| Post/Author/DateTime | Post |
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| #1melloredMar 12, 2015 5:49:01 | Just to add some optons for weapon users. Feedback welcome.
Flame Warrior: *Gain resistance to fire. *As a bonus action you can cover your weapons in fire. This is a concentraion effect and ends if you drop the weapon or for 10 minutes. While on fire, it deals an extra 1d4 fire damage, and gives off light in a 30' radius, and can light unattended objects on fire. On a critical hit, it deals an additional 1d4 damage to each creature within 10', excluding you.
Frost Warrior: *Gain resistance to cold. *As a bonus action you can cover your weapons in ice. This is a concentraion effect and ends if you drop the weapon or for 10 minutes. While this effect persists, it deals an extra 1d4 cold damage, and slows any creature it hit's speed by 5'.
Lightning Warrior: *Gain resistance to Lighting. *As a bonus action you can cover your weapons in lighting. This is a concentraion effect and ends if you drop the weapon or for 10 minutes. While this effect persists, you deal 1d4 lighing damage to any target you attack with the weapon, weather you hit or miss. This damage is not part of the attack and is resolved afterwards.
Elemental Warrior Prerequisit: Frost warrior, Lighting warrior, or Fire Warrior. You gain the Frost Warrior, Lighting Warrior, and Fire Warrior feats that you do not already have them. The damage form those 3 feats increases to 1d6, and you do not lose concentration on their effects due to damage. |
| #2Mephi1234Mar 12, 2015 9:18:38 | ~ I think you mean "gain resistance to cold damage." Resistance to water is meaningless as a game term. You need to select a damage type.
~ Actually giving elemental resistance is boring, as well as redundant for those who come with it already (genasi, tiefling, dragonborn). Its ironically less useful for those whom the feats are highly thematic. Which is kinda lame, imho.
~ Granting the damage for 1 attack only is pretty weak as well. Yes, its on par with the offhand attack of the glavie... if we assume that we're not running someone with TWF or a paladin with Improved Smite, or Crusader's Mantle is being run.
~ Concentration means that any gish (ranger, blade'lock, bard, paladin, etc) will likely prefer their own spells (hex, bless, hunter's mark) than spend the feat.
~ Having it be a bonus action precludes classes that already run on lots of bonus actions. Rogue, hexblade, skald, rangers/avenger pally, monks, berzerker babarians, and dual wielding/shield fighters/paladins/barbarians, which basically forces it into very specific fighting styles (non-Shield Master sword/board, greatsword/axe) on very specific classes (non-berzerker Barbarian, Fighter). Even then, there are times when the Barbarian and Fighter have other things to do with their bonus action (second wind, eagle totem dashing), so its not constant either.
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| #3melloredMar 12, 2015 9:47:45 |
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| #4cowleymenMar 12, 2015 10:37:09 | They are different for sure. Lighting has a very easy save, at 11, espically at 4th level, where most people are likely to take these feats. Even at level 1, an 11 Dex save is really easy to make. I suggest you add prof. to it, which would keep it in line with spellcasters Save DC's, and the Battlemaster Monks Save DC's for manuvers, as well as Monk DC's for things from Stunning fist to the Way of the Elements DC's.
Going from resistance to Immunity is not a good idea either. I might suggest just using a +1 to something, make it a half feat. |
| #5melloredMar 12, 2015 10:49:19 |
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| #6Mephi1234Mar 12, 2015 11:51:56 | Granting immunity, so far, has only been possible with a dragon mask artifact. If its okay in your game, go for it. Although, then we start getting into times when people are investing in the feat, and then doing things like ground zero fireball spells and not taking any damage.
If its actually a precombat buff... then we start looking at it being so much better than the equivalent (Magic Initate for Hunter Marks / Hex). That provides a once-a-day benefit that ends at Concentration. With this, we're talking about infinite resources.
I guess what it comes down to is the original test. "Is this feat worth +2 of your main attribute." An extra +3 damage a hit, some side effects equivalent to cantrip riders, plus resistance/immunity, as opposed to +1 to hit/damage, save, and associated skills.
I think it is. Not just the damage, which is fine, but the side effects AND resistance is a bit much. I think it'd be attractive with just the damage and riders. Especially the electric, which I'm assuming is save for no damage. I'm guessing that's to attack a "weak" save instead of AC... which actually could bite the user more than help. If its save for half, dear gods, that's too much! |
| #7melloredMar 12, 2015 12:03:12 |
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| #8Varden_KholMar 12, 2015 15:39:49 | You could also take a lead out of the Heavy Armour Master book and reduce damage from that element by 3. Elemental Warrior: When you take this feat choose an element from fire, cold, or lightning. -When you would take damage from the chosen element, after resistance or immunity is applied, reduce the damage by 3. -As a bonus action you can wreathe any melee weapons you are currently holding in your chosen element. This effect lasts for one minute or until you drop the weapon. While this effect persists, your melee weapon attacks deal an extra 1d4 damage of the chosen element. |
| #9Dunther_the_GreatMar 12, 2015 16:31:38 | I like the general idea a lot. Though I think the power levels could be kept more in check if martial characters had access to more abilities that also required concentration, like stances or something, that are similarly always on effects but they have to choose between them (or with concentration spells), otherwise it's a no brainer for a fighter to take a feat like this and always have the effect on. |
| #10melloredMar 12, 2015 17:37:02 | well, they need to be compaired to great weapon master, heavy armor mastery, polearm master, shield master, crossbow expert, sharpshooter, or +2 Str/dex/con. overall it will be less damage then the other damage feats, with a little rider. |
| #11rampantMar 13, 2015 0:55:29 | Maybe instead of elemental damge focus on the special effects? Also question about cold feat, do those 5' penalties to speed stack?
What iof instead of that 1d4 nonsense: Fire lights peopel on fire and does ongoing damage (ok so it's still dealing elemental damage, but come on it's fire I have limited options) Cold inflicts a slow Lightning does somehting else I dunno, but you get the idea. Maybe also allow them to CHANGE their damage to that type instead of dealign extra damage, and posisbly allow them to use charsima or constiution to attack when invoking this elemental power.
Alternatively you could Have the ability on an encounter or daily limit, x times between rests you can do y bonus elemental damage, soemthign like that? |
| #12melloredMar 13, 2015 9:31:47 |
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| #13melloredMar 13, 2015 9:38:59 | Math balance check.
base 1d8+3 * .6 = 4.5 Feat 1d8+1d4+3 * 60% = 6 (+1.5) vs +2 Str 1d8+4 * 65% = 5.525 (+1.025)
Close enough, since it's eating your bonus action and concenctraion slot. |
| #14rampantMar 13, 2015 9:58:54 | Multi-element? What? No I was suggesting that instead of dealing bonus damage the feat allows you to change the damage type of your attack to the element associated with your feat. So a rogue with the fire feat could lay into people with a burning sneak attack. Or a fighter with the feat could bring new meaning to the phrase cold steel. Possibly with the option to switchin cha or con as the attack and/or damage stat. |