Working on a new Feat to run.

Post/Author/DateTimePost
#1

transcendantviewer

Dec 24, 2014 23:32:03

I've been working on a new feat that I think is rather interesting, but I want some other people's input. Is it balanced, does it come a bit too close to stepping on the toes of the Battle Master archetype of the Fighter or the Lucky Feat? Also, Merry Christmas to everyone.

 

                Fortune Killer                                                                                                      

                 You are a walking plague upon the luck of your enemies, and sometimes even yourself and your allies. You gain the                     following benefits:

 

  • ·         You have 2 Misfortune Dice, which are d6s. A Misfortune Die is expended when you use it. You regain all expended Misfortune dice when you complete a Long Rest. You may roll a d6 and apply the result as a penalty to any roll of your choice (Including an ability check, attack roll, damage roll, or saving throw). You may apply any number of d6s to any roll you wish: you are only limited by how many Misfortune Dice you possess.
  • ·         You may spend 3 or more Misfortune Dice (If you possess that many) to cause an unlucky event of Cataclysmic proportions, for your enemies or allies alike. This cataclysm of misfortune is completely unpredictable and can only be countered by a Wish Spell to undo the bad luck, though this has been known to fail when the event is exceptionally unlucky.
  • ·         You can take this feat multiple times. Each time you take this feat, you gain another 2 Misfortune Dice.
#2

Koetsu

Dec 25, 2014 7:15:07

I don't know if it is possible to balance a Feat like this, due to the use of the words "Cataclysmic Events". If your party is being persued by an entire army through a mountain, that event could be a rockslide, wiping out all the low-HP soldiers following you while causing minimum damage to the party. On the other hand, this Feat will most often cause issues for the party as well. So actually detrimental to use, with game-breaking opportunities at other times.

 

A GM that is very good at thinking on their feet might be willing to let you try it, but if they want to adhere to a published adventure, probably must less likely because of the nature of the Feat. Also, the other players will hate you for taking something that negatively impacts them.

 

Merry Christmas!

#3

ThatOtherGuy

Dec 25, 2014 20:44:13

I think that the cataclysm clause depends completely on what the DM does with it, and hence, it's not going to break the game unless the DM lets it.

 

You mind if I use this in my upcoming campaign?

(Reply to #3)

transcendantviewer

ThatOtherGuy wrote:
#5

ThatOtherGuy

Dec 25, 2014 22:15:35

yeah, but i'm unsure how much time it will actually see. This game will probably be 5 sessions or so. I'll also have it be available for a PbP i'll be running soonish.

(Reply to #5)

transcendantviewer

ThatOtherGuy wrote:
#7

ThatOtherGuy

Dec 25, 2014 22:56:27

play by post