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    D&D 5E (2014) Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate

    As @Blue mentioned, I have some revisions of these and many other feats at my thread Feats - Improved!. I'd be glad for all of your input on all of them! @Xeviat, I like the idea of Magic Initiate scaling. One version in Feats - Improved! gives spells like so: -- At 4th level, one 1st-level...
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    D&D 5E (2014) Ability Score Point Cost − what does a 16 cost?

    That's true, but there are in-game consequences outside of role play for negative modifiers. I would more likely limit the buy to allow a 16 but not a 17 or 18, and not bother dropping things below 8. If I were to allow buy all the way up to 18, I might try to come up with some balancing rule...
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    Feats - Improved!

    Blue, et al. I'm unsure exactly when to give the new spells for Magic Initiate. Here are three options: 1) Scaling with levels you can gain feats: -- At 4th level, one 1st-level spell. -- At 8th level, one 2nd-level spell. -- At 16th level, one 3rd-level spell. -- At 19th level, one 4th-level...
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    D&D 5E (2014) Ability Score Point Cost − what does a 16 cost?

    It's probably worth making everything below 8 a unique cost at least, to create at least some decision point. (7=-1, 6=-2, 5=-3, 4=-4, 3=-5)
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    Feats - Improved!

    Durable (if not included in Tough) - Increase your Constitution score by 1, to a maximum of 20. - When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). - As a reaction when taking damage...
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    D&D 5E (2014) Ability Score Point Cost − what does a 16 cost?

    Here is my suggestion: 18: 19 points 17: 15 points 16: 12 points 15: 9 points 14: 7 points 13: 5 points 12: 4 points 11: 3 points 10: 2 points 9: 1 point 8: 0 points 7: -2 points 6: -4 points 5: -7 points 4: -10 points 3: -14 points This retains the point costs from the PHB. Costs are centered...
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    Feats - Improved!

    I added a new feat Well-Rounded, that is like Dabbler but limited to your own class: Well-Rounded Prerequisite: Level 4 in one class - Your experience in your class has touched more than one subclass. You gain the level features from another subclass of your choice from one of your classes...
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    Feats - Improved!

    Thank you for your breakdown of a Con ASI in that post. Good stuff! I am inclined to agree. This is an interesting idea. "Once per encounter, you can spend a hit die as a reaction after being hit. Reduce the damage you take by the number rolled." Not too powerful only once per encounter, but...
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    Feats - Improved!

    Though the encumbrance stuff is benefited by +2 Str, I was thinking this feat would be good for both Str and Dex characters (Athletics and Acrobatics). Those benefits are secondary benefits that most players wouldn't take a +2 ASI to get. Many of the benefits this feat gives are situational...
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    Feats - Improved!

    If Durable is not added to Tough, what could be done with Durable to improve it? You're right. It may be something I disagree with the game about, but for a general feat, I should keep it general.
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    Feats - Improved!

    Thanks! I will really think about that. I love the idea of a character having a way to get advantage or expertise if they really want it. Especially if the UA skill feats aren't available. I could add a limitation "You can gain advantage in at most two skills when you take this feat." or...
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    Feats - Improved!

    That's a winning idea right there! In my opinion HP is less important than Con save bonuses for Concentration-favoring spellcasters, even while gaining HP is a very valuable thing. That +1 Con save easily outpaces the value of Durable.
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    Feats - Improved!

    Healer I was worrying about that movement/action connection. I am not sure how to make it more controlled. What about this: "You may extend the range of your healing abilities: When you use your action or bonus action to restore HP or remove a condition or disease from a creature, you may...
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    Feats - Improved!

    +2 damage is certainly not crazy strong, but on average you will consistently do more damage with this +2 than with +1 attack and +1 damage. It is a solid feat, although I feel it isn't taken enough. But I'll look it over again. Ok.
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    Feats - Improved!

    If I limit it to "base weapon damage", is once per short rest too weak? I'll have to weigh this one. A +2 Constitution ASI gives +1 HP per level, +1 Con saves, and other benefits (longer holding breath, +1 AC for some, etc). Tough (PHB) gives +2 HP, but not the rest. Durable is an underused...
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    Feats - Improved!

    I was thinking of it in that the first weapon you draw is part of your attack (using your free object interaction), but if you draw a second weapon it costs your action. It also throws a bone to versatile weapon users. This is more what I was picturing, although I would think a shield would...
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    Feats - Improved!

    The PHB does say it costs 1 action to don or doff a shield, but it also says that it costs 1 action to draw or sheathe a weapon. Dropping any object is free. This would include a shield. If, however, you rule that a shield must take a full action to doff and can't be dropped, that implies that...
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    Feats - Improved!

    Dual Wielder gives a similar benefit, an extra free item interaction to draw or stow two weapons at once. And you can already do this via: "drop Shield (no cost), fire bow (action), pick up shield (free object interaction)". We could change it to: Crossbow Expert - You ignore the loading...
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    Feats - Improved!

    vonklaude had a variation on this feat called Spycraft. I felt like Message and Friends fit that idea well, as did the Linguist's cipher ability. However, these two cantrips are usually very weak compared to others, so adding them to this feat encourages their use: I don't think it gets too...
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    Feats - Improved!

    If you want an attack roll, here's the math: Counterspell is an ability check. With spellcasting ability maxed at +5, against a level 9 spell the DC is 10 + 9 = 19, and you need to roll 19 - 5 is 14 to counter it. In comparison, an attacker would also need to roll a 14. At level 17, attack...
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