Windbit's Homebrewed Feats [Archive] - Wizards Community

Post/Author/DateTimePost
Windbit

04-26-07, 08:19 PM
I've never made any feats before, so I thought I'd post the ideas for new feats I have to get input on them. Please tell me if any of these ideas already has an existing feat, or if any of them seem overpowered or impractical.

Midair Combo - You uppercut an enemy, then knock him back with a jumping sidekick.
Prerequisites: Str 15, Improved Unarmed Strike, Acrobatic, base attack bonus +6
Benefit: When you use the full attack action, you can give up your regular attacks and instead make two melee attacks against one opponent within reach. If the first melee attack is successful, your opponent is lifted in the air. If the second melee attack is successful, your opponent is knocked back 3 spaces and rendered prone. If it fails, your opponent lands in the same space and is knocked prone.

Dash Attack - You can quickly dash by your enemies and attack them at the same time.
Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, Base Attack Bonus +6
Benefit: If there is an empty square four squares from your position and enemies in a straight line between the starting and ending square, you may pass through the enemy squares to stop on the fourth. You may make a melee attack roll against each enemy whose square you pass through for your full base attack bonus, attacking with either a melee weapon or using unarmed strikes. Each opponent whose square you pass through gets to make an attack of opportunity on you, but even if you are hit you still finish on the fourth square.

Counter Shot - By using your lightning reflexes and impossibly accurate aim allow you to hit incoming projectiles with your own, nullifying a ranged attack.
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, Improved Precise Shot, Base Attack Bonus +12
Benefits: Once per round when you would normally be hit with a ranged weapon, you may shoot it out of the air so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to counter a ranged weapon doesn't count as an action. Unusually massive ranged weapons, such as boulders, and ranged attacks generated by spell effects, such as Melf's acid arrow, can't be deflected. Counter Shot may not be used on the same round as Snatch Arrows.

Double Shot - Fire two projectiles in quick succession at the exact same place on a single enemy: the second projectile drives the first farther in, increasing damage. For example, a second arrow fired into the first one shatters the first's shaft and drives the arrow head deeper.
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, Improved Precise Shot, Base Attack Bonus +12
Benefit: When making a full attack, you may make two ranged attacks in quick succession at the exact same location. The first ranged attack is made as normal. When making the second ranged attack, the target gains a temporary second AC that is two points higher than the normal one. If the second ranged attack roll surpasses the normal AC, but not the secondary AC, the second ranged attack does damage as normal. If the second ranged attack roll surpasses the secondary AC, however, it hits for normal damage +1d8.
Leress

04-26-07, 09:29 PM
Please follow the format of feat before put these up, since it makes it hard to tell if they are under powered or over powered.

What are the requirements for each feat?
What kind of action does each one use?
If they have a DC, how is it figured?

Once that is done I will give a better critique.
Nadaka

04-26-07, 10:00 PM
I've never made any feats before, so I thought I'd post the ideas for new feats I have to get input on them. Please tell me if any of these ideas already has an existing feat, or if any of them seem overpowered or impractical. I'd also like to know if there are any feats to give attacks magical properties, similar to the arcane archer, but with any weapon.

There are a number of feats in the book of nine swords that give supernatural bonuses. Notably Martial Study and Martial Stance when used with Desert Wind or Shadow Hand disciplines. Though some of them only work with melee weapons, a few can be used to enhance ranged weapons.

Roundhouse Kick - Use your leg to make an unarmed strike against every enemy whose space you threaten. Only the enemy directly in front of you takes normal damage, and the others take half.

wirlwind does a better job of this.

Rising Combo - Uppercut an enemy into the air, then kick him back three spaces.

Knockback from races of stone has a similar mechanic.

Dash & Slash - While using a sword, dash through the three spaces in front of you and stop on the fourth. All enemies whose spaces you passed through take damage.

I can see this as a followup feat for spring attack. If your movement provokes attacks of opportunity as normal, shure this could be balanced.

Vorpal Slash - Focus to use your sword as if it were a vorpal sword.

that one has epic feat written all over it. Improved crit can mimic the keen enchantment that is only +1, but vorpal is +5. Sorry, even though I like strong feats... This is a bit too much.

Sword Dance - You call upon your training as a dancer to perform a dance with blades. While the strikes used during the dance aren't very forceful, they are numerous. The dance lasts three rounds and gives you a bonus to AC and attack rolls, but a penalty to damage rolls.

not shure exactly what you are describing here, but it probably isn't balanced. Any attack bonus can be shunted to power attack with a two handed weapon at a 2 (or up to 6) to 1 ratio. And the defence bonus can be shunted to damage with shock trooper, and you get a nasty raw damage bonus combo at no actual cost.


