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D&D 5E New Feats, what are some you have made ?

Your feats are stepping on the toes of other feats. And boosting the damage of these specific weapons makes them extraordinary powerful. Bows do less damage because they have greater range than crossbows, and Whips only deal a d4 because they're a Finesse Reach Weapon. On a particularly motivated Rogue, that's a terrifying weapon. And letting some random guy with a whip perform maneuvers of extreme combat prowess just because they trained extra hard is kind of a hard shaft to the Fighter. That's their bread and butter you're messing with. Other characters spend a feat to do what Battle Masters can once per rest. Once.
 

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CTurbo

Explorer
Your feats are stepping on the toes of other feats. And boosting the damage of these specific weapons makes them extraordinary powerful. Bows do less damage because they have greater range than crossbows, and Whips only deal a d4 because they're a Finesse Reach Weapon. On a particularly motivated Rogue, that's a terrifying weapon. And letting some random guy with a whip perform maneuvers of extreme combat prowess just because they trained extra hard is kind of a hard shaft to the Fighter. That's their bread and butter you're messing with. Other characters spend a feat to do what Battle Masters can once per rest. Once.


I agree that my Whip Master feat is probably too strong. I just want to be able to make the whip an exciting weapon if one wanted to have an avant garde character that uses a whip as a main weapon. Some of those battle manuevers make more sense with a whip than most other weapons. I agree it should probably be one maneuver used once per rest, but that's just blah.


I like making feats for uncommon weapons like the sai, morningstar, and shuriken
 


Psikerlord#

Explorer
The important thing to remember about "balancing" these feats is that - for actual play/practical purposes - they need only be balanced for your table.

As long as the table feels their PCs are roughly balanced against each other, you're good to go. Just make clear to everyone all homebrewed stuff - including feats - are considered ongoing "playtest" material, and subject to tweaking.

So what might be balanced at one table - or for one particular PC - may not be balanced at another table (who would need to tweak it further).
 

CTurbo

Explorer
The important thing to remember about "balancing" these feats is that - for actual play/practical purposes - they need only be balanced for your table.

As long as the table feels their PCs are roughly balanced against each other, you're good to go. Just make clear to everyone all homebrewed stuff - including feats - are considered ongoing "playtest" material, and subject to tweaking.

So what might be balanced at one table - or for one particular PC - may not be balanced at another table (who would need to tweak it further).


Exactly. I don't mind re-skinning a current feat for slightly different purposes either. Feats currently exist that allow for a bonus/reaction attack so I don't have any problem making a new feat that does the same thing like the Bow Master feat.

If a player comes to me and says they really want to build an Assassin that's deadly with a Garrote, and they're willing to pay the feat tax, I'll develop a Garrote Master feat for them and try my best to make it comparable to others in the party.

There is nothing worse than a huge parity between a party.
 

Psikerlord#

Explorer
Exactly. I don't mind re-skinning a current feat for slightly different purposes either. Feats currently exist that allow for a bonus/reaction attack so I don't have any problem making a new feat that does the same thing like the Bow Master feat.

If a player comes to me and says they really want to build an Assassin that's deadly with a Garrote, and they're willing to pay the feat tax, I'll develop a Garrote Master feat for them and try my best to make it comparable to others in the party.

There is nothing worse than a huge parity between a party.

Yep perfect.

As an aside, in the Low Fantasy Gaming RPG, everyone straight up designs their own Unique Abilities (feat like) at 3rd, 6th, etc.
 

Dagger Master
-Crit on 18-20
-Attacking at long range with a dagger doesn't impose disadvantage on your ranged weapon attack rolls.
-You can draw or stow two daggers when you would normally be able to do one.
Seems a little focused on throwing the daggers.
How does the crit range change when used by a Champion or otherwise increased crit range?

Whip Master
-damage die becomes 1d6
-You gain the Trip Attack and Distracting strike maneuvers and can use one each per long rest.

Note: I thought about just letting the player select two from the list but I think these two make the most sense. I would really like to use the Disarming maneuver but it seems a little OP. Maybe on a crit only?
What size superiority dice does this feat grant to add to the damage?
If you want to reword the feat so it doesn't include the superiority dice that might bring it more in line.
There is a suggested disarm option rather than the more powerful battlemaster maneuver in the DMG. The whip can already perform that.

I agree that my Whip Master feat is probably too strong. I just want to be able to make the whip an exciting weapon if one wanted to have an avant garde character that uses a whip as a main weapon. Some of those battle manuevers make more sense with a whip than most other weapons. I agree it should probably be one maneuver used once per rest, but that's just blah.
That feat doesn't specify that it requires a whip to perform those maneuvers. As such, for some characters its pretty good to take even if they're never going to use a whip.
Something else you might want to think about is what classes might want to use a whip in combat and whether those classes are proficient in it. (Martial weapon).

