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Non-combat, non-magic feats: Why are there no good ones?
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<blockquote data-quote="WanderingMonster" data-source="post: 355801" data-attributes="member: 573"><p><strong>Racial Feats</strong></p><p></p><p>Thinking about Tolkien inspired me to make racial feats. Think about the things Legolas can do that make him different from your standard D&D elf. That was the jumping off point. Thus far, here is what I have created:</p><p></p><p><span style="color: teal">Fear No Spirit [Racial]</span> </p><p>You get a bonus to saving throws versus the special abilities of the undead.</p><p><strong>Prerequisite:</strong> Elf, Half-elf; Cha 13+</p><p><strong>Benefit:</strong> You get a +2 bonus to resist the effects of any supernatural or spell-like ability produced by an undead creature. This bonus is not applicable to the spells cast by undead with arcane or divine spellcasting class levels.</p><p></p><p><span style="color: teal"><strong>Death Sense [Racial]</strong></span></p><p>You are sensitive to the ebb and flow of death energies.</p><p><strong>Prerequisite: </strong>Elf, Half-Elf; Wis 13+</p><p><strong>Benefit:</strong> You can feel the approach of death within 30 feet. In practical terms, you can sense undead creatures. This Feat does not confer the ability to see invisible or ethereal creatures.</p><p> As a side benefit, you can sense the approach of death of those near you. You can tell how close a creature is to death with a Heal check (DC 10 + the creature's current Hit Point total) as long as they are within the 30 foot range. Assessing someone's health in this manner is a standard action. </p><p> Lastly, your deep connection to others' mortality gives you a +2 bonus to Heal checks.</p><p></p><p><span style="color: teal"><strong>Warrior's Birthright [Racial]</strong></span></p><p>You are especially deadly with the traditional weapons of your people.</p><p><strong>Prerequisite:</strong> Elf, Half-elf; Weapon Focus (longsword, rapier, shortbow, longbow, composite longbow, or composite shortbow).</p><p><strong>Benefit:</strong> You deal an additional 1d4 points of damage when you use a traditional elven weapon (longsword, rapier, shortbow, longbow, composite longbow, or composite shortbow). You must take this Feat once for every weapon you wish to benefit from it.</p><p></p><p><span style="color: teal"><strong>Soft of Step [Racial]</strong></span></p><p>You may move softly and silently even under the most unfavorable conditions.</p><p><strong>Prerequisite:</strong> Elf, Half-elf, Halfling; Dex 13+</p><p><strong>Benefit:</strong> You receive a +3 bonus to Move Silently checks. In addition, you may move up to twice your full move without penalty (hustle).</p><p><strong>Normal:</strong> Characters without this Feat, may Move Silently up to half their normal speed without complication. Anything beyond that pace suffers a penalty.</p><p></p><p><span style="color: teal"><strong>Light of Foot [Racial]</strong></span></p><p>You may pass easily and undetectably over surfaces that would hinder others.</p><p><strong>Prerequisite:</strong> Soft of Step</p><p><strong>Benefit: </strong> You may travel over snow, sand, and other similarly unstable terrains as easily as if it were firm ground. Your footfalls are so light that anyone wishing to track you receives +10 to the DC of their Wilderness Lore check.</p><p><strong>Normal:</strong> Snow and similar terrain reduces movement to half normal speed.</p><p></p><p><span style="color: teal"><strong>Miser's Nose [Racial]</strong></span></p><p>You can smell the presence of precious metals and gems.</p><p><strong>Prerequisite:</strong> Dwarf, Gnome.</p><p><strong>Benefit:</strong> You can detect precious metals and gemstones in a 30 foot radius. This sense is an extraordinary ability based on smell. The acuity of the sense is such that you can discern between different substances and the quality of the material. When determining the value of gems or art objects made with precious metals and gems, you receive a +2 bonus to your Appraise check.</p><p> </p><p><span style="color: teal"><strong>Common Sense [Racial]</strong></span></p><p>Your practical nature tells you when something is not quite right.