Feats Based on Flaws

Post/Author/DateTimePost
#1

CSFalcon

Aug 30, 2015 13:22:59

It has been my observation that many times our weakness can be a special source of strength.  The following feats are unique in that they arise not out of a character's strength but out of his weakness.  Unlike normal feats, these give great benefits, but at a cost.  My inspiration for this set of feats was Raistlin from the Dragon Lance Chronicles.  With the 5e concentration checks, he would not be a viable character.  Now there is a way.

 

Weak
Prerequisite: Strength 9 or lower
Why use muscles to do hard work; that's what magic is for.
- You cannot wear medium armor, even if you are proficient in it.
- Any finesse melee weapon you use must be light.
- You can know two cantrip of any class your spell-casting modifier is Intelligence for Fighters, Rogues and Wizards, Wisdom for Clerics, Druids, Monks and Rangers and Charisma for Bards, Paladins, Sorcerers and Warlocks.

 

Slow
Prerequisite: Dexterity 9 or lower
When you slow down, you are alert for danger. 
- Your Speed is reduced by 5'.
- If you have not used your entire movement during the previous turn (or you have not acted yet in the combat), you can use your reaction to halve the damage from an attack.
- Your perception increases by 2.

 

Sickly
Prerequisite: Constitution 9 or lower
It seems that you grew up in a sick bed.  Your forced inactivity, has given you the time to get in touch with the deepest secrets of the universe.  Your ordeals have taught you how to deal with pain, but have also taken a toll on your body. 
- You have vulnerability to poison,
- You can add your spell-casting modifier to the damage from any spell. 
- You have proficiency with Constitution Saving Throws. 

 

Mindless
Prerequisite: Intelligence 9 or lower
Acting without thinking makes you dangerous to your foes, and sometimes your friends.  It also is hard to attack what you do not have.
- If you roll a 1 on an attack roll, your attack accidentally hits for half damage ally nearest the target.  If no ally is in range, it hits yourself.
- If you hit a target with a weapon attack, you can make an additional attack as a bonus action.
- You have resistance to all psychic attacks.

 

Foolish
Prerequisite: Wisdom 9 or lower
You are the embodiment of the phrase that "a fool and his money are soon parted.  However you are also blessed with a fool's luck.  
- All items cost 50% more than the listed price.
- You have one luck point that recharges after a short rest.
- You can can turn a failed saving throw into a successful one.  This feature recharges after a short rest.  

 

Awkward
Prerequisite: Charisma 9 or lower
You have never been able to easily make friends.  Fortunately you can summon your own invisible ones (or a small dragon).
- You and allies with 10' of you suffer a -2 to all Charisma checks.
- You know the Find Familiar ritual.  In addition to the familiars listed in the ritual, you can summon an Imp, Quassit, Sprite or Pseudo-Dragon.  

#2

fepriest

Aug 30, 2015 14:10:54

Hmm...What happens if I raise my state above 9?

I like this premise. I'm curious to see what would happen if it was used in play. Particularly "Sickly" 

#3

CSFalcon

Aug 30, 2015 15:08:29

If you subsequently raised your stats above 9, you would still gain the feat benefits and limitations.  Raising your "dump" stat will buy you so little that  I do not think that it would unbalance the system.  

#4

jaelis

Aug 30, 2015 18:03:49

These seem really over powered to me. The general problem with this kind of thing is that it's pretty easy to make a character who never needs the abilities you take a penalty in, and then takes advantage of the nice bonuses. Like for Foolish, just get other people to buy your stuff.

 

The Con one might be the exception, since having a low Con is pretty much bad for anyone. Even then I'd be hesitant.

 

 

#5

Coredump00

Aug 30, 2015 22:07:21

Yeah, they seem really easy to min-max so that the 'negative' aspect is meaningless and its all upside.

 

And some of those upsides are really good....

#6

Nachturnus

Aug 31, 2015 6:16:29

Elritch Blast getting +2*Cha on every hit is a bit gamebreaking. Same applies (though less so) to Dragon sorcs.

#7

mellored

Aug 31, 2015 7:01:16

A good idea, but you need to make the penalty can't be ignored, which is rather difficult.

 

A "mindless" wild sorcerer for isntance, doesn't worry about the attack rolls.  (also halfing + mindless).

#8

Yunru

Aug 31, 2015 8:21:57
No more so than a -5/+10 on ranged weapons, where archery offsets almost half the disadvantage.
(Reply to #8)

Nachturnus

Yunru wrote:
#10

mellored

Aug 31, 2015 8:40:35

Yunru wrote:
#11

Clutchbone

Aug 31, 2015 13:07:53

Most of these would probably need to be special 1st level feats to make roleplaying sense.

 

 

You could utilize some of the optional rules in the DMG as flaws, like Healers Kit Dependency (p.266) and/or Slow Natural Healing (pg. 267)  for Sickly. Sickly could also add skill/language proficiencies, and/or double proficiency on Int checks (bed-ridden bookworm) instead of magic damage or Con saves.

 

Other flaw ideas (add your own counter-benefits):

 

Cowardly: use optional Fear rule (pg. 266) when surprised in combat, or if you are reduced to half your hp or fewer for the first time in the battle. Also, disadvantage on saves vs fear. 

 

Mad: make sanity checks (pg. 265) when subject to telepathy, psychic damage, or encountering aberrations in combat.

 

Indolent: you can't benefit from surpise, and you use the Initiative Score optional rules (DMG pg. 270). Maybe combine with Slow?

 

Frail: use the Injuries optional rules (DMG pg. 272), or maybe the Massive Damage rule (DMG pg. 273)

(Reply to #2)

AndrewJO

fepriest wrote: