| Post/Author/DateTime | Post |
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| #1rampantMay 31, 2015 1:31:06 | Flame channeler - Your intelligence, charisma, or wisdom increases by +1 up to a maximum of 20. - You may ignite any weapon you wield as part of your movement or as part of your attack with that weapon, any weapon ignited in this fashion has the fire type instead of it's normal damage type. In addition the weapon acts as a torch, unless you are underwater, in which case the damage still applies but little light is generated. - You may end this effect at any time without spending any kind of action. - When rolling fire damage you may select one target to take an additional amount of damage equal to twice your proficiency modifier once between rests. |
| #2durntaurMay 31, 2015 1:59:16 | Yes.
Edit: it's like a magic weapon you can take as a feat; it's a no-brainer for just about every class. |
| #3PsikerlordMay 31, 2015 4:13:11 | I would assume for flavour reasons this feat is restricted to those with an ability to cast spells (inc cantrips).
I think it's underpowered. All it does is cause fire damage and +prof damage once/rest. Compared to shield master, lucky, polearm master, even martial adept or magic initiate, alert or observant, it's very average.
I would also give it a half stat bonus (+1 int, wis or cha, whatever the PC's casting stat is).
Alternatively I would also throw in the cantrip Firebolt or one of the other fire cantrips.
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| #4lawrencehoyMay 31, 2015 5:59:56 |
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| #5Macv12May 31, 2015 8:04:15 | I'd also say underpowered. Whoo, fire damage...doesn't seem like fire vulnerability or mundane resistance come up all that much. But of course that's totally up to the DM. |
| #6MistwellMay 31, 2015 8:35:08 | It's fine |
| #7Farmer42May 31, 2015 8:41:14 |
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| #8kalilMay 31, 2015 8:41:58 | Compared to many existing feats it is kinda terrible tbh |
| #9RCanineMay 31, 2015 8:55:15 | You need a duration on igniting the weapon. Trading one bonus action for a one-time +2 - +5 damage from two-weapon fighting. Spending a bonus action for a permanent +2 - +5 damage each round is very overpowered, because it synergizes with other bonus action things.
At higher levels in an otherwise low-magic campaign, the feat might be a useful way to get around creatures that resist/ignore weapon damage, but other uses of bonus actions will likely be stronger. Adding your proficiency bonus to damage once before a rest isn't very exciting either. Balance-wise it's fine, but I prefer options that let me do things, personally. |
| (Reply to #9)Farmer42 |
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| #11durntaurMay 31, 2015 9:25:39 |
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| #12Xeviat-DMMay 31, 2015 11:46:02 |
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| #13MechaPilotMay 31, 2015 12:54:33 | I agree with others who say that it's not overpowered, especially given the prevalence of resistance to fire. I think you can even pare down some of the costs and keep it from being overpowered. I would actually go with the following:
Flame channeler - You may ignite any weapon you wield as part of your movement or as part of your attack with that weapon, any weapon ignited in this fashion has the fire type added to its normal damage type. - You may end this effect at any time without spending any kind of action. - You may add you rproficiency modifer to the damage roll of any spell or attack you cast/make that deals fire damage, you may use this ability once before taking a rest.
You could even change the last item to the following if you wanted to prevent a spike of damage: - You may add half your proficiency modifer to the damage roll of any spell or attack you cast/make that deals fire damage.
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| #14rampantMay 31, 2015 13:15:12 | How about this?
Flame channeler - You may ignite any weapon you wield as part of your movement or as part of your attack with that weapon, any weapon ignited in this fashion has the fire type instead of it's normal damage type. - You may end this effect at any time without spending any kind of action. - You may add your proficiency modifer to the damage roll of any spell or attack you cast/make that deals fire damage, you may use this ability once before taking a rest.
I didn't want to add a constant damage boost because I don't like those kinds of flat bonuses and 5e feats generally want some sort of price paid like a bonus action or a an accuracy penalty to get that sort fo thing. The reason for using fire instead of the nomarl type rather than with the normal type is because the 5e rules are set up so that if you resist a piercing attack you also resist a fire-piercing attack I wanted the fire thing to be somewhat useful afterall.
Hmmm I should probably mention they can use it as a torch, would being able to use it to set stuff on fire be a good thing to include? |
| #15MechaPilotMay 31, 2015 13:33:27 |
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| #16rampantMay 31, 2015 13:42:00 | Should I mention it CAN'T be used to set things on fire?
As for Underwater i was thinking you could get the damage but it nukes the light.
Also: No it is not limited to casters, that would be boring. |
| #17MechaPilotMay 31, 2015 13:35:44 |
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| #18rampantMay 31, 2015 13:43:07 | I can't find the rules for settign stuff on fire in my books, so I can't figure out how powerful it is. |
| #19Farmer42May 31, 2015 13:48:17 | The feat is weak. Using it to start fires doesn't make it stronger. Keep in mind, it only affects successful hits with the damage, so it tends to be worse than the +2 stat bonus characters recieve at level, since that will increase to hit AND damage in an offensive stat. You haven't made up for the sustained negative impact in the choice with it as written. |
| #20rampantMay 31, 2015 13:53:41 | Ok How would I do so? |
| #21MechaPilotMay 31, 2015 13:57:59 |
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| (Reply to #21)Farmer42 |
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| #23rampantMay 31, 2015 14:38:19 | Hmmm the extra spike damage seems more fun, but the attibute mod is probably more generally appealing...
Flame channeler - You may ignite any weapon you wield as part of your movement or as part of your attack with that weapon, any weapon ignited in this fashion has the fire type instead of it's normal damage type. In addition the weapon acts as a torch, unless you are underwater, in which case the damage still applies but little light is generated. - You may end this effect at any time without spending any kind of action. - You may add 1d8 to the damage roll of any spell or attack you cast/make that deals fire damage, you may use this ability once before taking a rest. At level 5 you may add 2d8 damage, at level 11 you may add 3d8, and at level 17 you may add 4d8.
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Flame channeler - Your intelligence increases by +1 up to a maximum of 20. - You may ignite any weapon you wield as part of your movement or as part of your attack with that weapon, any weapon ignited in this fashion has the fire type instead of it's normal damage type. In addition the weapon acts as a torch, unless you are underwater, in which case the damage still applies but little light is generated. - You may end this effect at any time without spending any kind of action. - You may add your proficiency modifer to the damage roll of any spell or attack you cast/make that deals fire damage, you may use this ability once before taking a rest.
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| (Reply to #23)Farmer42 |
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| #25rampantMay 31, 2015 15:48:29 | Hmmm what makes it best for casters? |
| #26Farmer42May 31, 2015 16:01:08 | Once per rest it will effectively double the melee damage of wizards and sorcerers, if not tripple, depending on their weapon choice. It also gives druids, clerics, and paladins new ways to vary their damage without having to sacrifice multiple weapon slots. On top of that, it eliminates the need for light as a cantrip. For half casters, it will, as mentioned, allow them to diversify damage types. |
| #27rampantMay 31, 2015 17:46:32 | That whole first paragraph doesn't make any sense? Is there any reason why this feat (prior to the improved spike damage or the attribute mod) would have been better for mages?
Flame channeler - You may ignite any weapon you wield as part of your movement or as part of your attack with that weapon, any weapon ignited in this fashion has the fire type instead of it's normal damage type. In addition the weapon acts as a torch, unless you are underwater, in which case the damage still applies but little light is generated. - You may end this effect at any time without spending any kind of action. - You may add 1d8 to the damage roll of any spell or attack you cast/make that deals fire damage, you may use this ability once before taking a rest. At level 5 you may add 2d8 damage, at level 11 you may add 3d8, and at level 17 you may add 4d8.
-or-
Flame channeler - Your intelligence, charisma, or wisdom increases by +1 up to a maximum of 20. - You may ignite any weapon you wield as part of your movement or as part of your attack with that weapon, any weapon ignited in this fashion has the fire type instead of it's normal damage type. In addition the weapon acts as a torch, unless you are underwater, in which case the damage still applies but little light is generated. - You may end this effect at any time without spending any kind of action. - You may add your proficiency modifer to the damage roll of any spell or attack you cast/make that deals fire damage, you may use this ability once before taking a rest.
Hmmmm still not sure which version to use. |
| #28RCanineMay 31, 2015 18:42:00 | If you just want fire damage and 1/day damage spike, just go simple:
Flame channeler You are able to create fire through sheer force of will. Magical flames encircle any weapon you hold and ammunition you fire; when you deal damage with a weapon, you may choose to do fire damage instead of the weapon's normal damage. You know the produce flame cantrip, and you may cast burning hands once per day as a first level spell. Constitution is the your spellcasting ability for these spells.
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| #29rampantMay 31, 2015 21:19:12 | i never said 1/day.
Also a damage dealing daily spell is a horrible feat power when no up casting methoods are availiable. |
| #30RCanineMay 31, 2015 21:44:02 |
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| #31MechaPilotMay 31, 2015 21:47:39 |
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| #32Xeviat-DMJun 01, 2015 0:25:22 | First level and second level damaging spells are sort of out paced by cantrip damage at certain points, especially for classes that get to add stat mod and save for half to cantrip damage. Dragonborn breath scales, as do cantrips, so this damage should scale if it's once per short rest. |
| #33rampantJun 01, 2015 16:33:24 | So which is better the increased damage spike or the attribute mod? |
| #34MechaPilotJun 01, 2015 19:40:32 |
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| #35rampantJun 02, 2015 1:19:33 | Ok so there's not a dramatic power disparity between the two and one isn't a dramatically better designed/more balanced feat than the other? |
| #36kalilJun 02, 2015 1:43:47 | Maybe not what you are looking for, but one completely alternative way to do this is to make a cantrip that is a variant of Shilleagh that applies the flaming effect to a weapon. Anyone could pick this cantrip up using one of the spellcaster multiclass feats or just taking it as a cantrip. |
| #37rampantJun 02, 2015 2:04:24 | Well I don't want to force them to be casters, and magic initiate gives two cantrips and a 1st level spell, although That does indicate that the feat may still be underpowered. |
| #38lawrencehoyJun 02, 2015 3:45:48 | I like the second version (in the OP) better; if it still seems underpowered (and it probably is), you could adjust the final "bullet" point to either add "twice your proficiency bonus" or allow that feature to be used "a number of times equal to your appropriate ability modifier" before taking a Short or Long rest. You could go with proficiency bonus and multiple uses and it still wouldn't be overpowered, in my opinion; feats are meant to be a pretty big deal in 5th Edition. |
| #39rampantJun 02, 2015 13:27:59 | Well what if we steal another little bit from Shilleagh and added a component where they can use a mental stat to wield the weapon? |
| #40rampantJun 03, 2015 21:12:07 | So something like this then?
Flame channeler - Your intelligence, charisma, or wisdom increases by +1 up to a maximum of 20. - You may ignite any weapon you wield as part of your movement or as part of your attack with that weapon, any weapon ignited in this fashion has the fire type instead of it's normal damage type. In addition the weapon acts as a torch, unless you are underwater, in which case the damage still applies but little light is generated. - You may end this effect at any time without spending any kind of action. - You may add twice your proficiency modifer to the damage roll of any spell or attack you cast/make that deals fire damage, you may use this ability once before taking a rest. |
| #41lawrencehoyJun 04, 2015 4:03:15 |
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| #42rampantJun 04, 2015 10:05:35 | Yes it is, I'm also considering some more feats to develop the ability further such as rays, special effects, etc. but a good starting point is crucial. |
| #43DwarfslayerJun 04, 2015 16:48:24 | Definitely doesn't seem OP to me. |
| (Reply to #40)Macv12 |
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| #45rampantJun 04, 2015 17:45:53 | Ok how about this:
Flame channeler - Your intelligence, charisma, or wisdom increases by +1 up to a maximum of 20. - You may ignite any weapon you wield as part of your movement or as part of your attack with that weapon, any weapon ignited in this fashion has the fire type instead of it's normal damage type. In addition the weapon acts as a torch, unless you are underwater, in which case the damage still applies but little light is generated. - You may end this effect at any time without spending any kind of action. - When rolling fire damage you may select one target to take an additional amount of damage equal to twice your proficiency modifier once between rests. |
| #46Tony_VargasJun 06, 2015 21:03:33 | 'Overpowered' isn't really a meaningful concern. If you really want a player or players to take a homebrew feat, making it a little overpowered is one way to make that happen. Likwise, if there's a player with a concept like 'fire mage' who's turning out to be a bit hobbled relative to less focused casters, an overpowered feat or an item could be just the thing to keep him viable.
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| #47rampantJun 06, 2015 23:34:46 | The 5e rules are why I went with replacement rather than admixtured damage, in 5e if you resist one damage type of a dual typed attack you resist the whole thing. I am now currently worried the feat may be underpowered.
When I homebrew I try to make it as balanced as possible within the parameters set by the game. I want my stuff to be cool enough to play without resorting to making it OP, plus it means DMs are more likely to let me play my homebrew when I take a turn on the player side of the screen. |
| #48lawrencehoyJun 09, 2015 23:05:41 |
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| #49rampantJun 10, 2015 7:04:46 | Ok the rules are on page 197 of the phb. However the bit I took to mean that if you resist one damage type of a dual typed attack you resist the whole thing are actually talking about what happens if you resist two aspects of an attack.
I'm not certain 5e has rules for dual type damage. |
| #50DwarfslayerJun 10, 2015 10:36:27 |
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| #51GheshwhitewolfJun 10, 2015 11:57:03 |
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| #52shintashiJun 10, 2015 12:29:00 | you could convert the proficiency modifier into bonus dice, or a dice attack, that way it would look something like this: +2 = 1d4 +3 = 1d6 +4 = 1d8 +5 = 1d10 +6 = 1d12 Then the dice would be subject to critical doubles. |
| (Reply to #51)Macv12 |
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| #54lawrencehoyJun 10, 2015 23:50:54 |
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| #55rampantJun 11, 2015 0:29:04 | I dunno, that kind of permanent damage buff seems exatly like somehting a 5e feat shouldn't be doing. |
| #56lawrencehoyJun 11, 2015 3:39:51 |
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