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    Bugbear in the Playground
     
    RedWizardGuy

    Join Date
    Apr 2016
    Location
    krynn
    Gender
    Male

    Default costume race feats help.

    so these are some costume feat just wondering what you think. i am working on these. i am trying to get them for ever official race.

    Spoiler: version 1.1
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    Spoiler: General feats
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    Shadow caster
    Perquisites: any creature with sun sensitivity and or darkvision.
    you gain the following benefits.

    +1 to your casting stat

    Your casting dc while hidden in shadows is increased by 1.

    Ancient blood
    Perquisites: level 6
    You discover the powers of a long lost relative in your blood. You gain a racial ability from another race or subrace. If you have a racial ability that overlaps with the one you picked the new one takes over. If you have low light vision and pick darkvision you get only darkvision

    Metal bones
    Perquisites: necromancer wizard school, death domain cleric, or oathbreaker paladin
    When creating undead you imbue them with power. There bones become like metal. All undead you make with the animated dead and create dead spells have there ac increased by 1 and there hp increases by 1 for every hit dice.

    Cantrip master
    Perquisites: cantrips
    You have master the use of cantrips.you gain the following benefits

    You learn three cantrips that don’t count towards you normal max known cantrips

    A number of times per day equip to your proficiency mod you can change the casting time of a cantrip spell. You can instead of casting the spell normally expend one use of this ability to cast the spell as either a reaction of bonus action. If the spell wound take 1 minute to cast it now can be cast as an action. You regian the use of this ability on a long rest.

    Scroll mastery
    Perquisites: casting
    You have mastered the art of using your own power in tandem with that of a scrolls. You gain the following benefits

    You can now use scrolls that have spells off your spell list.

    When using a scroll if it is on your spell list and you cast at a height spell slot a number of times per day equal to you proficancy mod you can increase the levels of the spell on the scroll. You can increase the level of the scrolls spell by your proficiency mod. You regain the uses of this ability after a long rest.

    Hasty spell
    Perquisites: casting
    You lose effectiveness for speed. You can chose to cast any 6 level spell or lower with a casting time of 1 action as though it had a casting time of 1 bonus action. When doing this the spell acts as if it has been casted with the lowest possible spell slot no matter what level spell slot you use. You can do this a number of time per day equal to you proficancy mod. You can use this ability after you have exhausted all uses but will have to make a dc 15 con saving throw at disadvantage. If you fail you gain a point of exhaustion, the dc increases by 10 and will loss the ability to cast your highest level spells. If you succeed the dc increases by 5. You regain the uses of this ability after a long rest or if you have gained points of exhaustion, after you no longer have any points of exhaustion.

    Final strike
    Perquisites: level 19
    As an action you strike with all your force. You can attack with a normal amount of attacks you have .These attack deals 100 extra damage and has a +15 on the attack roll. Attacks made with this feat cannot be modified such as by a smite or sneak attack. You gain 5 points of exhaustion.

    Improved familiar
    Perquisites: find familiar spell
    When you take this feat you gain one of the following abilities, +1 to your casting stat and can cast find familiar once per day without expending a spell slot.

    You can split your familiar. You gain a second familiar when you cast find familiar. This familiar can be of a different animal then the first.

    Your familiar grows in power. You gain the ability to summon a stronger familiar. Your familiar can be any creature with a CR of your level -3. It can not be huminod or have a natural intelligence over 13. If you have picked the perveus ability the CR of both familiars must equal you level- 3.

    You have increases you familiars telepathic reach. So long as you are on the same plane you can telepathically command you familiar.

    You gain the power to hold you familiar to this plane. So long as you can see your familiar you can spend your bonus action to stop it from dissipating when its hp hits 0.

    You can take this feat multiple times. If you take this feat multiple times each time you take it you gain another use of find familiar without expending a spell slot.


    Spoiler: Racial feats
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    Spoiler: Aararkocra
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    Aarakocra

    Improved flight
    Prerequisites: aarakocra
    You may fly with any armor you are proficient in.

    Flying caster
    Prerequisites: aarakocra
    +1 to your casting stat

    You gain a +1 one spell dc while flying so long as you can see the target.

    Spoiler: Aasimar
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    Aasimar

    Angel wings
    Perquisites:Aasimar

    You gain a fly speed of 20ft. If you are a protector aasimar when you transform your fly speed is 50ft.

