up.[/sblock]

[sblock=Combat Magnetism]
Combat Magnetism [trance]
Prereq: Combat Trance
Benefit: While in your combat trance your orders seem to carry more weight, people notice your presence more, and it almost seems that you are both more real than real and not real at all.
You may distribute the insight bonus that would be gained from your combat trance between your wisdom and charisma as you wish when you enter the trance (it may not be changed until you next enter the trance). Each bonus must be an even number.
You may also choose to base the effects from all [trance] feats you use charisma instead of wisdom (this includes the duration of the combat trance).
Special: Any stat given an insight bonus through Combat Trance forbids the use of spells and spell-likes that key off of that stat.[/sblock]

[sblock=Serene Stability]
Serene Stability [trance]
Prereq: Combat Trance
Benefit: While in your combat trance you are as fluid as an ocean wave and as rooted as an ancient tree, changing as quickly as you desire.
You gain an insight bonus on all opposed rolls resisting being moved (such as trip, overrun, bull rush, and grappling) and on saving throws to avoid being moved against your will from spells (but only if you are trying to stay where you are, if a spell pushes you 10' with a save for half damage but not to prevent movement then you do not gain this bonus to the save) equal to twice the number of [trance] feats that you possess.[/sblock]

[sblock=Monks Training]
Monks Training [trance]
Prereq: Combat Trance
Benefit: While in your combat trance your body seems to avoid incoming attacks before you even realize that they are there and to move through the battle as swiftly as the wind.
You gain the AC bonus (wis bonus +1/5 levels) and the speed bonus of a monk of a level equal to your number of [trance] feats +2. You also gain the Improved Unarmed Strike feat. If you already have levels in monk this feat instead adds effective levels of monk as an insight bonus for the purposes of AC and speed equal to the lower of your number of [trance] feats and your actual monk level.
If you have an ability with the same name and use as the monks abilities from another class this feat grants the benefits in a similar way as it does to the monk levels, but only once per character.[/sblock]

[sblock=Tactical Insight]
Tactical Insight [trance]
Prereq: Combat Trance
Benefit: While in your combat trance you are better able to gauge your opponents weaknesses.
Add an insight bonus equal to twice the number of [trance] feats that you possess to all intelligence based skills and checks.
Special: If you have the dodge feat you gain a +1 dodge bonus to all creature types that correspond to each knowledge skill you have at least 5 ranks in.[/sblock]

[sblock=Truth in Shadows]
Truth in Shadows [trance]
Prereq: Combat Trance
Benefit: While in your combat trance the shadows near you seem to whisper their secrets to you while concealing your own from your enemies.
Against any opponent within 20' per [trance] feat you possess you may roll any miss chance due primarily to shadows twice and keep the result you wish. Any opponents within the same range who may miss you due to shadows must also roll twice and you get to choose which result they keep (if the opponent has the Blind-Fight feat simply ignore both abilities and roll only once for the result).
Any (shadow) spells you cast while in the combat trance are 5% more real per [trance] feat you possess but this bonus cannot exceed the spells normal % real nor can it take the reality of the spell beyond 100%.
As a full-round action that provokes attacks of opportunity you may cause an area up to 5' per [trance] around you to become shadowy to opponents but not to allies. This supernatural effect counts as a [darkness] effect with an effective level of half the number of [trance] feats you possess (rounded down).[/sblock]

[sblock=Sieze the Initiative]
Sieze the Initiative [trance]
Prereqs: Combat Trance, Improved Initiative
Benefit: At the end of your turn your initiative count increases by your wisdom bonus -6.
At the beginning of your turn each round each ally below your initiative number gains a +1 insight bonus to attack rolls, AC, and skill checks for one round. At the same time each ally above your initiative number gains temp hp equal to half the number of [trance] feats you possess (round down) for 1 round (these stack with other temp hp and are removed before any other temp hp). You may choose whether you count as an ally above or below your initiative each round.[/sblock]
 

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