D&D 5E New Feats, Thoughts ?

Amatiel

Explorer
Some new feats I am considering introducing to my campaign, Thoughts?

Arcanist
Your understanding of magical items is unmatched.
• You can gain attunement to two additional magical items.
• Magical items with which you have attunement endow you with supernatural resilience. You gain a +1 bonus to all saving throws for every two magical items with which you have attunement.

Arcane Shield
Prerequisite: The ability to cast at least one spell. Your study of magic has made you a master at manipulating arcane energies in your defence. You gain the following benefits:
• A protective magical force surrounds you, you gain a +1 bonus to AC while you aren't wearing armor.
• As a reaction you can sacrifice a spell slot to create an arcane shield that grants damage reduction to all attacks until the start of your next turn. While active, the damage you take from each attack is reduced by 2 points per spell slot. Cantrips may not be sacrificed in this manner. Example: A 1st-level spell reduces damage by 2 pts per attack, whilst a 3rd-level spell would reduce damage by 6 pts.

Battlemage
You are a master of the arts of arcane combat:
• When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You deal +1 damage per die of your chosen element.
• You can make attacks of opportunity as a reaction using a cantrip.
Child of Stone & Sky
Prerequisite:
Goliath. The spirits of stone and sky favour you.
• You can use your stone’s endurance racial ability as a reaction.
• Gain advantage on a saving throw. This ability refreshes on a short rest.

Divine Champion

Prerequisites: Prerequisites: Cleric, Charisma or Wisdom 15. A shard of the divine beats within your mortal heart.
• You can choose one additional Domain within the portfolio of your Deity. You now have access to that domain’s spells and the granted powers for your secondary domain of up to level 6.

Dodge
You are skilled at dodging the blows of your enemies.
• Increase your Dexterity score by 1, to a maximum of 20.
• You can use your reaction to impose disadvantage on an attack.
• You can add double your proficiency modifier on Acrobatics skill checks to break a grapple.

Improved Beast Shape
Prerequisites: Druid level 11 or higher. Your knowledge of the natural world extends into the realm of monsters!
• You can use your normal wild shape ability to take the form of a monstrosity in addition to a beast. You can learn the monstrous forms for a number of creatures equal to your Wisdom modifier.

Focus Mastery
You are an adept at the use of magical spellcasting foci.
• When using a spellcasting focus to cast a spell, you gain a +1 bonus on the attack roll.
• If your focus is a magical item and has charges, the first charge used does not cost a charge. This ability cannot be used again until you have had a long rest.

Kinship
Prerequisite: Gnome. Your kinship with the wild lends you strength.
• Your sense of smell is so acute, you gain advantage on perception checks relying on smell.
• When you encounter an illusion of any kind, you gain a Wisdom saving throw to perceive its nature if within 30 feet.

Metamagic
You wield the argent power of wild magic.
• You gain 2 Sorcery Points. You can learn one Metamagic ability of your choice from among those available to the Sorcerer class, or one of those detailed below.
Chain Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend 5 sorcery points to chain the spell. Once the spell hits the primary target, three secondary rays arc from the primary target to secondary targets within 30 feet of the primary.
Destructive Spell. When you cast a spell that deals damage, you can increase its damage. You can spend 2 sorcery points to cast the spell as if two levels higher.
Energy Substitution. Choose one type of energy: acid, cold, fire, lightning, necrotic, psychic, radiant, or thunder. You can spend 3 sorcery points to modify a spell with an energy descriptor to use the chosen type of energy instead. You can learn this metamagic multiple times, and each time it applies to a different type of energy.
Expand Spell. You can spend 2 sorcery points to double a spells area of effect. This does not affect spells with a range of self.
Maximize Spell. You can spend a number of sorcery points equal to the spell’s level plus 3 to maximize all variable and numeric effects of a spell.
Mirror Mind. When you cast a spell that requires concentration, you can spend a number of sorcery points equal to the spell’s level to maintain concentration as a bonus action.

Spell Mastery
You have mastered many arcane secrets involving spell lore.
• You can memorise an additional number of spells equal to your proficiency modifier.
• Choose a number of spells equal to your spellcasting attribute modifier. You can memorise these spells without consulting your spellbook.
• You have learned how to cast spells without the need for material components. Spells with material components of greater than 1gp value are not affected by this ability.

Strength of the Wild Hunt
Prerequisite: You can use the wildshape class feature. The song of the wild hunt echoes in your heart.
• Your wildshape ability can be used as a bonus action. If you can already assume your wildshape as a bonus action, you can now also do so as a reaction if you are attacked.
• You can add your proficiency modifier to your wildshape forms armor class and damage rolls.
• Your wildshape forms are powerful versions of their kind. You gain an additional +2 hit points per hit dice of the wildshape form.

Tireless
You are well used to sleeping rough and shrug off the effects of discomfort.
• You can sleep whilst wearing armor and suffer no ill effects the next day.
• You need only half the amount of sleep or trance to awaken fully refreshed and recovered.
• By taking a short rest, you can remove one level of exhaustion, and you heal any damage sustained by 1 hit point per level. You can’t use this ability again until you finish a long rest.
 
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Ganymede81

First Post
Other than simply offering way too much for a feat, Divine Champion would let you do weird things like stack Divine Strike.

Also, while it is end-game stuff, this lets you double up on domain capstones. Those can be quite powerful. Think about it: on top of everything else, Divine Champion could be a feat that grants you permanent flight.
 

Amatiel

Explorer
Hmm, that's a good point, the previous editions of magical beast no longer exists. LOL, I guess that would be monstrosity now? .. Hmm..
 

Amatiel

Explorer
Yeah, but that's like level 17. PC's are pretty awesome by then. Allowing an additional level 17 domain power isn't exactly game breaking, just cool. Plus, if you don't like the combination, you can always say the god you worship doesn't grant that domain to their follower i guess :)
 

Ganymede81

First Post
Allowing an additional level 17 domain power isn't exactly game breaking, just cool.

If it isn't in line with the power level of current feats, then something needs to be rethought. "Well it doesn't break the game" probably isn't the bar we should be setting here.
 

Amatiel

Explorer
Well, it is a conversion of an epic level feat - LOL, but as 5e epic play doesn't really exist anymore, I thought level 11 was a good compromise. Perhaps, you could gain all the benefits but those of level 11 or higher of the 2nd domain. So you would get everything but the level 14 & 17 power, that might be more reasonable. :)
 

Ganymede81

First Post
Strength of the Wild Hunt's ability to wildshape as a reaction when attacked is very powerful in combination with the Druid's capstone, more powerful than what a feat should provide.

I couldn't imagine a Circle of the Moon druid ever saying "I'll pass on this feat."


But yeah. Feats don't really work the same as Third Edition, which it seems you're drawing your ideas from. There are no long feat chain prereqs or epic feats. If you want to make a new feat, it is probably best if you use the current feats as a guide.
 



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