</p><p><strong>Prequisite:</strong> Halfling, Gnome; Wis 13+</p><p><strong>Benefit:</strong> You receive a +3 bonus to Sense Motive checks, and a +1 insight bonus to saves versus Illusions.</p><p></p><p><span style="color: teal"><strong>Adamantine Will [Racial]</strong></span></p><p>Your mind is resistant to the manipulations of magic.</p><p><strong>Prerequisite:</strong> Dwarf, Half-orc; Iron Will</p><p><strong>Benefit: </strong> You receive a +2 competence bonus to saves versus mind-affecting spells.</p><p></p><p><span style="color: teal"><strong>Enduring Spirit [Racial]</strong></span></p><p>You can overcome obstacles where others might fail.</p><p><strong>Prerequisite:</strong> Human; Cha 13+</p><p><strong>Benefit:</strong> Once per day you can assign a +1 luck bonus to any save, check, attack or damage roll.</p><p></p><p><span style="color: teal"><strong>Resolute Mettle [Racial]</strong></span></p><p>Your spirit allows you to rise above the common man in all things.</p><p><strong>Prerequisite:</strong> 3rd Level+; Enduring Spirit</p><p><strong>Benefit:</strong> Once per day you can assign a +2 luck bonus to any save, check, attack or damage roll. This does not stack with the bonus from Enduring Spirit.</p><p></p><p><span style="color: teal"><strong>Ardent Temper [Racial]</strong></span></p><p>Your strength of character is on par with kings and heroes of legend.</p><p><strong>Prerequisite:</strong> 6th Level+; Resolute Mettle</p><p><strong>Benefit:</strong> You may apply a luck bonus equal to your Charisma modifier to any save, check, attack or damage roll. You may use this bonus a number of times per day equal to half your Charisma modifier. This does not stack with the bonus from Enduring Spirit or Resolute Mettle.</p><p></p><p></p><p><span style="color: teal"><strong>Mixed Lineage [Racial]</strong></span></p><p>The blood of one of your non-human ancestors courses strongly in your veins.</p><p><strong>Prerequisites:</strong> None, but this Feat must be taken by the third character level.</p><p><strong>Benefits:</strong> When you take this feat, you acquire one of the special abilities of one the core races in the PHB. For example, a half-dwarf might gain darkvision or stonecunning. A halfling with elf blood might be immune to magic sleep. Characters may gain a second favored class in this fashion as well (a dwarf with elf blood may have both fighter and wizard as favored classes).</p><p> This feat may be taken multiple times, but the character must select a different trait from the same race picked the first time.</p></blockquote><p></p>
[QUOTE="WanderingMonster, post: 355801, member: 573"] [b]Racial Feats[/b] Thinking about Tolkien inspired me to make racial feats. Think about the things Legolas can do that make him different from your standard D&D elf. That was the jumping off point. Thus far, here is what I have created: [COLOR=teal]Fear No Spirit [Racial][/COLOR] You get a bonus to saving throws versus the special abilities of the undead. [b]Prerequisite:[/b] Elf, Half-elf; Cha 13+ [b]Benefit:[/b] You get a +2 bonus to resist the effects of any supernatural or spell-like ability produced by an undead creature. This bonus is not applicable to the spells cast by undead with arcane or divine spellcasting class levels. [COLOR=teal][b]Death Sense [Racial][/b][/COLOR][b][/b] You are sensitive to the ebb and flow of death energies. [b]Prerequisite: [/b]Elf, Half-Elf; Wis 13+ [b]Benefit:[/b] You can feel the approach of death within 30 feet. In practical terms, you can sense undead creatures. This Feat does not confer the ability to see invisible or ethereal creatures. As a side benefit, you can sense the approach of death of those near you. You can tell how close a creature is to death with a Heal check (DC 10 + the creature's current Hit Point total) as long as they are within the 30 foot range. Assessing someone's health in this manner is a standard action. Lastly, your deep connection to others' mortality gives you a +2 bonus to Heal checks. [COLOR=teal][b]Warrior's Birthright [Racial][/b][/COLOR][b][/b] You are especially deadly with the traditional weapons of your people. [b]Prerequisite:[/b] Elf, Half-elf; Weapon