Home Brewed Feats [Archive] - Wizards Community

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Von_Harbringer

06-18-07, 12:29 AM
I wanted some feedback on some home brewed feats. I used the complete arcana and some 2nd edition material as a guide.

Disciple of Nature
* Cannot be chosen more than once
Prerequisite: Druid, knowledge: religion 3
Benefit: Gain access to 1 of the following domains. Air, Earth, Fire, Water, Plant, Animal, or Sun
Special: Plant and Animal domains get skill focus knowledge: nature than access. Sun domain druid gets to turn 1/day as a cleric instead of greater turning. Turning for Sun, Air, Earth, Fire, or Water needs to have a "totem of nature" (use holy symbol for cost).

Weapon Familiar (replaces intelligent weapons)
Performing an incantation the wielder donates his life force to their favored weapon.
Prerequisite: Weapon focus: weapon of choice, weapon that has a +1 enhancement or better
Benefit: Weapon becomes intelligent
Special: Character expends and takes a 5% xp penalty (from now on) (will be subtracted from current xp if taken at a higher level), can still be enhanced

1-4 Empathic link (alertness)
5-6 light spell at will
7-8 Low-light vision (elves, half-elves, gnomes see at 3x)
9-10 Sapience, lesser power 1st
11-12 Darkvision 60 ft (+30 ft for orcs, drow, etc...)
13-14 Speak w/ master, lesser power 2nd
15-16 Greater power 1st
17-18 Greater power 2nd
19+ Special purpose


School Specialization
Source: Unearthed Arcana (page 59-64)
-Can only choose 1 school to specialize in.
Prerequisite: Wizard, 2nd ability score of 14 in school specialized (listed below), Feat can only be taken at 1st level
When a wizard chooses this feat they all gain the following.
• Prepare 1 additional spell of the specialized school each day
• +2 to Spellcraft checks in the chosen school
• Chooses 1 special ability listed for Specialist

Abjurer
Ability: Wisdom
Resistance to Energy
Aura of Protection
Spontaneous Dispelling

Diviner
Ability: Wisdom
Enhanced Awareness
Prescience

Enchanter
Ability: Charisma
Social Proficiency
Extended Enchantment

Illusionist
Ability: Dexterity
Chains of Disbelief
Shadow Shaper

Magician (conjurer)
Ability: Constitution
Elemental Ally (1/day)
-Summon an elemental equal to the caster level for 1 hr/level
Rapid Summoning
Enhanced Summoning
Spontaneous Summoning

Necromancer
* Caster must be evil
Ability: Wisdom
Skeletal Minion *
Undead Apotheosis
Enhanced Undead *


Sorcerer (evoker)
Ability: Constitution
Energy Affinity
Energy Substitution
Overcome Resistance

Transmuter
Ability: Dexterity
Enhance Attribute
Spell Versatility
tarkin

06-18-07, 12:01 PM
First, You don't have to say "Cannot be chosen more than once. That statement already applies to all feats unless they expressely say otherwise.

Disciple of Nature
Are you gaining the Domain ability only, or some kind of access to spells?
Ability only seems like a worthwhile feat. Spells on top of that should require a second feat.


Weapon Familiar
This does not sound like it 'replaces' an intelligent weapon, instead it sounds like it is an alternative to it. Something called Item Familiar already exists, which I believe can be a weapon.
I belive, but am not sure, that the chart you listed out was a level based chart. You need to SAY that. It also could be "roll a d20, add your Charisma bonus"
Otherwise it looks reasonably acceptable, if you don't want to use the existing rules.


School Specialization
What god forsaken, half thought out reason do you have for saying Necromancy must be evil?

Cripes man, I am so tired of that sterotype - it is lame and not reasonable at all.

You want an EVIL school? Try Enchantment/Charm. Mind Control is far worse than raising the dead.

More importantly, the abilities you choose seem to be significantly better than a feat.

Make it a Prestige class, and give them one ability at 1st, another at 4rd, and the last at 9th.
Von_Harbringer

06-18-07, 05:37 PM
For the first one, yes it's for the ability. The second, I got the idea from a combination of the Item Familiar from Unearthed Arcana and intelligent weapons. With the familiar there won't be an ego roll because the weapon is bonded to the wielder. The progression is such that it won't be over powering. The third, evil only applies for the undead minion and enhanced undead. Creating and using undead is evil in the descriptor sorry to say. Yes enchantment is nasty. I have a few characters dominated and mindbender PrC is a non-good alignment.