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Homebrewed Channel Divinity Feats
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<blockquote data-quote="FungiMuncher" data-source="post: 4508219" data-attributes="member: 1094"><p>Here are a couple of divinity feats I'd like some feed back on. </p><p></p><p>My homebrew is using the Norse gods, and thus the name of the feats. Odin is the god of war <u>and</u> magic, so this one has the feel I'm going for. My questions are - Is it reasonable? If not, do you have any suggestions to fix it?</p><p></p><p><span style="font-size: 15px">Channel Divinity: Odin’s Wisdom</span> - Feat Power</p><p><em>As you eye your opponent carefully, Odin fills you with inspiration.</em></p><p>Encounter • Divine</p><p>Minor Action Personal</p><p>Effect: Make a Monster Knowledge check with a +5 bonus against one of your enemies. If you succeed against DC 25, you gain an advantage against that enemy. If your enemy has a vulnerability, your next attack against that enemy has the same type as its vulnerability. Your attack needs to normally deliver radiant or untyped damage. If the enemy has no vulnerabilities, you instead deal an additional 1d6 damage.</p><p>Special: At 11th level, deal 2d6 bonus damage against enemies without any vulnerabilities. At 21st level, deal 3d6 bonus damage.</p><p></p><p>----------------------</p><p></p><p>The next one is my attempted fix for the Sehanine divinity feat.</p><p></p><p><span style="font-size: 15px">Channel Divinity: Freya’s Reversal</span> Feat Power</p><p><em>Freya’s blessing turns the powers of your enemies against them.</em></p><p>Encounter • Divine</p><p>Standard Action Ranged 5</p><p>Effect: Make a saving throw with a +5 bonus to the roll. If the result is 20 or higher, choose an enemy within range; that creature gains the condition you just saved against.</p><p></p><p>The advantage is that it should come into play a little more often, and might still get rid of the effect even if it isn't reversed. The drawback is it's a standard action to activate - you have to put some effort into making this work.</p><p></p><p>Again, any thoughts?</p><p></p><p>Thanks</p><p>FM</p></blockquote><p></p>
[QUOTE="FungiMuncher, post: 4508219, member: 1094"] Here are a couple of divinity feats I'd like some feed back on. My homebrew is using the Norse gods, and thus the name of the feats. Odin is the god of war [U]and[/U] magic, so this one has the feel I'm going for. My questions are - Is it reasonable? If not, do you have any suggestions to fix it? [SIZE="4"]Channel Divinity: Odin’s Wisdom[/SIZE] - Feat Power [I]As you eye your opponent carefully, Odin fills you with inspiration.[/I] Encounter • Divine Minor Action Personal Effect: Make a Monster Knowledge check with a +5 bonus against one of your enemies. If you succeed against DC 25, you gain an advantage against that enemy. If your enemy has a vulnerability, your next attack against that enemy has the same type as its vulnerability. Your attack needs to normally deliver radiant or untyped damage. If the enemy has no vulnerabilities, you instead deal an additional 1d6 damage. Special: At 11th level, deal 2d6 bonus damage against enemies without any vulnerabilities. At 21st level, deal 3d6 bonus damage. ---------------------- The next one is my attempted fix for the Sehanine divinity feat. [SIZE="4"]Channel Divinity: Freya’s Reversal[/SIZE] Feat Power [I]Freya’s blessing turns the powers of your enemies against them.[/I] Encounter • Divine Standard Action Ranged 5 Effect: Make a saving throw with a +5 bonus to the roll. If the result is 20 or higher, choose an enemy within range; that creature gains the condition you just saved against. The advantage is that it should come into play a little more often, and might still get rid of the effect even if it isn't reversed. The drawback is it's a standard action to activate - you have to put some effort into making this work. Again, any thoughts? Thanks FM [/QUOTE]
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