Focus (longsword, rapier, shortbow, longbow, composite longbow, or composite shortbow). [b]Benefit:[/b] You deal an additional 1d4 points of damage when you use a traditional elven weapon (longsword, rapier, shortbow, longbow, composite longbow, or composite shortbow). You must take this Feat once for every weapon you wish to benefit from it. [COLOR=teal][b]Soft of Step [Racial][/b][/COLOR][b][/b] You may move softly and silently even under the most unfavorable conditions. [b]Prerequisite:[/b] Elf, Half-elf, Halfling; Dex 13+ [b]Benefit:[/b] You receive a +3 bonus to Move Silently checks. In addition, you may move up to twice your full move without penalty (hustle). [b]Normal:[/b] Characters without this Feat, may Move Silently up to half their normal speed without complication. Anything beyond that pace suffers a penalty. [COLOR=teal][b]Light of Foot [Racial][/b][/COLOR][b][/b] You may pass easily and undetectably over surfaces that would hinder others. [b]Prerequisite:[/b] Soft of Step [b]Benefit: [/b] You may travel over snow, sand, and other similarly unstable terrains as easily as if it were firm ground. Your footfalls are so light that anyone wishing to track you receives +10 to the DC of their Wilderness Lore check. [b]Normal:[/b] Snow and similar terrain reduces movement to half normal speed. [COLOR=teal][b]Miser's Nose [Racial][/b][/COLOR][b][/b] You can smell the presence of precious metals and gems. [b]Prerequisite:[/b] Dwarf, Gnome. [b]Benefit:[/b] You can detect precious metals and gemstones in a 30 foot radius. This sense is an extraordinary ability based on smell. The acuity of the sense is such that you can discern between different substances and the quality of the material. When determining the value of gems or art objects made with precious metals and gems, you receive a +2 bonus to your Appraise check. [COLOR=teal][b]Common Sense [Racial][/b][/COLOR][b][/b] Your practical nature tells you when something is not quite right. [b]Prequisite:[/b] Halfling, Gnome; Wis 13+ [b]Benefit:[/b] You receive a +3 bonus to Sense Motive checks, and a +1 insight bonus to saves versus Illusions. [COLOR=teal][b]Adamantine Will [Racial][/b][/COLOR][b][/b] Your mind is resistant to the manipulations of magic. [b]Prerequisite:[/b] Dwarf, Half-orc; Iron Will [b]Benefit: [/b] You receive a +2 competence bonus to saves versus mind-affecting spells. [COLOR=teal][b]Enduring Spirit [Racial][/b][/COLOR][b][/b] You can overcome obstacles where others might fail. [b]Prerequisite:[/b] Human; Cha 13+ [b]Benefit:[/b] Once per day you can assign a +1 luck bonus to any save, check, attack or damage roll. [COLOR=teal][b]Resolute Mettle [Racial][/b][/COLOR][b][/b] Your spirit allows you to rise above the common man in all things. [b]Prerequisite:[/b] 3rd Level+; Enduring Spirit [b]Benefit:[/b] Once per day you can assign a +2 luck bonus to any save, check, attack or damage roll. This does not stack with the bonus from Enduring Spirit. [COLOR=teal][b]Ardent Temper [Racial][/b][/COLOR][b][/b] Your strength of character is on par with kings and heroes of legend. [b]Prerequisite:[/b] 6th Level+; Resolute Mettle [b]Benefit:[/b] You may apply a luck bonus equal to your Charisma modifier to any save, check, attack or damage roll. You may use this bonus a number of times per day equal to half your Charisma modifier. This does not stack with the bonus from Enduring Spirit or Resolute Mettle. [COLOR=teal][b]Mixed Lineage [Racial][/b][/COLOR][b][/b] The blood of one of your non-human ancestors courses strongly in your veins. [b]Prerequisites:[/b] None, but this Feat must be taken by the third character level. [b]Benefits:[/b] When you take this feat, you acquire one of the special abilities of one the core races in the PHB. For example, a half-dwarf might gain darkvision or stonecunning. A halfling with elf blood might be immune to magic sleep. Characters may gain a second favored class in this fashion as well (a dwarf with elf blood may have both fighter and wizard as favored classes). This feat may be taken multiple times, but the character must select a different trait from the same race picked the first time. [/QUOTE]
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