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<blockquote data-quote="Amatiel" data-source="post: 7188573" data-attributes="member: 6791461"><p><strong>Some new feats I am considering introducing to my campaign, Thoughts?</strong></p><p><strong></strong></p><p><strong><strong>Arcanist</strong></strong></p><p><strong></strong><em>Your understanding of magical items is unmatched.</em></p><p>• You can gain attunement to two additional magical items.</p><p>• 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.<strong></strong></p><p><strong></strong></p><p><strong><strong>Arcane Shield</strong></strong></p><p><strong></strong><em><strong>Prerequisite: </strong>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:</em></p><p>• A protective magical force surrounds you, you gain a +1 bonus to AC while you aren't wearing armor.</p><p>• 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.<strong></strong></p><p><strong></strong></p><p><strong><strong>Battlemage</strong></strong></p><p><strong></strong><em>You are a master of the arts of arcane combat:</em></p><p>• 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.</p><p>• You can make attacks of opportunity as a reaction using a cantrip.</p><p><strong><strong>Child of Stone & Sky</strong></strong></p><p><strong><em>Prerequisite: </em></strong><em>Goliath. The spirits of stone and sky favour you.</em></p><p>• You can use your stone’s endurance racial ability as a reaction.</p><p>• Gain advantage on a saving throw. This ability refreshes on a short rest.</p><p><strong></strong></p><p><strong>Divine Champion</strong></p><p><strong><em>Prerequisites</em></strong><strong><em>:</em></strong><em> <strong><em>Prerequisites</em></strong><strong><em>:</em></strong><em> Cleric, Charisma or Wisdom 15. A shard of the divine beats within your mortal heart.</em></em></p><p><em>• 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.</em></p><p><em></em></p><p><em><strong>Dodge</strong></em></p><p><em><em>You are skilled at dodging the blows of your enemies.</em></em></p><p><em>• Increase your Dexterity score by 1, to a maximum of 20.</em></p><p><em>• You can use your reaction to impose disadvantage on an attack.</em></p><p><em>• You can add double your proficiency modifier on Acrobatics skill checks to break a grapple.</em></p><p><em></em></p><p><em></em><strong>Improved Beast Shape</strong></p><p><strong><em>Prerequisites</em></strong><strong><em>:</em> </strong><em>Druid level 11 or higher. Your knowledge of the natural world extends into the realm of monsters!</em></p><p>• 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.</p><p></p><p><strong>Focus Mastery</strong></p><p><em>You are an adept at the use of magical spellcasting foci.</em></p><p>• When using a spellcasting focus to cast a spell, you gain a +1 bonus on the attack roll.</p><p>• 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.</p><p></p><p><strong>Kinship</strong></p><p><em>Prerequisite: Gnome. </em><em>Your kinship with the wild lends you strength.</em></p><p>• Your sense of smell is so acute, you gain advantage on perception checks relying on smell.</p><p>• When you encounter an illusion of any kind, you gain a Wisdom saving throw to perceive its nature if within 30 feet.</p><p></p><p><strong>Metamagic</strong></p><p><em>You wield the argent power of wild magic. </em></p><p>• 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.</p><p>• <strong>Chain Spell. </strong>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 <em>chain </em>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.</p><p>• <strong>Destructive Spell. </strong>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.</p><p>•<strong> Energy</strong><strong> Substitution. </strong>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.</p><p>•<strong> Expand</strong><strong> Spell. </strong>You can spend 2 sorcery points to double a spells <em>area of effect</em>. This does not affect spells with a range of self.</p><p>• <strong>Maximize Spell. </strong>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.</p><p>• <strong>Mirror Mind. </strong>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.</p><p></p><p><strong>Spell Mastery</strong></p><p> <em>You have mastered many arcane secrets involving spell lore.</em></p><p>• You can memorise an additional number of spells equal to your proficiency modifier.</p><p>• Choose a number of spells equal to your spellcasting attribute modifier. You can memorise these spells without consulting your spellbook.