Difference between revisions of "Feats in Development (D&D)"

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== Extra Target Spell (Metamagic) ==
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== Armor Proficiency, Wild (General) ==
Your spells can affect one additional target.
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You can use your armor proficiencies even when in assumed form.
  
'''Benefit''': An extra target spell affects one additional target. Can only be used on spells which normally targets one or more creatures or objects and which is not personal. If the spell normally only affects one target, both targets must be no more than 30 ft. apart; otherwise the targeting limitations of the original spell are not changed. An extra target spell uses a spell slot one level higher than normal.
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'''Prerequisites''': Armor Proficiency, Light
  
==Ritual Spell (Metamagic)==
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'''Benefit''': You can use any armor proficiency you have even when in the assumed shape of a creature of another type than your own.
''This is a development of the already adopted feat.''
 
  
You may reduce the power required for a spell by casting it as a ritual.
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'''Special''': A druid gains this feat as a bonus feat at level 5.
  
'''Benefit''': Any spell with a casting time of ten minutes or less can be cast as a ritual spell. Prepare a ritual spell in a spell slot one to five levels lower than normal. Note that the actual level of the spell is not reduced; only the level of the spell slot required. To actually cast the spell requires a ritual with a casting time of one hour. In addition, it requires that a number of other ritual conditions be met, depending on how many spell levels you lowered the spell. Finally, the caster level of the spell is increased by an amount depending on the number of ritual conditions fulfilled. If you have "extra" ritual conditions beyond those required to cast the spell at the level you prepared it, those do not affect the spell level in any way but can still be used for caster level benefits.
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'''Notes''': This feat is based on the limitations of the house version of ''[[Spells (D&D)#Polymorph|polymorph]]'' and [[Druid (D&D class)|wild shape]].
  
{|wikitable
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== Cohort (General)==
||'''Number of <br>ritual conditions'''|||'''Spell Level <br>Decrease'''|||'''Caster Level <br>Increase'''
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You can recruit a loyal cohort.
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||1 ||| -1 ||| +2
 
|-
 
||4 ||| -2 ||| +4
 
|-
 
||9 ||| -3 ||| +6
 
|-
 
||16||| -4 ||| +8
 
|-
 
||25||| -5 ||| +10
 
|-
 
|}
 
  
Ritual conditions can include the following; it is up to the player to invent more and get the DM's approval for each. Note that several grades of similar conditions (such as a six-hour ritual and a one-week ritual) each count separately.  
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'''Benefit''': You can recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level. The cohort’s alignment may not be opposed to your alignment on either the law-vs-chaos or good-vs-evil axis. Other than this, the cohort is identical to that provided by the Leadership feat.  
  
* A six-hour ritual.
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'''Special''': If you have this feat and the Leadership feat, the maximum level of your cohort increases to your level minus one.
* A one-week ritual.
 
* In a significant site, such as a temple, druid circle, or wizard's sanctum.
 
* In a place that is attuned to this kind of magic, such as a druid circle famous for fertility rites or a volcano associated with fire spells.
 
* A number of (unskilled) helpers equal to the spell's level.
 
* A number of assistant casters equal to the spell's level. These need not be able to cast the spell, but must have it on their spell list.
 
* A congregation of at least ten times the spells original level.
 
* A congregation of at least a hundred times the spells original level.
 
* A congregation of at least a thousand times the spells original level.
 
* The ritual cumulates on a day significant to your magic tradition (about four of these per year, and they are generally well known).
 
* Astrological calculations have pointed to this time as especially auspicious for this particular spell. (This will happen about once per year and coincide with the one above about once per century.)
 
* Use a minor (or greater) artifact related to the spell being cast as prop in the ritual.
 
* Use a major artifact as a prop in the ritual.
 
* Make an appropriate sacrifice (a sentient life, 10 xp per spell level, or five times this in gold piece value).
 
* Make a major sacrifice. (Multiply the above with caster level.)
 
* The ritual has side-effects that make it obvious to everyone within one mile per spell level that something magical is happening, such as lightning, howling, strange glow, billowing smoke, or discolored balefire. The side effects mirror the spell being cast, and Spellcraft (DC 20 + spell level) can identify the exact spell.
 
  
'''Notes''': This feat is recommended for evil NPCs, whose terrible rituals the PCs must stop. It is particularly useful to divine spellcasters, who know high-level spells but normally just can't cast them. Many cleric spells do very well as rituals. Wizards can learn spells of a level they cannot normally cast, but must scribe it using the standard rules, not take it for free when they go up in level. Sorcerers and Bards can never learn spells that they cannot normally cast, and thus find this feat almost useless.
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'''Notes''': This is a variant of the Leadership feat that is independent of Leadership Score, but which does not grant any followers. It is attractive for low-charisma characters.
  