    Spoiler: Bugbear
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    Bugbear

    Bute
    Perquisites: bugbear
    You gain the following abilities

    +1 str

    As a bonus action for the next 2 rounds you gain an extra 6 points of melee damage.

    When unarmored your ac is 13+ your dex mod

    Spoiler: dragonbron
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    Dragonborn

    Wing buffets
    Perquisites: dragonborn, dragon wings, level 15

    As an action you move 30ft in the air by buffeting your wings. Every creature with in 10 ft must make a str saving throw dc 8 + strength. If they fail they will be knocked prone and take 1d6+strength budening damage. If they pass they take half damage.


    Dragons breath
    Perquisites: dragonborn, level 5
    Your breath weapon deals an extra d8 of damage. Once per day you can roll to recharge your breath weapon as an action. Roll a d6 if you get a 5 or 6 you regain a uses of you breath weapon. You can not do this again till you have a long rest.


    Mixed draconic ancestry
    Perquisites: dragonborn
    You discover the powers of a mix ancestry. Pick a type of dragon from the dragonborn ancestry table that is not the one you pick as you draconic ancestry at character creation. You then gain the following.

    +1 strength

    You gain that draconic ancestry’s breath weapon. When making a breath weapon attack you can choose to use the breath weapon given by this feat instead.

    As a reaction you gain the resistance of the draconic ancestry you choose for 2 rounds


    Spoiler: Dwarf
    Show

    Brewmaster
    Perquisites: dwarf or brewers kit proficiency
    You gain the following bonuses

    +1 to chr,int, or con

    You gain proficiency with one of the following brewers kit, alchemy kit, herbalism kit,

    You are so skilled in make brews they you can tell if alcohol or a potion is poisoned. You can not tell what it is poisoned with.

    You gain immunity to 3 poisons of your choice, one of these can be alcohol.

    Dwarven crafts
    Perquisites: dwarf
    You gain the following bonuses
    +1 to any stat
    You gain proficiency in a Artisan’s tools or expertise in one you already have
    Items you produce with artisan’s tools you are proficient in are of the finest quality. Items you produced with artisan’s tools you have expertise in are of masterful quality. The value increase to these items is up to dm discretion

    Lingering invisibility
    Perquisites: Duergar
    Once per long rest if you would no longer be invisible(made an attack while invisible or the spell would end) you may extend that invisibility for one round. If you made an attack and then used this ability the next attack you make will still end the spell.

    Dwarven enemies
    Perquisites: dwarf
    When you attack a goblin, bugbear, hobgoblin or giant you gain the following benefits

    As a bonus action when dealing damage to a goblin, bugbear, hobgoblin, or giant your damage is increased by 8. You can not use this ability till you have had a long rest.

    As an action you gain advantage on attack rolls made against goblin, bugbear, hobgoblin, or giants for one minute. You can not use this ability till you have had a long rest.

    As a bonus action if you kill a goblin, bugbear, hobgoblin, or giant, you may move up to 10 ft and make an attack against another creature. You can not use this ability till you have had a long rest.

    Spoiler: Elf/Half-Elf
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    Drow noble
    Perquisites: female drow only
    You gain the following spells to drow magic. Detect magic, feather fall and levitate.

    Arachnomancer: maybe 15th level on the spider transformation ability
    Perquisites: female drow
    You gain the following spells to drow magic: poison spray, spider climb and speak with animals but speak with animal can only be used on arachnids and scorpions.

    At 10th level you can polymorph into a spider 3 time a day. You must meet the requirements for that spider to be polymorphed into.


    Spoiler: Goblin
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    Burn! Burn! Burn!
    Perquisites: goblin
    You gain the cantrip burning hands if you can not cast it runs off you chr stat. For every point of fire damage you have taken since you last short rest you may add one extra point of fire damage to any spell you cast that deals fire damage.


    Spoiler: Kenku
    Show

    Mimic skills
    Perquisites: kenku
    Gain a +1 to your Intelligence

    You can take a reaction to mimic a skill you see being performed. You gain proficiency in that skill for the next hour. You can use this ability a number of time equal to 1+your proficiency bonus before having to take a long rest.


    Spoiler: Kobold
    Show

    Draconic heritage
    Perquisites: kobold
    You gain the following bonuses

    You gain claws. As an unarmed attack you can deal 1d4 slashing damage.

