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Feat at 1st Level: How To Go About It?
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<blockquote data-quote="dmnqwk" data-source="post: 6782019" data-attributes="member: 6804204"><p>If you're simply wanting to give players a taste of feats at earlier levels, here's a suggestion you could try:</p><p>For levels 1 through 4, the players get to roll on a special table (listed below, D20 roll) and are granted a divine blessing, in the shape of a random effect. Once they hit 5th level the power system should move to a point they have sufficient abilities and such (3rd level spells, extra attack etc) it's unnecessary to continue (though feel free to do so) and it might add a bit of excitement with them wanting to level up to get a new random affect.</p><p></p><p>At 1st level, and every subsequent level you choose to use it (my recommendation is for levels 1 through 4) they roll a d20 and consult the table below.</p><p>1 = Your race temporarily changes to a new one (as determined by the reincarnate spell table). You retain all racial traits and perks, but also gain access to any granted by your new race (eg an Elf who is changed into a Halfling retains his proficiency in perception, but now gains lucky.)</p><p>2 - 3 = You gain +4 to your lowest attribute. If 2 or more abilities are tied you gain +4 to each of them.</p><p>4 - 7 = You gain +2 to your highest attribute. If 2 or more are tied, you gain +2 to each of them.</p><p>8 - 13 = You may choose any feat, provided you meet the minimum requirements.</p><p>14 - 16 = You may choose any feat, including those you do not qualify for. (eg if you're a rogue you may pick heavy armour proficiency)</p><p>17 - 19 = Choose an ability score. You have advantage with all ability checks relating to that attribute.</p><p>20 = You gain access to 1 ability from another class. The ability may not come from a class archetype, and must be of a level you are capable of learning (eg a 2nd level Fighter could take a Monk's unarmoured defense, but could not take their deflect arrows).</p><p></p><p>If you wish to extend it to a more robust system feel free to do so, maybe including things such as "You may take a second bonus action in a turn, but suffer 1d6 nosebleed damage from the giddy heights of speed" or "While not wearing pants, creatures have disadvantage on their first attack roll against you each turn. (please note heavy armour and half plate are incompatible with this due to their provided leg protection counting as pants.)"</p></blockquote><p></p>
[QUOTE="dmnqwk, post: 6782019, member: 6804204"] If you're simply wanting to give players a taste of feats at earlier levels, here's a suggestion you could try: For levels 1 through 4, the players get to roll on a special table (listed below, D20 roll) and are granted a divine blessing, in the shape of a random effect. Once they hit 5th level the power system should move to a point they have sufficient abilities and such (3rd level spells, extra attack etc) it's unnecessary to continue (though feel free to do so) and it might add a bit of excitement with them wanting to level up to get a new random affect. At 1st level, and every subsequent level you choose to use it (my recommendation is for levels 1 through 4) they roll a d20 and consult the table below. 1 = Your race temporarily changes to a new one (as determined by the reincarnate spell table). You retain all racial traits and perks, but also gain access to any granted by your new race (eg an Elf who is changed into a Halfling retains his proficiency in perception, but now gains lucky.) 2 - 3 = You gain +4 to your lowest attribute. If 2 or more abilities are tied you gain +4 to each of them. 4 - 7 = You gain +2 to your highest attribute. If 2 or more are tied, you gain +2 to each of them. 8 - 13 = You may choose any feat, provided you meet the minimum requirements. 14 - 16 = You may choose any feat, including those you do not qualify for. (eg if you're a rogue you may pick heavy armour proficiency) 17 - 19 = Choose an ability score. You have advantage with all ability checks relating to that attribute. 20 = You gain access to 1 ability from another class. The ability may not come from a class archetype, and must be of a level you are capable of learning (eg a 2nd level Fighter could take a Monk's unarmoured defense, but could not take their deflect arrows). If you wish to extend it to a more robust system feel free to do so, maybe including things such as "You may take a second bonus action in a turn, but suffer 1d6 nosebleed damage from the giddy heights of speed" or "While not wearing pants, creatures have disadvantage on their first attack roll against you each turn. (please note heavy armour and half plate are incompatible with this due to their provided leg protection counting as pants.)" [/QUOTE]
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