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Cultural Traits (please tell me if you find these balanced)
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<blockquote data-quote="gweinel" data-source="post: 6429926" data-attributes="member: 2165"><p>My homebrew campaign is based on various humans nations. There are almost no humanoid playble races. </p><p>So, to make the various nations of my world more interesting and diverse i make these cultural traits. Most of these traits they give two "+1" on abilities, a bonus skill, and a cultural feat. I don't have problem these cultural feats to be a bit more powerful than normal feats since i deprive my players the versality of the free choice. </p><p></p><p>I am interested in provide me feedback regarding the power level of these cultural traits. Do you find these balanced or game-breaking? Is there something that you find problematic? </p><p></p><p><strong><u>Cultural feat #1:</u></strong></p><p>Feat: Survivors against all odds: You gain the following benefits:</p><p>• Survivor: When you fall to 0 hp. you start with one successful Death Save.</p><p>• I am not the one you are looking for: You have advantage on your Charisma checks when you attempt to escape from a “life or death” situation (ex. an inquiring guard after a jail break). </p><p>• We will not perish: In the dire moments of the battle you can bolster your friends. As a bonus action you can rally one ally by granting him 1d6 (or 1d8) temporary hit points. This ability can be used once per short rest. </p><p>• You gain proficiency to spears.</p><p></p><p><strong><u>Cultural feat #2:</u></strong></p><p>Feat: Warmongers: You gain the following benefits:</p><p>• You gain proficiency to axes and shields.</p><p>• Howl of the Wolf: Through curses and threats or through your battle cry you can send terror to your enemies. As a bonus action the enemies who can see and hear must pass a Charisma (Intimidation) saving throw DC versus 8 + proficiency bonus + Charisma or Strength modifier or they become frightened for 1d4 rounds (more? Any suggestions?). You can use this ability again once per short rest.</p><p>• Life is a constant battle that must be won: You can reroll a failed skill check that is related to a physical feat. You can use this ability once per long rest. </p><p></p><p><strong><u>Cultural feat #3:</u></strong></p><p>Feat: Oya’s Arcane Blessing: You learn one 1st level spell and gain one extra spell slot. </p><p>(Alternative #1: You learn one 1st level and one 2nd level spell</p><p>Alternative #2: You gain three spell slots – one spell slot you learn at 1st lvl and the other two at 3rd lvl.) </p><p></p><p><strong><u>Cultural feat #4:</u></strong></p><p>Feat: Spread Chaos through Order:</p><p>• Feint: You can use your Deception skill in battle as a bonus action on an opponent who sees you. Your opponent must passes a Wisdom (insight) saving throw with a DC 8 + proficiency bonus + Charisma modifier or your next attack during that round deals one die (weapon or spell) more damage. Once you do this trick in a battle your foes are aware of it and cannot be deceived (you can use it once per short rest).</p><p>• You get bonus a trade proficiency.</p><p>• If you lose or demoted from your caste status you have disadvantage to your Charisma checks against other Chattisgards (culture's name). </p><p></p><p><strong><u>Cultural feat #5:</u></strong></p><p>Cultural skill: Gain proficiency to combat tactics (Int)</p><p>• Mercenary’s tactical adaptation: Your mercenary training allows you to exploit the battlefield and gain advantage during the fight. At the start of a combat encounter you roll a Combat tactics skill check. If your result is 10-15 you gain one <em>tactical insight</em>. If your result is 16-20 you gain two. If your result is 21+ you gain three. During the encounter you can spend your tactical insights to improve initiative, skill checks, attack rolls or damage rolls. A roll with tactical insight has advantage. </p><p>• Mercenary barter: You can haggle your price. By a successful Charisma (Intimidation, Deception or Persuasion) check against a Wisdom (Insight) check you can increase the rewards by 50% for the party.</p></blockquote><p></p>
[QUOTE="gweinel, post: 6429926, member: 2165"] My homebrew campaign is based on various humans nations. There are almost no humanoid playble races. So, to make the various nations of my world more interesting and diverse i make these cultural traits. Most of these traits they give two "+1" on abilities, a bonus skill, and a cultural feat. I don't have problem these cultural feats to be a bit more powerful than normal feats since i deprive my players the versality of the free choice. I am interested in provide me feedback regarding the power level of these cultural traits. Do you find these balanced or game-breaking? Is there something that you find problematic? [B][U]Cultural feat #1:[/U][/B] Feat: Survivors against all odds: You gain the following benefits: • Survivor: When you fall to 0 hp. you start with one successful Death Save. • I am not the one you are looking for: You have advantage on your Charisma checks when you attempt to escape from a “life or death” situation (ex. an inquiring guard after a jail break). • We will not perish: In the dire moments of the battle you can bolster your friends. As a bonus action you can rally one ally by granting him 1d6 (or 1d8) temporary hit points. This ability can be used once per short rest. • You gain proficiency to spears. [B][U]Cultural feat #2:[/U][/B] Feat: Warmongers: You gain the following benefits: • You gain proficiency to axes and shields. • Howl of the Wolf: Through curses and threats or through your battle cry you can send terror to your enemies. As a bonus action the enemies who can see and hear must pass a Charisma (Intimidation) saving throw DC versus 8 + proficiency bonus + Charisma or Strength modifier or they become frightened for 1d4 rounds (more? Any suggestions?). You can use this ability again once per short rest. • Life is a constant battle that must be won: You can reroll a failed skill check that is related to a physical feat. You can use this ability once per long rest. [B][U]Cultural feat #3:[/U][/B] Feat: Oya’s Arcane Blessing: You learn one 1st level spell and gain one extra spell slot. (Alternative #1: You learn one 1st level and one 2nd level spell Alternative #2: You gain three spell slots – one spell slot you learn at 1st lvl and the other two at 3rd lvl.) [B][U]Cultural feat #4:[/U][/B] Feat: Spread Chaos through Order: • Feint: You can use your Deception skill in battle as a bonus action on an opponent who sees you. Your opponent must passes a Wisdom (insight) saving throw with a DC 8 + proficiency bonus + Charisma modifier or your next attack during that round deals one die (weapon or spell) more damage. Once you do this trick in a battle your foes are aware of it and cannot be deceived (you can use it once per short rest). • You get bonus a trade proficiency. • If you lose or demoted from your caste status you have disadvantage to your Charisma checks against other Chattisgards (culture's name). [B][U]Cultural feat #5:[/U][/B] Cultural skill: Gain proficiency to combat tactics (Int) • Mercenary’s tactical adaptation: Your mercenary training allows you to exploit the battlefield and gain advantage during the fight. At the start of a combat encounter you roll a Combat tactics skill check. If your result is 10-15 you gain one [I]tactical insight[/I]. If your result is 16-20 you gain two. If your result is 21+ you gain three. During the encounter you can spend your tactical insights to improve initiative, skill checks, attack rolls or damage rolls. A roll with tactical insight has advantage. • Mercenary barter: You can haggle your price. By a successful Charisma (Intimidation, Deception or Persuasion) check against a Wisdom (Insight) check you can increase the rewards by 50% for the party. [/QUOTE]
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