    You gain a breath weapon. Choose poison, fire, lighting, cold, or acid. As an action make a breath attack. Any creature within a 30ftX5ft line must make a dex saving throw dc 8 + your Constitution modifier + your proficiency bonus. On a failed save the creature takes 1d6 damage of the chosen type. On a successful save they take half.

    Ambushers
    Perquisites: kobold, proficiency in stealth
    When in a group of kobolds you gain expertise in stealth. During the first round of combat with this group you each gain extra damage equal to your proficiency modifier to your first damage roll.

    Draconic hide
    Perquisites: kobold
    You gain the following bonuses

    You gain a +1 to con

    When unarmored your ac is 13+dex

    As a reaction you gain the resistance to a type of damage that would be given by the dragonborn draconic ancestry for 2 rounds. You pick which one. If you have the draconic heritage feat ift must be one that matches the type picked for you breath weapon.


    Spoiler: Orc/ Half Orc
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    Orcish rage
    Perquisites: orc or half orc
    +1 to str or con
    When you kill a creature in the first round of combat you may move up to 10 feet and make another attack with advantage against a different opponent.

    Orc fire
    Perquisites: orc or half orc, the ability to cast spells, a spell in there spell list that does fire damage.
    +1 to casting stat
    Once per days as a reaction you become resistant to fire for the next 3 rounds.
    When you use a spell that deals fire damage you add 1 to the damage for every dice rolled for that spell.


    Spoiler: Yuan-ti pureblood
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    Snakes skills
    Perquisites: yuan-ti pureblood
    You gain proficiency in the following skills deception, perception, stealth.



    Spoiler: version 1.2
    Show
    Spoiler: general feats
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    General feats

    Shadow caster
    Perquisites: any creature with sun sensitivity and or darkvision.
    you gain the following benefits.

    +1 to your casting stat

    Your casting dc while in dim light or darkness is increased by 1.

    Ancient blood
    Perquisites: none
    You manifest the powers of an ancestor. You gain the traits of one other race with the exception of their abilities score increases.

    Metal bones
    Perquisites: necromancer wizard school, death domain cleric, or oathbreaker paladin
    When creating undead you imbue them with power. There bones become like metal. All undead you make with the animated dead and create dead spells have there ac increased by 1 and there hp increases by 1 for every hit dice.

    Cantrip master
    Perquisites: cantrips
    You have master the use of cantrips.you gain the following benefits

    You learn three cantrips that don’t count towards you normal max known cantrips

    A number of times per day equip to your proficiency mod you can change the casting time of a cantrip spell. You can instead of casting the spell normally expend one use of this ability to cast the spell as either a reaction of bonus action. If the spell wound take 1 minute to cast it now can be cast as an action. You regian the use of this ability on a long rest.

    Scroll mastery
    Perquisites: casting
    You have mastered the art of using your own power in tandem with that of a scrolls. You gain the following benefits

    You can now use scrolls that have spells off your spell list.

    When using a scroll if it is on your spell list and you cast at a height spell slot a number of times per day equal to you proficancy mod you can increase the levels of the spell on the scroll. You can increase the level of the scrolls spell by your proficiency mod. You regain the uses of this ability after a long rest.

    Hasty spell
    Perquisites: casting
    You lose effectiveness for speed. You can chose to cast any 6 level spell or lower with a casting time of 1 action as though it had a casting time of 1 bonus action. When you use this ability you must make a dc 10 con save. If you fail you gain one point of exhaustion.

    Every time you use this ability after the first time the dc increases by 2. When finishing a long or short rest the dc resets to 10.

    Improved familiar
    Perquisites: find familiar spell
    When you take this feat you gain one of the following abilities, +1 to your casting stat and can cast find familiar once per day without expending a spell slot.

    You can split your familiar. You gain a second familiar when you cast find familiar. This familiar can be of a different animal then the first.

    Your familiar grows in power. You gain the ability to summon a stronger familiar. Your familiar
    Can now be a non humanoid creature that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the creatures AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your caster level, whichever is higher.

    You have increases you familiars telepathic reach. So long as you are on the same plane you can telepathically command you familiar.

    You gain the power to hold you familiar to this plane. So long as you can see your familiar you can spend your bonus action to stop it from dissipating when its hp hits 0.

