I couldn't sleep...
I started working on some house rules for feats that'd make the low-level powers more fun... since I remember reading that feats would do that. I went overboard. And buried myself in the ocean floor. Bad extended metaphor, but here we go...
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(Disclaimer: there are usually multiple ways to fulfill pre-reqs for feats. Dunno' how people'll feel about that, but I like it. Some of these may be a tad too powerful, but I did try to make most of them at least somewhat balanced)
(In retrospect: Sorry for the lack of flavour. I know they need some serious fluff to describe them, especially Demoralizing Cruelty. Sorry)
For Clerics...[SBLOCK]
NATURAL EMBRACE
Tier: Heroic
Prerequisites: Healing Word Class Feature, and (Elf or trained in Nature)
Benefit: A Healing Word allows an ally to roll an immediate Save.
Special: This feat does not stack with similar feats and cannot be taken multiple times.
BURNING RADIANCE
Tier: Heroic
Prerequisites: Must have an attack power that deals Radiant damage.
Benefit: Radiant damage may add +1 Fire Damage.
Special: This feat can only be taken twice having its effects stack.
RADIANT SOUL
Tier: Heroic
Prerequisites: Must have Lance of Faith or Priest's Shield Powers.
Benefit: The Power Bonus granted by Lance of Faith and/or Priest's Shield increases by +1.
Special: This feat does not stack with similar feats and cannot be taken multiple times.
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For Paladins...[SBLOCK]
ETERNAL TOUCH
Tier: Heroic
Prerequisites: Lay on Hands class feature.
Benefit: A use of Lay on Hands gives the target +(Your Wisdom Mod) Temp HP.
Special: This feat does not stack with similar feats and cannot be taken multiple times.
DIVINE EMPOWERMENT
Tier: Heroic
Prerequisites: Paladin's Channel Divinity Class Feature
Benefit: A Channel Divinity used to help an ally offers them a +2 Power bonus on their next attack roll.
Special: This feat does not stack with similar feats and cannot be taken multiple times.
SAVING GUARD
Tier: Heroic
Prerequisites: Safeguard Smite Power.
Benefit: A Safeguard Smite may shift the ally who obtained the AC bonus one square towards you. If they are adjacent to you after the use of this power and have a remaining use of Lay on Hands, you may use it as a Free Action.
Special: This feat does not stack with similar feats and cannot be taken multiple times.
Yeah, that one's a bit awkwardly worded, but I hope it makes sense.
THE QUICK AND THE DEAD
Tier: Heroic
Prerequisites: On Pain of Death power.
Benefit: The save to stop On Pain of Death's ongoing power is made at -2.
Special: This feat does not stack with similar feats and cannot be taken multiple times.
(At this point, unless a feat specifically says it can be taken multiple times, just assume it is designed to be taken only once...)
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For Rangers...
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EXTRA CAREFUL STRIKE
Tier: Heroic
Prerequisites: Careful Strike power.
Benefit: If you don't move or shift during the turn that you use Careful Attack, it deals the damage mod that would normally be associated.
This works under the assumption that Careful attack does in fact take the damage bonus and instead add it to the hitting attack roll. If I'm incorrect..... yeah.
FOOT STRIKE
Tier: Heroic
Prerequisites: Nimble Strike power.
Benefit: A successful Nimble Strike causes the enemy hit to be Slowed (Save Ends).
INSURED STRIKE
Tier: Heroic
Prerequisites: Split the Tree power.
Benefit: If your Split the Tree daily power hits one target, but misses the other, the missed target takes damage equal to half of the damage dealt to the hit target. If both targets are missed, deal half damage to one target.
DEVIL'S CUNNING
Tier: Heroic
Prerequisites: Hunter's Quarry Class Feature, Fox's Cunning Power.
Benefit: Fox's Cunning can be used as an interrupt against your Quarry.
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For Rogues...
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ABSOLUTE DEFTNESS
Tier: Heroic
Prerequisites: Deft Strike power.
Benefit: Using the Deft Strike power, you may choose to move none to three squares. Also, you have a +1 Power bonus to Defenses against the enemy hit.
BLOODLETTING
Tier: Heroic
Prerequisites: Piercing Strike power.
Benefit: A successful Piercing Strike makes that enemy Vulnerable:2 to you until the end of your next turn.
TRIPPING SHOVE
Tier: Heroic
Prerequisites: Positioning Strike power, Strength:15.
Benefit: Positioning Strike forces the enemy to make an immediate save or fall prone.
Yeah, not the greatest... but still handy. Even if dwarves have like... two chances to not go down.
DEMORALIZING CRUELTY
Tier: Heroic
Prerequisites: Torturous Strike, Charisma:13, Intelligence:13.
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For Warlocks...
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PAINSHOCK CURSE
Tier: Heroic
Prerequisites: Warlock's Curse class feature.
Benefit: When a Warlock's Curse is first placed on an enemy in an encounter, it suffers ongoing 1 damage (Save Ends). This damage does not trigger the 1d6 associated with the Warlock's Curse.
Painshock is written so as to not be uber-spammable (I mean, if a dude makes the save, it can't be hit w/ it again), but at the same time, a Warlock could stuff all his actions into throwing down... WoW-term here... dots. I don't think it'd be an effective method of controlling, but I think it'd add a little spice and damage.
FELL FLAME BLAST
Tier: Heroic
Prerequisites: Eldritch Blast power, and (Tiefling or Infernal(?Demonic?) pact)
Benefit: Your Eldritch Blast may deal Fire damage. If chosen, it also deals +1 damage.
I mean, race must be Tiedling, or the person must have an infernal (I've seen it called Demonic in places... is that what it's called?) pact.
SUFFERING MADNESS
Tier: Heroic
Prerequisites: Painshock Curse.
Benefit: When Curse of the Dark Dream is sustained, it deals 1 Psychic damage.
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For Wizards...
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CHOKING HAND
Tier: Heroic
Prerequisites: Mage Hand cantrip.
Flavour: With practice, you have learned to turn an innocuous cantrip into a tool of intimidation
Benefit: If Mage Hand is sustained, you may make an Int vs. Fort attack. If successful, it deals ongoing 1 nonlethal damage, and gives the wizard and his (or her) allies a +2 intimidation bonus against all creatures within Burst 5.
Special: For the ongoing 1 nonlethal damage to continue, the attack must be sustained choking the enemy. Once the attack roll is successful, it does not have to be rerolled to continue choking the individual. If the choking stops or the Mage Hand is no longer sustained, another attack roll must be made.
TWICE FOCUSED
Tier: Heroic
Prerequisites: Arcane Implement Mastery:Wand of Accuracy.
Benefit: You may use Wand of Accuracy twice in an encounter, or once against all targets in an area of effect.
DIVIDED MISSILES
Tier: Heroic
Prerequisites: Magic Missile Power.
Benefit: Instead of attacking one target, you may attack two targets w/ Int vs. Reflex (must be within 5 squares of each other) dealing 1d4 + Int Force damage.
WEAKENING ORB
Tier: Heroic
Prerequisites: Force Orb Power.
Benefit: A successful Force Orb attack makes enemies hit Weakened until the start of your next turn.
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That should be a good start... I've got like a page+ of fighter feats (a bunch of which are Eladrin-oriented... apparently I was in an Eladrin swordsman mood at the time) and a bunch of random skill-based/race-based feats. If these seemed mostly good for homebrewed games, I'll post them. I know they're not all balanced, but they're meant to add a little spice to the classes and features/powers known.