Shot in the Dark - Your excellent hearing allows you to pinpoint enemies even in total darkness.

blind fighting already covers this to some degree.

Counter Shot - By using your lightning reflexes and impossibly accurate aim allow you to hit incoming projectiles with your own, nullifying a ranged attack.

Prerequisites should include point blank shot, precise shot and possibly improved precise shot. And note that it should not be able to be used in the same round as deflect arrows.

Double Shot - Fire two projectiles in quick succession at the exact same place on a single enemy: the second projectile drives the first farther in, increasing damage. For example, a second arrow fired into the first one shatters the first's shaft and drives the arrow head deeper.

Use the mechanics from double tap (d20 modern).
Windbit

04-28-07, 12:13 PM
Just to clarify, Vorpal Cut wouldn't allow you to use your sword as a vorpal sword all the time. You could only use it a limited amount of times per day, and you'd also have to focus for one round before you could use it.

I'll work on these feats some more later...
Windbit

05-19-07, 10:49 AM
After much laziness, I finally finished my feats. However, I've eliminated all but four. I'd love criticism, especially on Double Shot, as there's probably a better way to use it.
AtmaWeapon

05-19-07, 01:21 PM
Prerequisites on Dash and Slash are restrictive enough to disallow AoOs, and you should be allowed to move your full movement, not be limited to 20'.

And as much as traditional fantasy supports the idea, it is nearly impossible to "split an arrow", especially on a consistent basis. Arrows bend and wobble in flight. What you're suggesting is precision damage to the point where it would be better covered by sneak attack. It's also messy from a book-keeping standpoint. And how would precise shot not be a prerequisite for this feat.
Windbit

05-19-07, 01:58 PM
Prerequisites on Dash and Slash are restrictive enough to disallow AoOs, and you should be allowed to move your full movement, not be limited to 20'.
Are you sure? I'm fairly new to DnD, so I may be wrong, but that seems overpowered to me...

And as much as traditional fantasy supports the idea, it is nearly impossible to "split an arrow", especially on a consistent basis. Arrows bend and wobble in flight. What you're suggesting is precision damage to the point where it would be better covered by sneak attack. It's also messy from a book-keeping standpoint. And how would precise shot not be a prerequisite for this feat.
I changed Double Shot's prerequisites to match Countershot. I know Double Shot is absurd in real life, but this is fantasy. I'd really like to keep it in, but I agree that I need a better mechanic for it besides the "two AC" rule.
AtmaWeapon

05-19-07, 02:27 PM
Are you sure? I'm fairly new to DnD, so I may be wrong, but that seems overpowered to me...


Well, and please don't take offense (because some do at the suggestion), but it seems like you're trying to go for a more anime-eque feel in your game with a feat like this. If you're going for that particular flavor, then being a little bit overpowered is ok.

And from a realistic standpoint, no one is going to trade being attacked 4 times to make 4 attacks. It's just not worth it. Breaking it down to it's simplest element, you're taking 100% damage, each of them is taking 25%. That's a hard pill to swallow.

It's situational enough to not be usable all that often and has a long enough string of prerequisites to open it up to a slightly higher tier of power. I'd say it's fine.

Ask yourself this - are you going to provoke from 4 minotaurs, 4 ogres, or heck, even 4 orcs with greataxes, just to make 1 attack against each at full bab? Plus, consider the fact that all of them will get to activate again before you do, and you end up with a dead fighter.

I changed Double Shot's prerequisites to match Countershot. I know Double Shot is absurd in real life, but this is fantasy. I'd really like to keep it in, but I agree that I need a better mechanic for it besides the "two AC" rule.

I just don't know. Considering that D&D doesn't have an existing mechanic for taking damage for removing arrows, it's hard to argue that simply hitting it in further is going to (or rather, should) do anything from a mechanical standpoint.
Windbit

05-19-07, 04:49 PM
I wasn't consciously trying for an anime feel, but I did use to be a huge anime and JRPG fan, so I guess it's influenced me. I know I'd personally be more interested in a feat that gives my character a special attack, like Midair Combo, than one that gives a statistical advantage, like Combat Reflexes. Don't get me wrong, I know those kinds of feats are very useful. It's just that they don't seem to be as flashy and awe-inspiring.
AtmaWeapon

05-19-07, 05:31 PM
If flash is what you want, then what I think you need to do is get yourself a copy of Tome of Battle. It seems right up your alley.