New Feat Proposals

Post/Author/DateTimePost
#1

Ocule

Sep 13, 2015 10:47:55

Of course after switching to 5e I got a few complaints from players there aren't enough options. I've converted a few races over from previous editions for our campaign but drew a blank when it came to feats. Since feats are a whole different animal in this edition we started brainstorming things that weren't already represented in the game and a feat would do well to represent. Here is a short list we came up with, and we are taking suggestions to expand or cross off things from the list.

 

  1. Offensive Shield Fighter
  2. Verstile Weapons Expert
  3. Grab & Stab or Net & Trident
  4. Performance Combat
  5. Rumor Monger (Flavor was cool, something to help with that sort of character)
  6. Charmer (Hurray for social feats)
  7. Thrown Weapons Master
  8. Profession Oriented Feats
  9. Telepathy
  10. Weapon or Tool manifestation (Kind of like a soulknife without the full class commitment)
  11. Psionic Feats in general. 

So far for actually statted out I have 

Net & Trident

  • You can throw the net as a bonus action
  • Throwing a net no longer hinders your ability to make all of your attacks in a round
  • +1 to strength or constitution.
#2

Godwyn

Sep 14, 2015 1:20:57

I think a lot of those feats are unnecessary.  The reason so many of those feats existed was because the system required them in order for a character to be able to do something.  5th edition has thankfully cleared a lot of that out of the way.  

 

A few more social feats would be nice.  As would more support for thrown weapons.  

 

Rumor Monger: That should just be the character investing downtime into those sorts of activities, and having the appropriate skill proficiencies.  Would probably benefit a lot to build a downtime activity chart for it like some of the ones in the DMG.

 

Profession feats:  Replace with tool proficiency of some sort, which takes negligible resources away from the character.  This way, in order to do usually passive non adventuring tasks the character doesn't lose effectiveness on an adventure.

 

Performance Combat:  If not the PF version, then I am not familiar with it.  Charisma is a stat.  Performance is a skill.  Combat is a thing.  I see no need, again, to require an expenditure of resources on a characters part in order to do something that should simply be able to be done from the base rules of the game.

 

Psionics:  Meh.  I never cared for them at all.  Psionics is just magic from people trying to pretend it is sci-fi instead of fantasy, and want to try and justify blatantly non-scientific abilities.  That said, most classic psionic classes can already be done as a different flavor of the current classes.  Full psion, sorcerer bloodline replacement.  Soulknife, or any of those variants, blade pact warlock changes, or eldritch knight variant.  

 

Net and Trident looks pretty good.  Here is my attempt to fill one of the gaps.  I was going to do a social one, but could not think of anything good.

 

Thrown weapon expert

 

  • You can draw thrown weapons as part of an attack as if they were ammunition.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with thrown weapons.
  • You can two-weapon fight with thrown weapons.

I admit, that one is mostly just crossbow mastery, but altered for thrown weapons.  The third portion of it, I am not entirely sure if it would be too good or not.  It would let a fighter double up on two weapon fighting and the archery style.  I think it would turn out to be balanced well enough.  It will not work with the dual wielder feat, or many other dual wwield buffs.

(Reply to #2)

Lord_Kadarian

"Thrown weapon expert

 

  • You can draw thrown weapons as part of an attack as if they were ammunition.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with thrown weapons.
  • You can two-weapon fight with thrown weapons."

looking at this concept I think this would be a good feat for net and trident fighters.

hold your net in your off hand (not like it will deal ability mod damage right) now you can as a bonus action throw the net, you don't take disadvantage on throwing in close quarters so big perk there, and you don't have to have the net ready before you throw. 

 

and now you have all your normal attacks available for stabbing this covers the effects of the original post, plus allows it to be usuable for other builds as well.

 

For instance my knife fighter. Now he can throw all the knives.  

#4

shintashi

Sep 14, 2015 10:11:57

Psionic feats will be necessary when the Psionics are officially starting to be released.  The number of psionic feats should probably be similar to the number of cleric or wizard feats, although 5e does have a few that cover several classes.

 

At least 3

  • a "sample pack" feat
  • a "make a category of psionics better" feat
  • a "do something spiffy related to psionics" feat
#5

Macv12

Sep 14, 2015 18:27:01

"Versatile Weapon Expert" could, if physical damage types were more than barely relevant, allow you to improvise the weapon's use to change the damage type at no penalty. Also, probably an option to sacrifice damage for accuracy or accuracy for damage at will, or a bonus to hit while one-handing and a bonus to damage while two-handing.

 

"Performance Fighting," if I understand that right, could involve many different kinds of bonuses. One that I had on a homebrew pirate once was the option to intimidate a creature after they missed an attacks against it. ("Th-that was a warning! Next time you won't be so lucky!") Also had a feature to make deception or performance checks to fake death or massive injury on taking damage, causing enemies to ignore them, and allowing them to subsequently get up and attack from "stealth."

You could also take a GWM-style penalty to the attack roll, giving a bonus on success (temp HP to allies, advantage on attacks, intimidate enemies, etc).

Or some kind of "threatening" or "flashy" quality that penalizes enemies on attacks versus allies if they're within a range of you.

Or a penalty to enemy attack rolls equal to your CHA under some conditions (such as no allies being within some range of you.)

#6

Geoarrge

Sep 14, 2015 22:34:31

Here's a couple I've been considering:

 

Master Craftsman
Prerequisite: Proficiency in at least one set of artisan’s tools
You have reached a degree of mastery over your crafts, where you enter a meditative trance while at work.

  • Increase your Intelligence by 1 point, to a maximum of 20.
  • You can learn additional artisan tool proficiencies in half the normal time.
  • When crafting an item, your daily progress is 1d6 x 5 gp.  If living at least a wealthy lifestyle (having full-time servants), you can double your work output to 1d6 x 10 gp.
  • When crafting a magical item, your daily progress is 1d6 x 25 gp. If living at least a wealthy lifestyle (having full-time servants), you can double your work output to 1d6 x 50 gp.
  • While crafting, you can maintain a comfortable lifestyle without paying the cost, or a wealthy lifestyle at half normal cost.

 

Surgeon
Prerequisite: Proficiency in Medicine

  • Increase your Wisdom by 1 point, to a maximum of 20.
  • Given 1 minute of uninterrupted time to prepare, you can use any ability that cures another creature's HP, including administering potions, to cure double the normal amount of HP.
  • You gain advantage on any Wisdom(Medicine) checks to remove foreign objects from a creature, or to treat lingering injuries.
  • You can use an action to treat a creature who has suffered a critical hit within the last round. One use of a healer’s kit, with a Wisdom(Medicine) check against a DC of half the damage taken by the wounded character, will reduce the damage from that critical hit to its minimum possible amount. You may use this ability on yourself, but you have disadvantage on your check.