IndyPendant
First Post
Some houseruled feats for you:
(Edit: Oops! Spell Focus and Greater Spell Focus were changed. The updates are posted below. Slightly better for you guys at the lower levels, anyways...: )
(Edit: Oops! Spell Focus and Greater Spell Focus were changed. The updates are posted below. Slightly better for you guys at the lower levels, anyways...: )
Class Ability Boost [General]
You have put time and effort into developing an aspect of one of your classes.
Source: This one’s entirely my own.
Benefit: Choose one ability from the list given below that your character already possesses. That ability gains a +5 level bonus for the purposes of calculating the benefits the ability provides (to a maximum of your current HD.) The list of abilities available for this feat are:
· Cleric or Paladin Turn or Rebuke Undead
· Druid or Ranger Animal Companion
· Druid Wild Shape
· Monk Unarmed Damage
· Paladin Lay on Hands (including Remove Disease if applicable)
· Wizard Familiar
Notes: Some abilities are too powerful to gain a flat +5 level bonus (i.e. Rage, Smite, Sneak Attack, Caster Level, etc etc). Most of those abilities already have feats related to them specifically. If you think an ability would be suitable for this feat, but don’t see it listed, check with me.
Special: This feat can be taken any number of times, and stacks with itself if the same ability is chosen more than once.
Combat Casting [General]
Source: My adaptation of the PHB feat.
Benefit: You get a +1 bonus to all Concentration checks. You get an additional +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Notes: This replaces the Combat Casting feat found in the PHB.
Combat Expertise [Combat]
Source: Adapted from the SRD.
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Unlike the SRD version, there is no +5 maximum limit.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Dodge [Combat]
You are skilled at dodging attacks.
Source: Dextrous Dodge, from the Netbook of Feats.
Benefit: For the purpose of determining Armor Class, treat your Dexterity score as 2 points higher than its actual value.
Special: This feat replaces the Dodge feat from the PHB. This feat can be taken several times, and stacks with itself.
Inner Power [General]
Source: This one’s entirely my own.
Benefit: You gain a +2 bonus to one spellcasting-related attribute (i.e., Intelligence, Wisdom, or Charisma)—but only for the purposes of determining your spell DCs. This feat will not modify your skill points, saves, skill checks, bonus spells, or any other aspect of those attributes.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, you must choose a different spellcasting-related attribute.
Magic Talent [General]
You have developed a natural talent for magic.
Source: This one’s entirely my own.
Benefit: You gain a +4 bonus to one spellcasting-related attribute (i.e., Intelligence, Wisdom, or Charisma)—but only for the purposes of determining your maximum spell level and bonus spells per level. This feat will not modify your skill points, saves, skill checks, spell DCs, or any other aspect of those attributes.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, you must choose a different spellcasting-related attribute.
Monk AC Bonus, Improved [General]
Your sixth sense is more developed than normal, allowing you a better chance to dodge blows in combat.
Source: Adapted from the Netbook of Feats.
Prerequisites: Monk level 1+
Benefit: Add +1 to your monk AC bonus.
Quicken Spell [Metamagic]
As per the PHB, except that a spontaneous Quickened spell does not suffer the increased time penalty normally applied to Metamagic feats. (So, for example, a Sorceror could cast a Quickened Magic Missile as a free action.)
Rapid Spell [Metamagic]
You cast spells with long casting time more quickly.
Source: Adapted from Complete Divine.
Benefit: Only spells with a casting time greater than one standard action can be made Rapid. A rapid spell with a casting time of one full round action or one full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be case in 1 full round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting times measured in hours can be cast in 1 hour. Spontaneous casters can use this feat to reduce the casting time of their metamagically-enhanced spells. A Rapid spell uses up a spell slot one level higher than the spell’s actual level.
Spell Focus [General]
Source: Brought back the 3.0e version.
Benefit: Choose one school of magic. The DC checks for all spells cast by you from the chosen school gain a +2 bonus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. This feat replaces the Spell Focus feat found in the PHB.
Spell Focus, Improved [General]
Source: Adapted (sort of) from the SRD
Prerequisites: Spell Focus.
Benefit: Choose one school of magic for which you already have the Spell Focus feat. The DC checks for all spells cast by you from the chosen school gain an additional +1 bonus that stacks with the bonus provided by Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. This feat replaces the Greater Spell Focus feat found in the PHB.
Spring Into Action [Combat]
Source: This one’s entirely my own.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When taking a standard action, you can move both before and after the action, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender if you make a melee attack or cast a spell that requires a melee touch attack. (You still provoke attacks of opportunity from other creatures if appropriate, and any spells must still be cast on the defensive or suffer the appropriate consequences.) You can’t use this feat if you are wearing heavy armor or heavily encumbered. You must move at least 5 feet both before and after you take your action in order to utilize the benefits of Spring Into Action.
Special: This feat is a more generalized version of the Spring Attack and Shot on the Run feats from the PHB, and replaces both. This feat also replaces Spring Attack and Shot on the Run as a prerequisite for other feats, such as Whirlwind Attack.
Weapon Finesse [Combat]
Benefit: As per the PHB, however it no longer has a prerequisite of BAB +1 or higher.
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