    You can take this feat multiple times. If you take this feat multiple times each time you take it you gain another use of find familiar without expending a spell slot.

    Spoiler: racial feats
    Show
    Racial feats
    Spoiler: Aarakocra
    Show
    Aarakocra

    Improved flight
    Prerequisites: aarakocra
    +1 dex
    You may fly with any armor you are proficient in.


    Spoiler: Aasimar
    Show
    Aasimar

    Angel wings
    Perquisites:Aasimar

    You gain a fly speed of 20ft. If you are a protector aasimar when you transform your fly speed is 50ft.


    Spoiler: Dragonborn
    Show
    Dragonborn

    Wing buffets
    Perquisites: dragonborn, dragon wings,

    As an action you move 30ft in the air by buffeting your wings. Every creature with in 10 ft must make a str saving throw dc 8+ proficiency + strength. If they fail they will be knocked prone and take 1d6+strength budening damage. If they pass they take no damage. The damage increases at 5th to 2d6, 11th 3d6 and 17th 4d6.


    Breath Mastery
    Perquisites: dragonborn,
    Your breath weapon deals an extra d6 of damage. You gain an extra use of your breath weapon per short rest.


    Mixed draconic ancestry
    Perquisites: dragonborn
    You discover the powers of a mix ancestry. Pick a type of dragon from the dragonborn ancestry table that is not the one you pick as you draconic ancestry at character creation. You then gain the following.

    +1 strength

    You gain that draconic ancestry’s breath weapon. When making a breath weapon attack you can choose to use the breath weapon given by this feat instead.

    you gain the resistance of the draconic ancestry


    Spoiler: Dwarf
    Show
    Dwarf

    Brewmaster
    Perquisites: dwarf or brewers kit proficiency
    You gain the following bonuses

    +1 to chr,int, or con

    You gain proficiency with one of the following brewers kit, alchemy kit, herbalism kit,

    You can detect poison in drinks as if you cast the spell detect poison and disease

    You gain resistance poisons if you have resistance to poison you gain immunity.

    You gain a great resistance to alcohol. You may choose if you get drunk from alcohol.

    Dwarven crafts
    Perquisites: dwarf
    You gain the following bonuses
    +1 to any stat
    You gain proficiency in a Artisan’s tools or expertise in one you already have
    Items you produce with artisan’s tools you are proficient in are of the finest quality. Items you produced with artisan’s tools you have expertise in are of masterful quality. The value increase to these items is up to dm discretion

    Lingering invisibility
    Perquisites: Duergar
    Once per casting of invisibiliy if you would no longer be invisible(made an attack while invisible or the spell would end) you may extend that invisibility for one round. If you made an attack and then used this ability the next attack you make will still end the spell.

    Dwarven enemies
    Perquisites: dwarf
    You gain the following abilities

    When attacking a hobgoblin or giant you gain an extra 1d8 damage from you weapon or spell.this increases to 2d8 at 5th, 3d8 11th and 4d8 17th.

    When you drop a goblin or hobgoblin to 0 hit points you may take a bonus action to move up to 10ft and attack another goblin or hobgoblin.


    Spoiler: elf/half-elf
    Show
    Elf/Half-Elf

    Drow noble
    Perquisites: female drow or variant drow half elves
    You gain the following spells to drow magic. Detect magic, feather fall and levitate once per day.

    Arachnomancer:
    Perquisites: female drow or variant drow half elves
    You gain the following spells to drow magic: poison spray, spider climb and speak with animals but speak with animal can only be used on arachnids and scorpions.

    At 10th level you can true polymorph into a spider(spider, giant spider, phase spider,swarm of spiders, drider, chitine, ect..) a number of time per long rest equil to you charisma modifier. You must meet the requirements for that spider to be polymorphed into.


    Spoiler: goblin
    Show
    Goblin
    Burn! Burn! Burn!
    Perquisites: goblin
    You gain the cantrip fire bolt if you can not cast it runs off you intstat. For every point of fire damage you have taken since you last short rest you may add one extra point of fire damage to any spell you cast that deals fire damage. You may only use these extra points once.

    Explosive
    Perquisites: goblin
    As a bonus action you explode with energy.ever creature in a 30 ft radius must make a dex saving throw dc 8+proficancy+ con. Every create takes fire damage equal to your current hp. Every creature that passes the saving throw takes half damage. You reduce your hp to 0 and are stabilized. Spell like death ward do not stop you from hitting 0 hit points.