==Skill Specialization (General)==
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== Subtle Power (General)==
You train one skill to the limit of your ability.
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Targets have a hard time noticing when you use your powers.
  
'''Benefit''': Select one skill. You gain skill ranks in this skill equal to your maximum allowed skill ranks for the skill. This is Hit Dice +3 for class skills and (Hit Dice +3)/2 for cross-class skills. If the skill in question later becomes a class skill, your ranks increase accordingly. Any skill points you already have in the skill are refunded and can be placed in other skills.
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'''Benefit''': A creature that passes a will save against one of your spells or abilities does not realize it. A creature that passes a save becomes immune to this effect for ten minutes, which means that it will notice if it succeeds on another save caused by you.  
  
'''Special''': This feat can be taken several times. Each time, it applies to a new skill.
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'''Normal''': A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack.
  
'''Notes''': The DM might require some form of special training or study period to take this feat, as a great influx of skill points can be disruptive to role play.
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''This feat presently feels weak. I made it stronger by not making it metamagic and letting it apply not only to spells, but to all abilities, but it still feels weak.''
  
[[Category:D&D]]
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== Wild Arms (General) ==
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You can magically merge your weapons to your natural attacks when you assume the shape of an animal.
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'''Prerequisites''': Ability to assume the form of an animal.
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'''Benefit''': When you assume the form an animal, the natural attacks of your animal form inherit the magical properties of weapons you carry. For each natural attack of your assumed form, pick one magical weapon merged into your assumed form; the magical properties of this weapon are temporarily transformed into that natural attack. Magical properties that cannot be applied to natural weapons (such as those limited to ranged weapons, or that change the form and/or substance of the weapon) do not work when transfered. Only magic item weapon abilities are transfered; spell effects on weapons are not.
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'''Note''': The different ends of double weapons count as two different weapons for the purpose of this feat.
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== Wildshape Specialization (General) ==
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You have mastered the transformation into one specific animal.
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'''Prerequisites''': Ability to assume the form of an animal.
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'''Benefit''': Select one animal form that you are able to change into. Calculate the minimum level at which you can shapechange to this animal (based on its HD , size and so on). For every two levels beyond thee minimum that you are when you change shape, you gain a +1 circumstance bonus to Strength, Dexterity, and Natural Armor whenever you assume the form of this animal.
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'''Special''': You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of animal.
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<noinclude>{{OGL}}</noinclude>

Latest revision as of 10:52, 4 August 2014

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Unofficial rules compendium

Armor Proficiency, Wild (General)

You can use your armor proficiencies even when in assumed form.

Prerequisites: Armor Proficiency, Light

Benefit: You can use any armor proficiency you have even when in the assumed shape of a creature of another type than your own.

Special: A druid gains this feat as a bonus feat at level 5.

Notes: This feat is based on the limitations of the house version of polymorph and wild shape.

Cohort (General)

You can recruit a loyal cohort.

Benefit: You can recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level. The cohort’s alignment may not be opposed to your alignment on either the law-vs-chaos or good-vs-evil axis. Other than this, the cohort is identical to that provided by the Leadership feat.

Special: If you have this feat and the Leadership feat, the maximum level of your cohort increases to your level minus one.

Notes: This is a variant of the Leadership feat that is independent of Leadership Score, but which does not grant any followers. It is attractive for low-charisma characters.

Subtle Power (General)

Targets have a hard time noticing when you use your powers.

Benefit: A creature that passes a will save against one of your spells or abilities does not realize it. A creature that passes a save becomes immune to this effect for ten minutes, which means that it will notice if it succeeds on another save caused by you.

Normal: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack.

This feat presently feels weak. I made it stronger by not making it metamagic and letting it apply not only to spells, but to all abilities, but it still feels weak.

Wild Arms (General)

You can magically merge your weapons to your natural attacks when you assume the shape of an animal.

Prerequisites: Ability to assume the form of an animal.

Benefit: When you assume the form an animal, the natural attacks of your animal form inherit the magical properties of weapons you carry. For each natural attack of your assumed form, pick one magical weapon merged into your assumed form; the magical properties of this weapon are temporarily transformed into that natural attack. Magical properties that cannot be applied to natural weapons (such as those limited to ranged weapons, or that change the form and/or substance of the weapon) do not work when transfered. Only magic item weapon abilities are transfered; spell effects on weapons are not.

Note: The different ends of double weapons count as two different weapons for the purpose of this feat.

Wildshape Specialization (General)

You have mastered the transformation into one specific animal.

Prerequisites: Ability to assume the form of an animal.

Benefit: Select one animal form that you are able to change into. Calculate the minimum level at which you can shapechange to this animal (based on its HD , size and so on). For every two levels beyond thee minimum that you are when you change shape, you gain a +1 circumstance bonus to Strength, Dexterity, and Natural Armor whenever you assume the form of this animal.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of animal.

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