D&D 5E Remove feats and replace as magic items

Nebulous

Legend
I'm a bit old school and not a fan of ASI. However, this raises the question of the characters being OP. If they get their ASI and their feats via magic items, aren't they significantly stronger? I guess it depends how far you take it.

That's my concern too, if they get their API and random feat weapon slots they're OP. That's why i wanted to see how others maybe handled it. I DO think it can work.
 

log in or register to remove this ad


Tonguez

A suffusion of yellow
The Batman Utility Belt school of character design says it can be done but really how many different Infinity Gauntlets do you want In your world?

Remember the Incredibles - replacing feats with items was Syndromes entire villain plot
 

Nebulous

Legend
I'm a bit old school and not a fan of ASI. However, this raises the question of the characters being OP. If they get their ASI and their feats via magic items, aren't they significantly stronger? I guess it depends how far you take it.
You are completely right. How to balance that?
 


Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Can you give an example of how this would work?

(fwiw I’ve removed the limit on the number of attunement slots allowed - gone back to the 3e limits with some slight adjustments, game works great)

I would need to find my notes and translate them, but something like this:

When you would gain a feat, you gain 1 Resonance.
You can infuse an item with Resonance. An item with resonance is considered magical and does not requires attunement.
First Resonance: Roll twice on the minor magic item properties.
2nd Resonance: roll once on the minor beneficial artifact properties. Item grants +1 attack/damage (weapons/focus) +1 AC (armors or other gears)
3rd Resonance: roll once on the minor beneficial artifact properties.
4th Resonance: The item is now sentient; roll its personality in the DMG. Roll once the major beneficial properties. Item grants +2 attack/damage (weapons/focus) +1 AC (armors or other gears)
5th Resonance: Roll once the major beneficial properties.
6th Resonance: Item grants +3 attack/damage (weapons/focus) +3 AC (armors or other gears).

So you can invest in many items for lesser effects, or 1 single powerful item.
 

Lanefan

Victoria Rules
If I had to choose, I would rather replace all magic items with feats than vice versa, but in the ideal world I prefer not to do either.
Thing I wouldn't like about this is that feats are locked in once chosen, where items come and go, or can do: you can sell them, trade them, sacrifice them to a deity, whatever. Way more flexible.
 

Lanefan

Victoria Rules
You are completely right. How to balance that?
Slow down and somehow randomize ASI so it's neither such a big deal nor a guaranteed event at any given level. Or get rid of it entirely.

Then maybe give out occasional items (maybe one every other average-PC-level or so) that when first used, instead of doing what they seem to want to do and what all identification says they'll do, instead perma-boost a random stat for the user by one and then crumble to dust.
 

ScuroNotte

Explorer
To say it another way, instead of introducing a slew of alternative UA ideas, take the core feats everyone in 5e has already playtested 6 years and see if we can retrofit them into magic items.

You can also create magic tomes that offer a feat to the person who reads it and trains for X days. Then tome disappears. Now you have both worlds
 

Magister Ludorum

Adventurer
I actually have no problems with magic items that grant feats, so long as they require attunement. I just don't see the need for replacing them with magic items.

3rd and 4th edition made the mistake of requiring characters to have magic items in order to be competitive.

I give out lots of cool magic items, but very few that grant pluses to ability scores or more than a +1 to hit and damage.

The players in my games prefer their special abilities to come from class or feats. They always have.
 

Remove ads

Top