    Spoiler: hobgoblin
    Show
    Hobgoblin
    Fire the small folk
    Perquisites:hobgoblin
    You can use goblins as project tilles. You may use them as ammunition for catapults ballista and cannons. When fired they deal normal damage from the weapon and an extra 5 damage for every hit dice they have. After your turn ends it is the turn of the goblin you use as ammunition. It then return to the normal initiative rotation.



    Spoiler: kenku
    Show
    Kenku
    Mimic skills
    Perquisites: kenku
    Gain a +1 to your Intelligence

    You can take a reaction to mimic a skill you see being performed. You gain proficiency in that skill for the next hour. You can use this ability a number of time equal to 1+your proficiency bonus before having to take a long rest.



    Spoiler: kobold
    Show
    Kobold

    Draconic heritage
    Perquisites: kobold
    You gain the following bonuses

    You gain claws. As an unarmed attack you can deal 1d4 slashing damage.

    You gain the breath weapon trait from dragonborn

    You gain resistance to the damage type you choose for you breath weapon.

    When unarmored you ac is 13+dex


    Ambushers
    Perquisites: kobold, proficiency in stealth
    When in a group of kobolds you gain expertise in stealth. During the first round of combat with this group you each gain extra damage equal to your proficiency modifier to your first damage roll.


    Spoiler: orc/half-orc
    Show
    Orc/ Half Orc

    Orcish rage
    Perquisites: orc or half orc
    +1 to str or con
    When you kill a creature in combat you may move up to 10 feet and make another attack with advantage against a different opponent.


    Orc fire
    Perquisites: orc or half orc, the ability to cast spells, a spell in there spell list that does fire damage.
    +1 to casting stat
    You gain resistant to fire

    When you use a spell that deals fire damage you add 1 to the damage for every dice rolled for that spell.

    Spoiler: yuan-it pureblood
    Show
    Yuan-ti pureblood

    Snakes skills
    Perquisites: yuan-ti pureblood
    You gain proficiency in the following skills deception, perception, stealth if you are proficient in any of these skills you gain expertise. If you have expertise in one or more of these skills you may choose another skill.

    Spoiler: version 1.3
    Show
    Spoiler: general feats
    Show
    General feats

    Shadow caster
    Perquisites: any creature with sun sensitivity and or darkvision.
    you gain the following benefits.

    +1 to your casting stat

    Your casting dc while in dim light or darkness is increased by 1.

    Ancient blood
    Perquisites: none
    You manifest the powers of an ancestor. You gain the traits of one other race with the exception of their abilities score increases.

    Metal bones
    Perquisites: necromancer wizard school, death domain cleric, or oathbreaker paladin
    When creating undead you imbue them with power. There bones become like metal. All undead you make with the animated dead and create dead spells have there ac increased by 1 and there hp increases by 1 for every hit dice.

    Cantrip master
    Perquisites: cantrips
    You have master the use of cantrips.you gain the following benefits

    You learn three cantrips that don’t count towards you normal max known cantrips

    A number of times per day equip to your proficiency mod you can change the casting time of a cantrip spell. You can instead of casting the spell normally expend one use of this ability to cast the spell as either a reaction of bonus action. If the spell wound take 1 minute to cast it now can be cast as an action. You regian the use of this ability on a long rest.

    Scroll mastery
    Perquisites: casting
    You have mastered the art of using your own power in tandem with that of a scrolls. You gain the following benefits

    You can now use scrolls that have spells off your spell list.

    When using a scroll if it is on your spell list and you cast at a height spell slot a number of times per day equal to you proficancy mod you can increase the levels of the spell on the scroll. You can increase the level of the scrolls spell by your proficiency mod. You regain the uses of this ability after a long rest.

    Hasty spell
    Perquisites: casting
    You lose effectiveness for speed. You can chose to cast any 6 level spell or lower with a casting time of 1 action as though it had a casting time of 1 bonus action. When you use this ability you must make a dc 10 con save. If you fail you gain one point of exhaustion.

    Every time you use this ability after the first time the dc increases by 2. When finishing a long or short rest the dc resets to 10.