</p><p>• 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.</p><p></p><p><strong>Strength of the Wild Hunt</strong></p><p><em><strong>Prerequisite: </strong>You can use the wildshape class feature. </em><em>The song of the wild hunt echoes in your heart.</em></p><p>• Your <em>wildshape</em> ability can be used as a bonus action. If you can already assume your <em>wildshape</em> as a bonus action, you can now also do so as a reaction if you are attacked.</p><p>• You can add your proficiency modifier to your <em>wildshape </em>forms armor class and damage rolls.</p><p>• Your <em>wildshape </em>forms are powerful versions of their kind. You gain an additional +2 hit points per hit dice of the <em>wildshape </em>form.</p><p></p><p><strong>Tireless</strong></p><p> <em>Y</em><em>ou are well used to sleeping rough and shrug off the effects of discomfort.</em></p><p>• You can sleep whilst wearing armor and suffer no ill effects the next day.</p><p>• You need only half the amount of sleep or trance to awaken fully refreshed and recovered.</p><p>• 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.</p></blockquote><p></p>
[QUOTE="Amatiel, post: 7188573, member: 6791461"] [B]Some new feats I am considering introducing to my campaign, Thoughts? [B]Arcanist[/B] [/B][I]Your understanding of magical items is unmatched.[/I] • 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.[B] [B]Arcane Shield[/B] [/B][I][B]Prerequisite: [/B]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:[/I] • 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.[B] [B]Battlemage[/B] [/B][I]You are a master of the arts of arcane combat:[/I] • 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. [B][B]Child of Stone & Sky[/B] [I]Prerequisite: [/I][/B][I]Goliath. The spirits of stone and sky favour you.[/I] • 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. [B] Divine Champion[/B] [B][I]Prerequisites[/I][/B][B][I]:[/I][/B][I] [B][I]Prerequisites[/I][/B][B][I]:[/I][/B][I] Cleric, Charisma or Wisdom 15. A shard of the divine beats within your mortal heart.[/I] • 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. [B]Dodge[/B] [I]You are skilled at dodging the blows of your enemies.[/I] • 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. [/I][B]Improved Beast Shape[/B] [B][I]Prerequisites[/I][/B][B][I]:[/I] [/B][I]Druid level 11 or higher. Your knowledge of the natural world extends into the realm of monsters![/I] • 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. [B]Focus Mastery[/B] [I]You are an adept at the use of magical spellcasting foci.[/I] • 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. [B]Kinship[/B] [I]Prerequisite: Gnome. [/I][I]Your kinship with the wild lends you strength.[/I] • 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. [B]Metamagic[/B] [I]You wield the argent power of wild magic. [/I] • 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. • [B]Chain Spell. [/B]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 [I]chain [/I]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. • [B]Destructive Spell. [/B]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. •[B] Energy[/B][B] Substitution. [/B]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. •[B] Expand[/B][B] Spell. [/B]You can spend 2 sorcery points to double a spells [I]area of effect[/I]. This does not affect spells with a range of self. • [B]Maximize Spell. [/B]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. • [B]Mirror Mind. [/B]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. [B]Spell Mastery[/B] [I]You have mastered many arcane secrets involving spell lore.[/I] • 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. [B]Strength of the Wild Hunt[/B] [I][B]Prerequisite: [/B]You can use the wildshape class feature. [/I][I]The song of the wild hunt echoes in your heart.[/I] • Your [I]wildshape[/I] ability can be used as a bonus action. If you can already assume your [I]wildshape[/I] 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 [I]wildshape [/I]forms armor class and damage rolls. • Your [I]wildshape [/I]forms are powerful versions of their kind. You gain an additional +2 hit points per hit dice of the [I]wildshape [/I]form. [B]Tireless[/B] [I]Y[/I][I]ou are well used to sleeping rough and shrug off the effects of discomfort.[/I] • 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. [/QUOTE]
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