D&D 4E Post Your Custom 4E Feats Here

CleverNickName

Limit Break Dancing (He/They)
I noticed that there wasn't a House Rule thread for custom-made or fan-inspired feats for the game. So...post your custom-made feats for 4th Edition right here!

Here are a few of mine. These were written with my 4E Firearms houserule in mind, but I am sure they can be tweaked to apply to almost any ranged weapon.

Heroic Tier Feats

Sniper Sight
Your expert marksmanship allows you to shoot through cover easily.
Prereq: Weapon Focus [any firearm]
Benefit: You may ignore the -2 penalty to ranged attacks against opponents with cover (but not total cover).


Stab and Fire
Opponents hit by your bayonet are easy targets.
Prereq: ?Point Blank Shot
Benefit: if you hit an opponent with your bayonet, you may discharge your musket as a swift action, with a +2 bonus to the attack roll. This attack must be made against the opponent you struck with the bayonet.


Paragon Tier Feats

Prone Fighter
You are trained to fight from a prone position.
Prereq: Defensive Mobility
Benefit: You may attack from a prone position without penalty. Opponents do not have combat advantage against you while you are prone.


Steady Shooter
(Revised from the version found in the PHB Lite.)
Prereq: Con 15
Benefit: +3 damage to ranged attacks made with crossbow or firearm if you don't move.
 

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Yes there is, although it's not feat exclusive. That's the whole purpose of original creations, to include anything created by fans in one comprehensive place. That said, There's no reason we can't make individual threads for our personal powers to be rated and then place the finished products there.
 

Some feats based on the "Lasting Frost" from the Paragon Path excerpt:

More like random ideas, as I assume that the PHB will contain "Lasting Frost"-equivalents for other damage types...

Escharotic Lacing
Your caustic magic burns deep into your enemies bodies, causing them pain and hurt.
Prerequisites: Paragon tier
Benefit: When a power with the acid keyword deals damage to a target, that target is weakened until the start of your next turn.
[sblock=Design Notes]Tried to avoid the "ongoing damage" idea - it is more fitting for fire. Instead I'm playing along the "this %&!§ing hurts!"-angle. No "save ends", but only until next turn, because it decreases the effectiveness of the target massively. If you want to keep that up, you have to continue hitting it![/sblock]

Fulminatory Infusion
Your electric powers crackle with bright lightning, causing your enemies to convulse and skitter.
Prerequisites: Paragon tier
Benefit: When a power with the lightning keyword deals damage to a target, that target is dazed (save ends).
[sblock=Design Notes]This is, of course, based on the dazed condition known now: "DAZED: (From D&D Miniatures Rules)
All enemies gain Combat Advantage against you.
You cannot flank enemies or help an ally gain flanking.
You cannot make Opportunity Attacks or use immediate actions."
If dazed actually denies your actions, it's MUCH more powerful and has to be changed.[/sblock]

Pyrophoric Essence
Your igneous powers are carrying phlogistic essence with them, setting your enemies aflame.
Prerequisites: Paragon tier
Benefit: When a power with the fire keyword deals damage to a target, that target suffers 3 ongoing fire damage (save ends).
[sblock=Design Notes]This is comparable to Lasting Frost from the Paragon Path excerpt - you trade the amount of damage against the need to hit it with frost powers repeatedly.[/sblock]
 


malcolm_n said:
Tirian, off topic question for you. Is your name based off Tirian Ballister from the George RR Martin books?
No - my handle originated 1998/1999, when I played Civ II and needed a name for my civilization - on a whim, I named it Republic of Tirian... and it stuck. :)

Cheers, LT.
 

These were written for my homebrew campaign, so you'll pardon the unusual prerequisites.

Channel Divinity: Flame Whisperer
Prerequisite: Human (Ajeeran), Channel Divinity class feature, speak Ignan
Can discharge use of Channel Divinity that encounter as a minor action to magnify, slide, or reduce a fire by a number of squares equal to [half your level + Wisdom modifer]. You can extinguish a fire this way, or ignite a slumbering coal. When used on a creature with the fire keyword you can either weaken it or grant +4 strength for the encounter.

Final Blow
Prerequisite: Human (Kheprian)
When you make the killing strike against an enemy, they cannot be animated as undead or resurrected through magic.

Loser’s Guile
Prerequisite: Human (Kishtari)
When an attack (even a coup de grace, provided you are conscious) would drop you below 0 HP, you may take a minor action before the finishing blow is delivered, using it to speak or make a skill check. If your action convinces your foe to hold off their blow, then you don’t take damage. If your action fails to dissuade your foe, then you take damage as normal.

Lotus Step
Prerequisite: Human (Aurethian)
Provided you end your move on solid ground, you can cross a body of water (no wider than your speed) by stepping on submerged stones, trees, even lotus pads.

Sense Charm
Prerequisite: Human (Daravian)
You are skilled at noticing those under magical influence, gaining +4 on your Perception test for this purpose. If you succeed by 5 or more you learn the nature of the enchantment, and if you succeed by 10 or more you are able to deduce who the enchanter is. Among Daravians, who are accustomed to enchanting magic used in politics, this is known as “apprehending the invisible thread.”

Sublime Archery
Prerequisite: Human (Ajeeran, Qulashkul), proficiency in long or short bow
You may add your Wisdom instead of Dexterity to bow attacks. If you are aiming at a stationary target, gain +5 to attack. You can make bow attacks even when blinded.

Warrior’s Mettle
Prerequisite: Human (Rhugashi)
You gain a +4 bonus against attempts to Intimidate you, frighten you, or torture you for information.
 

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