    Improved familiar
    Perquisites: find familiar spell
    When you take this feat you gain one of the following abilities, +1 to your casting stat , can cast find familiar once per day without expending a spell slot and you familiar gain the ability to attack.

    You can split your familiar. You gain a second familiar when you cast find familiar. This familiar can be of a different animal then the first.

    Your familiar grows in power. You gain the ability to summon a stronger familiar. Your familiar
    Can now be a non humanoid creature that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the creatures AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your caster level, whichever is higher.

    You have increases you familiars telepathic reach. So long as you are on the same plane you can telepathically command you familiar.

    You gain the power to hold you familiar to this plane. So long as you can see your familiar you can spend your bonus action to stop it from dissipating when its hp hits 0.

    You can take this feat multiple times. If you take this feat multiple times each time you take it you gain another use of find familiar without expending a spell slot.

    Final strike
    Perquisites: extra attack
    +1 to any stat.

    When you drop to 0 hit points you may move up to 10ft and make an attack action. You then hit 0 hit points.

    Cantrip collector
    Perquisites: if you are variant human you must take this feat at level one if you are any other race you must take this feat at level 4, caster
    You gain 5 cantrips of your choice from your class list. If your class does not have cantrips picka class. All the cantrips must come from that class.

    Split spheres
    Perquisites: Caster
    You gain the following benefits

    When a spell with a radius of effect is cast at a higher level in gains 10ft on its radius.

    When you cast a spell with a radius of effect you can split it into multiple radiuses within range so long as the radius of all areas of effect add up to the radius of effect for the spell normally. This includes any extra feet added by the previous ability

    Spoiler: racial feats
    Show
    Racial feats
    Spoiler: aarakocra
    Show
    Aarakocra

    Improved flight
    Prerequisites: aarakocra
    +1 dex
    You may fly with any armor you are proficient in.


    Spoiler: aasimar
    Show
    Aasimar

    Angel wings
    Perquisites:Aasimar

    You gain a fly speed of 20ft. If you are a protector aasimar when you transform your fly speed is 50ft.


    Spoiler: dragonborn
    Show
    Dragonborn

    Wing buffets
    Perquisites: dragonborn, dragon wings,

    As an action you move 30ft in the air by buffeting your wings. Every creature with in 10 ft must make a str saving throw dc 8+ proficiency + strength. If they fail they will be knocked prone and take 1d6+strength budening damage. If they pass they take no damage. The damage increases at 5th to 2d6, 11th 3d6 and 17th 4d6.


    Breath Mastery
    Perquisites: dragonborn,
    Your breath weapon deals an extra d6 of damage. You gain an extra use of your breath weapon per short rest.


    Mixed draconic ancestry
    Perquisites: dragonborn
    You discover the powers of a mix ancestry. Pick a type of dragon from the dragonborn ancestry table that is not the one you pick as you draconic ancestry at character creation. You then gain the following.

    +1 strength

    You gain that draconic ancestry’s breath weapon. When making a breath weapon attack you can choose to use the breath weapon given by this feat instead.

    you gain the resistance of the draconic ancestry


    Spoiler: dwarf
    Show
    Dwarf

    Brewmaster
    Perquisites: dwarf or brewers kit proficiency
    You gain the following bonuses

    +1 to chr,int, or con

    You gain proficiency with one of the following brewers kit, alchemy kit, herbalism kit,

    You can detect poison in drinks as if you cast the spell detect poison and disease

    You gain resistance poisons if you have resistance to poison you gain immunity.

    You gain a great resistance to alcohol. You may choose if you get drunk from alcohol.

    Dwarven crafts
    Perquisites: dwarf
    You gain the following bonuses
    +1 to any stat
    You gain proficiency in a Artisan’s tools or expertise in one you already have
    Items you produce with artisan’s tools you are proficient in are of the finest quality. Items you produced with artisan’s tools you have expertise in are of masterful quality. The value increase to these items is up to dm discretion

    Lingering invisibility
    Perquisites: Duergar
    Once per casting of invisibility if you would no longer be invisible(made an attack while invisible or the spell would end) you may extend that invisibility for one round. If you made an attack and then used this ability the next attack you make will still end the spell.

    Dwarven enemies
    Perquisites: dwarf
    You gain the following abilities

    When attacking a bugbears or giant you gain an extra 1d8 damage from you weapon or spell.this increases to 2d8 at 5th, 3d8 11th and 4d8 17th. You may use this ability once per round.

