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D&D (2024) How balanced would be this feat?

Had this idea at night shift, I am curious how balanced would it be:

Iron-Handed
General Feat
Requiremets: At least 4th level or higher
  • You increase your Strength or Constitution by 1, for maximum of 20
  • You treat one-handed meele weapons lacking both Light and Versitile property as if they have Light property.
  • When wielding one-handed weapon with Versitile property in one hand, you can treat its damage rolls as if you were holding it two-handed.
  • You can wield two-handed weapon in one hand. When you do, decrease its damage die by one step (from d12 to d10, from d10 to d8, from 2d6 to 2d4 etc)
 

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I would say it is balanced fine, leaning towards too weak to ever be used. You're basically adding +1 average damage per attack compared to what can typically be achieved, which is really weak compared to many other feats available, although this is set up to be more widely versatile than typical feats so it does have some advantage for a player who wants to be capable of using all types of weapons rather than specialize

Maybe throw in a ribbon feature like "cannot be disarmed" to mix things up and make it outright superior in those rare cases that the niche ribbon feature situation comes up.

Maybe specify non-heavy two-handed weapons for the last point?
Unless that was the point?
I'm sure that is the point, it would be completely useless text to include if it only applied to the Greatclub which is a garbage weapon no one will ever use
 



Had this idea at night shift, I am curious how balanced would it be:

Iron-Handed
General Feat
Requiremets: At least 4th level or higher
  • You increase your Strength or Constitution by 1, for maximum of 20
  • You treat one-handed meele weapons lacking both Light and Versitile property as if they have Light property.
  • When wielding one-handed weapon with Versitile property in one hand, you can treat its damage rolls as if you were holding it two-handed.
  • You can wield two-handed weapon in one hand. When you do, decrease its damage die by one step (from d12 to d10, from d10 to d8, from 2d6 to 2d4 etc)
Let's see what it actually does:
  • Javelins, flails, morning stars, rapiers, war picks, maces and unarmed strikes can be used as Light weapons
  • Quarterstaffs, spears, battleaxes, longswords, warhammers and tridents all do the highest damage die when used one-handed
  • Great clubs, crossbows, bows, polearms, great swords, great axes, lances and mauls can be used one-handed (with a damage die penalty)
Combined with the revised rules for Two-Weapon Fighting ...


giphy.gif
 

So a level 8 Battlemaster fighter can have a maul, a shield, dueling fighting style for +2 damage, GWM, sentinel and this for max str.

That looks quite a bit better than the typical great weapon fighter. Is that the intent?

For one handed weapons I don’t see any major issues, though some mastery combos may more reliably come online a bit earlier.
 



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