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Feat Help: Monk Reskin Werecreature
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<blockquote data-quote="Quickleaf" data-source="post: 7111172" data-attributes="member: 20323"><p>Welcome to ENWorld Alex <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I haven't picked up "A Touch of Class" yet – haven't played enough games to warrant including that much new player material – but usually the stuff from ENWorld is pretty good.</p><p></p><p>I'm not sure I follow what the point of the feat is?</p><p></p><p>For example, there are rules in the Monster Manual (assuming you have that) for "Player Characters as Lycanthropes" on p.207.</p><p></p><p>To analyze your feat in light of that...</p><p></p><p><strong>What you don't mention...</strong></p><p>I would give the PC control over their lycanthropy and allow them to be whatever alignment they choose. THAT should be the main benefit of the feat, being able to control the awesome power of lycanthropy and not being a raving lunatic killer.</p><p></p><p><strong>+1 bonus to hit and damage for unarmed strikes</strong></p><p><strong>Can use Dexterity instead of strength for checks whilst transformed</strong></p><p>Unnecessary. According to MM, a wererat would gain a bite attack (1d4) piercing, and "Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity." Your version of blanket replacing STR checks with DEX checks is outright broken. Do not do that.</p><p></p><p><strong>While in hybrid or beast form you gain advantage on Wisdom (Perception) checks that rely on hearing or smell</strong></p><p>Wererats get "Keen Smell" as per the MM, so putting this in a feat is pretty much superfluous.</p><p></p><p><strong>You gain the ability to transform into a wererat hybrid or rat for a free action. You retain your size and stats all gear you wouldn't use will be absorbed into your body.</strong></p><p>Well, the <em>ability</em> to transform comes from being a wererat as per MM, not due to the feat. What the feat does is reduces that from requiring an action to not requiring any sort of action (being free on your turn), and absorbs you gear into your rat body – useful for gear-laden PCs. Now, your feat is pretty cool...but if you look at a Druid's Wild Shape, that also requires an action. So making it totally free to use is probably broken, because then a PC could conceivably turn into a human, turn into a rat to scamper through a hole, and turn back into a human all in the same turn. Instead, to limit potential abuses I recommend reducing the transformation to a bonus action.</p><p></p><p><strong>Whilst in human form your ac is 10 and your werecreatures features are locked until you use a free action to transform.</strong></p><p>Not sure what you're even saying here, or why it's relevant. All PCs have a base AC of 10+DEX+armor. This seems no different.</p><p></p><p><strong>You take 1d4 radiant damage a turn whenever you come in contact with silver. This damage ends once you are no longer in contact.</strong></p><p>A very sensible approach. While the MM says a lycanthrope PC gains the wererat's damage immunities (i.e. to non-magical non-silver bludgeoning, piercing, and slashing weapons), that really seems excessive for most games. Your version might be a bit punitive, but it works. The other option would be to simply give vulnerability to silver weapons, but I actually like your more narrative approach (which is how I actually run lycanthropes at my table).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7111172, member: 20323"] Welcome to ENWorld Alex :) I haven't picked up "A Touch of Class" yet – haven't played enough games to warrant including that much new player material – but usually the stuff from ENWorld is pretty good. I'm not sure I follow what the point of the feat is? For example, there are rules in the Monster Manual (assuming you have that) for "Player Characters as Lycanthropes" on p.207. To analyze your feat in light of that... [B]What you don't mention...[/B] I would give the PC control over their lycanthropy and allow them to be whatever alignment they choose. THAT should be the main benefit of the feat, being able to control the awesome power of lycanthropy and not being a raving lunatic killer. [B]+1 bonus to hit and damage for unarmed strikes[/B] [B]Can use Dexterity instead of strength for checks whilst transformed[/B] Unnecessary. According to MM, a wererat would gain a bite attack (1d4) piercing, and "Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity." Your version of blanket replacing STR checks with DEX checks is outright broken. Do not do that. [B]While in hybrid or beast form you gain advantage on Wisdom (Perception) checks that rely on hearing or smell[/B] Wererats get "Keen Smell" as per the MM, so putting this in a feat is pretty much superfluous. [B]You gain the ability to transform into a wererat hybrid or rat for a free action. You retain your size and stats all gear you wouldn't use will be absorbed into your body.[/B] Well, the [I]ability[/I] to transform comes from being a wererat as per MM, not due to the feat. What the feat does is reduces that from requiring an action to not requiring any sort of action (being free on your turn), and absorbs you gear into your rat body – useful for gear-laden PCs. Now, your feat is pretty cool...but if you look at a Druid's Wild Shape, that also requires an action. So making it totally free to use is probably broken, because then a PC could conceivably turn into a human, turn into a rat to scamper through a hole, and turn back into a human all in the same turn. Instead, to limit potential abuses I recommend reducing the transformation to a bonus action. [B]Whilst in human form your ac is 10 and your werecreatures features are locked until you use a free action to transform.[/B] Not sure what you're even saying here, or why it's relevant. All PCs have a base AC of 10+DEX+armor. This seems no different. [b]You take 1d4 radiant damage a turn whenever you come in contact with silver. This damage ends once you are no longer in contact.[/b] A very sensible approach. While the MM says a lycanthrope PC gains the wererat's damage immunities (i.e. to non-magical non-silver bludgeoning, piercing, and slashing weapons), that really seems excessive for most games. Your version might be a bit punitive, but it works. The other option would be to simply give vulnerability to silver weapons, but I actually like your more narrative approach (which is how I actually run lycanthropes at my table). [/QUOTE]
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