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New feats (considered for E6)

  • Thread starter Thread starter Ry
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Does anyone have any input on the feats I've suggested? I went back and made some alterations to many of them.
 

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I like what I see. For the save feats, I'd say something like "You cannot raise your base saves past +6 with this feat" but YMMV.

If one of my players came to me and said "these will help me get the character down in rules terms" I'd allow them.
 

Expanded Spell Research (Metamagic)

You may learn/prepare/cast spells as if you were one class level higher than you are, each time you take this feat. (This effectively allows the higher-level stuff while keeping it rare)

Requirement: Caster Level 6, Spell Ability Requisite 18+, all other mental abilities 14+, at least four other E6 metamagic feats.

Special: This feat does not allow you to learn, prepare or cast spells that are represented by other E6 metamagic feats. Those feats must be still taken as usual.
 
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rycanada said:
I like what I see. For the save feats, I'd say something like "You cannot raise your base saves past +6 with this feat" but YMMV.

If one of my players came to me and said "these will help me get the character down in rules terms" I'd allow them.

The feats don't increase your base save bonus. They just add an unnamed bonus to the saves, just like Great Fortitude, Iron Will, etc.
 

Expanded Spell Research, IMO, is too good even for the lean upward approach. If it allows for unlimited spell progression it "pops the top."

If I were a leaning upward man, I'd allow a feat that gave a "0" 4th-level spell slot, but to learn any 4th level spell requires a feat just for that spell (i.e. DMs can customize which 4th level spells are available by restricting those feats).
 

rycanada said:
Expanded Spell Research, IMO, is too good even for the lean upward approach. If it allows for unlimited spell progression it "pops the top."

If I were a leaning upward man, I'd allow a feat that gave a "0" 4th-level spell slot, but to learn any 4th level spell requires a feat just for that spell (i.e. DMs can customize which 4th level spells are available by restricting those feats).

How about the following:

nth level spell capability
(Feat: 0 nth level spellslots, prerequisite: Ability requisite 18+, other mental abilities 10+spell level, n-1th level spell capability)

and

A single nth level spell
(Feat: Ability to learn/prepare/cast a single nth level spell, prerequisite: nth level spell capability)

Does that format help my concept any?
 
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Is your intent to eventually grant 5th level spells? if it does that, it's definitely not for E6, even leaning upwards. If you want 5th level spells in your game I'd suggest modding E6 to a cap of level 10.
 

rycanada said:
Is your intent to eventually grant 5th level spells? if it does that, it's definitely not for E6, even leaning upwards. If you want 5th level spells in your game I'd suggest modding E6 to a cap of level 10.

Ah, I see your point. Would you apply the same logic to exceptional HP, as a thing to be blocked outright rather than rendered epic? If so, that's fine too. I had an idea for Exceptional Durability, a feat that granted a class-appropriate hit die each time it was used, but required Constitution 15, +1 per each time the feat is taken. However, it seems like an E10 thing instead of an E6 thing. If the spell cap is fundamental to E6, then the HD cap must be equally important.

Thanks for the feedback!
 
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Moreso than other features, hit points are staying power than raw efficacy. I see hit points as parallel with extra slots, whereas base attack bonus is more of a parallel of higher-level spells.
 


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