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Five new feats: Please critique
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<blockquote data-quote="Vicar In A Tutu" data-source="post: 6613344" data-attributes="member: 26968"><p>I wanted to make some new feats for my campaign. When making these feats, I wanted them to be useful along the lines of Polearm Mastery and other, similar strong feats in the PHB. What do you think? Are some overpowered? Underpowered? Too specific? Too generic?</p><p></p><p><strong>UNDEAD HUNTER</strong></p><p></p><p>You have spent much of your life fighting the living dead, gaining the following benefits:</p><p></p><p>* You have advantage on saving throws against being paralyzed.</p><p>* You gain a +1 AC bonus when you are adjacent to three or more opponents.</p><p>* Before you make a ranged or melee attack, you can decide that the attack will deal radiant damage instead of the damage type it would normally deal.</p><p></p><p></p><p><strong>GIANTSLAYER</strong></p><p></p><p>Your experience fighting giants have netted you the following benefits: </p><p></p><p>* You gain a +1 AC bonus against large, huge and gargantuan opponents. </p><p>* You score a critical hit against large, huge and gargantuan opponents on a roll of 19-20. If you already have an extended critical hit range, you instead increase the critical hit range by one when attacking large, huge and gargantuan opponents.</p><p></p><p></p><p><strong>MAUL MASTER</strong></p><p></p><p>You have practiced extensively with mauls. You gain the following benefits: </p><p></p><p>* Increase your Strength score by 1, to a maximum of 20. </p><p>* If you successfully hit an opponent with a maul and the modified attack roll exceeds that opponent's armor class by five or more, you can use your reaction to shove that opponent 5 feet and knock him prone, provided that the opponent is no more than one size category larger than you. </p><p></p><p><strong>DAGGER MASTER</strong></p><p></p><p>Your skill with daggers is extraordinary. You gain the following benefits:</p><p></p><p>* Increase your Dexterity score by 1, to a maximum of 20. </p><p>* If you attack with a dagger and roll a 1 on the attack roll, you can use your reaction to treat the roll like a 10 instead. </p><p>* If an adjacent opponent attacks you and rolls a 1 on the attack roll, you can use your reaction to make an attack with a dagger against that opponent.</p><p></p><p></p><p><strong>MACE MASTER</strong></p><p></p><p>You are extra effective against heavily armored opponents. You gain the following benefits:</p><p></p><p>* You deal an extra 1d4 damage with a mace against opponents in heavy armor. </p><p>* You deal an extra 1d4 damage with a mace against opponents with natural armor. This does not stack with the extra damage against opponents in heavy armor.</p></blockquote><p></p>
[QUOTE="Vicar In A Tutu, post: 6613344, member: 26968"] I wanted to make some new feats for my campaign. When making these feats, I wanted them to be useful along the lines of Polearm Mastery and other, similar strong feats in the PHB. What do you think? Are some overpowered? Underpowered? Too specific? Too generic? [B]UNDEAD HUNTER[/B] You have spent much of your life fighting the living dead, gaining the following benefits: * You have advantage on saving throws against being paralyzed. * You gain a +1 AC bonus when you are adjacent to three or more opponents. * Before you make a ranged or melee attack, you can decide that the attack will deal radiant damage instead of the damage type it would normally deal. [B]GIANTSLAYER[/B] Your experience fighting giants have netted you the following benefits: * You gain a +1 AC bonus against large, huge and gargantuan opponents. * You score a critical hit against large, huge and gargantuan opponents on a roll of 19-20. If you already have an extended critical hit range, you instead increase the critical hit range by one when attacking large, huge and gargantuan opponents. [B]MAUL MASTER[/B] You have practiced extensively with mauls. You gain the following benefits: * Increase your Strength score by 1, to a maximum of 20. * If you successfully hit an opponent with a maul and the modified attack roll exceeds that opponent's armor class by five or more, you can use your reaction to shove that opponent 5 feet and knock him prone, provided that the opponent is no more than one size category larger than you. [B]DAGGER MASTER[/B] Your skill with daggers is extraordinary. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * If you attack with a dagger and roll a 1 on the attack roll, you can use your reaction to treat the roll like a 10 instead. * If an adjacent opponent attacks you and rolls a 1 on the attack roll, you can use your reaction to make an attack with a dagger against that opponent. [B]MACE MASTER[/B] You are extra effective against heavily armored opponents. You gain the following benefits: * You deal an extra 1d4 damage with a mace against opponents in heavy armor. * You deal an extra 1d4 damage with a mace against opponents with natural armor. This does not stack with the extra damage against opponents in heavy armor. [/QUOTE]
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