I like making feats for uncommon weapons like the sai, morningstar, and shuriken
Sai = Club. Maybe consider houseruling Defensive Duellist to work?
Morningstar: Look at the Fell-handed feat in the UA about feats. Not sure what would be regarded as distinctive enough about morningstars for them to get a special feat though.
Shuriken = Dart. The existing Sharpshooter feat works pretty well already.
 

CTurbo

Explorer
Seems a little focused on throwing the daggers.
How does the crit range change when used by a Champion or otherwise increased crit range?

I didn't intend on the crit range stacking with Champion. It's hard to imagine a Champion fighter wanting to use daggers anyway. Being able to draw and stow 2 daggers instead of one is more helpful than just throwing them.


What size superiority dice does this feat grant to add to the damage?
If you want to reword the feat so it doesn't include the superiority dice that might bring it more in line.
There is a suggested disarm option rather than the more powerful battlemaster maneuver in the DMG. The whip can already perform that.

I didn't intend on the feat granting superiority dice. Too powerful.

What disarm option are you talking about???


That feat doesn't specify that it requires a whip to perform those maneuvers. As such, for some characters its pretty good to take even if they're never going to use a whip.
Something else you might want to think about is what classes might want to use a whip in combat and whether those classes are proficient in it. (Martial weapon).


Yeah a simple re-wording would solve the problem requiring it to actually be a whip haha. Good call out on proficiency. The feat would grant proficiency too.


Sai = Club. Maybe consider houseruling Defensive Duellist to work?
Morningstar: Look at the Fell-handed feat in the UA about feats. Not sure what would be regarded as distinctive enough about morningstars for them to get a special feat though.
Shuriken = Dart. The existing Sharpshooter feat works pretty well already.


I've actually made a feat in 4e for the sai and shuriken. A guy wanted to be a ninja rogue and specialize in throwing stars so I made him a Shuriken Master feat. I don't remember ALL of the exact details but it was something like-

+1 to attack rolls made with Shuriken
-could be used as a 1d4 slashing weapon(like in real life)
-could throw up to 3 at a time
-could throw double range(only one at a time)

Note: I considered the Shuriken to be a concealed weapon.

If I were to remake this feat for 5e, I would drop the +1 to attack.


And I had another guy who wanted a character based off of TMNT Raphael so he was a Tempest Fighter who dual wielded sai. I used the handaxe as the base for the sai. 1d6, off-hand, thrown, etc...
I made him a Sai Master feat that included-

-When wielding a sai in each hand, gain +1 to AC
-When hit by a melee weapon attack, make an attack roll against the attack, if the roll is higher, you parry the attack and take no damage.
-Deals bludgeoning or piercing damage(your choice)(like in real life)

If I were to remake that feat for 5e, I would downsize the damage to 1d4.



I agree that it would be difficult to make a feat around the Morningstar, but I've always been a huge fan, and I did at least retool the 4e Morningstar.

The one handed Morningstar was +3 to attack, 2d4 damage dealing both bludgeoning and piercing damage and had the high crit property.
The two handed Morningstar was the same except 2d6 damage and had the brutal 1 property instead of high crit.

I think at least some of that would carry over to 5e pretty well like the damage die and damage type. Not sure what to add to make it more exciting but I'm sure I could come up with something.
Both of those feats were huge successes. The players and the rest of the party all enjoyed them.
 

A non-suck version of Grappler:

* You gain proficiency in the Athletics skill. Your proficiency bonus is doubled for any ability check you make involving the Athletics skill with regards to making a grapple, maintaining a grapple, escaping from a grapple, and shoving an enemy.
* You have advantage on attack rolls against any creature you are grappling.
* You may grapple or shove a creature two sizes larger than you, but you make any Athletics checks with disadvantage when you do.
 

CTurbo

Explorer
Two Weapon Fighting Master
Prerequisite: Dual Wielder feat

-When you use the bonus action to make an off-hand attack, you can attack twice instead of once.
-When you use your reaction to make an attack, you can make a second attack with your off-hand.




So I know this is a very powerful feat. This would immediately be the highest DPR build possible, but that's ok. SOMETHING has to be the highest DPR so it's fine with me if a two weapon specialist is.

That means at level 4, a variant human TWF Fighter or Ranger could have three 1d8 attacks, and a fourth at level 5. Other races would have to wait until level 6 at the earliest to get this feat. A level 11 Fighter would have 5 attacks and a 6th attack at level 20. It never made any sense to me that a 20th level TWF Fighter got to make 4 attacks with one weapon, but only 1 attack with the other so this actually balances that a little better.
 
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