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Inventor Feat!
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7616649" data-attributes="member: 6802951"><p>I think that the closest current feat to base this one off in terms of power and versatility is Magic initiate. You're adding new powers, and it is popular, effective, but not generally regarded as game-breaking.</p><p></p><p>This feat gives you two new cantrip-level abilities that you can use a lot and one 1st-level spell ability that you can use once per long rest. This fits pretty well with the Inventor feat: You gain two inventions that are roughly equivalent to a cantrip in power and can make at minor cost, and one invention that you can only use once a long rest, but that is as good as a 1st level spell.</p><p></p><p>So one invention you pick could be the Alchemist's fire arrow: Its hollow shaft deals negligible physical damage but it splatters alchemist's fire onto the target dealing d10 fire damage. At 5th level the arrows might improve to deal more fire damage.</p><p></p><p>Or a more powerful version, but you can only carry one of could be based on Searing Smite.</p><p></p><p>Ensnaring Strike is a pretty good match for a tanglefoot arrow: it is already delivered by a weapon strike etc.</p><p></p><p>Grappling bolts etc could be based on Thorn Whip. Remove the damage but allow them to pull the user rather then the target, and perhaps increase the range a little.</p><p></p><p>Glider or parachute armour would probably based on Featherfall.</p><p></p><p>Flashbangs are probably beyond the limit of a balanced invention, even as your 1/day-use item. Causing only one of those effects on a single person is already a 2nd-level spell equivalent.</p><p>A better bet might be to base around Vicious Mockery/Frostbite: Deals d6 Thunder damage and causes disadvantage on your next attack.</p><p></p><p>Revolver hand crossbow is effectively a magic item. (And probably requires magic to function even more than a normal hand crossbow would. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p>Cable-backed bows are already encompassed in the Shortbow and Longbow weapon categories of the table. It is a way of compensating for poor materials, and does not offer significantly improved performance compared to for example, composite bows or correctly-made longbows made of the correct wood.</p><p></p><p>Neither money for materials, nor downtime for research are useful balancing factors for a general-use feat. Different campaigns vary too widely in these factors. It may be possible to use them to balance in one specific campaign that you are running. However a different campaign and/or a different group may need very different values in order to provide the same level of balance.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7616649, member: 6802951"] I think that the closest current feat to base this one off in terms of power and versatility is Magic initiate. You're adding new powers, and it is popular, effective, but not generally regarded as game-breaking. This feat gives you two new cantrip-level abilities that you can use a lot and one 1st-level spell ability that you can use once per long rest. This fits pretty well with the Inventor feat: You gain two inventions that are roughly equivalent to a cantrip in power and can make at minor cost, and one invention that you can only use once a long rest, but that is as good as a 1st level spell. So one invention you pick could be the Alchemist's fire arrow: Its hollow shaft deals negligible physical damage but it splatters alchemist's fire onto the target dealing d10 fire damage. At 5th level the arrows might improve to deal more fire damage. Or a more powerful version, but you can only carry one of could be based on Searing Smite. Ensnaring Strike is a pretty good match for a tanglefoot arrow: it is already delivered by a weapon strike etc. Grappling bolts etc could be based on Thorn Whip. Remove the damage but allow them to pull the user rather then the target, and perhaps increase the range a little. Glider or parachute armour would probably based on Featherfall. Flashbangs are probably beyond the limit of a balanced invention, even as your 1/day-use item. Causing only one of those effects on a single person is already a 2nd-level spell equivalent. A better bet might be to base around Vicious Mockery/Frostbite: Deals d6 Thunder damage and causes disadvantage on your next attack. Revolver hand crossbow is effectively a magic item. (And probably requires magic to function even more than a normal hand crossbow would. :-) ) Cable-backed bows are already encompassed in the Shortbow and Longbow weapon categories of the table. It is a way of compensating for poor materials, and does not offer significantly improved performance compared to for example, composite bows or correctly-made longbows made of the correct wood. Neither money for materials, nor downtime for research are useful balancing factors for a general-use feat. Different campaigns vary too widely in these factors. It may be possible to use them to balance in one specific campaign that you are running. However a different campaign and/or a different group may need very different values in order to provide the same level of balance. [/QUOTE]
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