    When you drop a goblin or hobgoblin to 0 hit points you may take a bonus action to move up to 10ft and attack another goblin or hobgoblin.

    Spoiler: Elf/Half-Elf
    Show
    Elf/Half-Elf

    Drow noble
    Perquisites: female drow or variant drow half elves
    You gain the following spells to drow magic. Detect magic, feather fall and levitate once per day.

    Arachnomancer:
    Perquisites: female drow or variant drow half elves
    You gain the following spells to drow magic: poison spray, spider climb and speak with animals but speak with animal can only be used on arachnids and scorpions. Each of these spell is once per long rest.

    At 10th level you can transform into a spider(spider, giant spider, phase spider,swarm of spiders, ect..) a number of time per long rest equil to you charisma modifier. This ability functions as if you were using the wild shape ability but limited to spiders. At 10th level you can turn into cr ¼ spiders such as a giant wolf spider, at 12th level cr ½ spiders and at 16th level cr 1 spiders.

    Master arachnomancer
    Perquisites: female drow or variant drow half elf, arachnomancer

    You gain a familiar like creature. This creature must be a spider of cr 1 or lower. This creature functions like a familiar in all way. If you summon a familiar it disappears. This familiar can attack. You can telepathically communicate with this familiar as long as you are on the same plane.

    At 12th level Once per day you can transform into a drider. If you hit 0 hit points in this form you transform back at 0 hit points and are stabilized.

    Raven queen's protection
    Perquisites: shadar-ki
    You gain the following benefits

    +1 to con

    Once per short rest when you make a death saving throw you may reroll.

    You only need 2 successful death saving throws to stabilize

    If you roll a 20 on a death saving throw you gain 1 hit point and are no long unconscious

    You have resistance to effects that would make you unconscious.


    Spoiler: Gnome
    Show
    Gnome
    Effortless illusions
    Perquisites: gnome, the ability to cast illusion spells
    A number of time per day equal to your proficiency bonus you can cast a illusion spell that would take an action as a bonus action. If the spell would be casted as a bonus action and is below 6th level you cast it as a bonus action but it counts as if you cast a cantrip.


    Spoiler: Goblin/Hobgoblin
    Show
    Goblin/Hobgoblin
    Burn! Burn! Burn!
    Perquisites: goblin
    You gain the cantrip fire bolt if you can not cast it runs off you intstat. For every point of fire damage you have taken since you last short rest you may add one extra point of fire damage to any spell you cast that deals fire damage. You may only use these extra points once.

    Explosive
    Perquisites: goblin
    As a bonus action you explode with energy.ever creature in a 30 ft radius must make a dex saving throw dc 8+proficancy+ con. Every create takes fire damage equal to your current hp. Every creature that passes the saving throw takes half damage. You reduce your hp to 0 and are stabilized. Spell like death ward do not stop you from hitting 0 hit points.

    Fire the small folk
    Perquisites:hobgoblin
    You can use goblins as project tilles. You may use them as ammunition for catapults ballista and cannons. When fired they deal normal damage from the weapon and an extra 5 damage for every hit dice they have. After your turn ends it is the turn of the goblin you use as ammunition. It then return to the normal initiative rotation.


    Goblins enemies
    Perquisites: goblins, hobgoblins
    You gain the following abilities

    When attacking a dwarf or orc you gain an extra 1d8 damage from you weapon or spell.this increases to 2d8 at 5th, 3d8 11th and 4d8 17th. You may use this ability once per round.

    When you drop a dwarf or kobold to 0 hit points you may take a bonus action to move up to 10ft and attack another goblin or hobgoblin.

    Spoiler: Goliath/Firbolg
    Show
    Goliath/Firbolg
    Giants grudge
    Perquisites: goliath or firbolg
    You gain the following abilities

    When attacking a dragon or other draconic creature you gain an extra 1d8 damage from you weapon or spell.this increases to 2d8 at 5th, 3d8 11th and 4d8 17th. You may use this ability once per round.

    When you drop a dwarf or elf to 0 hit points you may take a bonus action to move up to 10ft and attack another goblin or hobgoblin.


    Truly giant
    Perquisites: goliath or firbolg
    Your size category increases by one. You are now large.

    You gain a +1 to any physical stat


    Spoiler: Kenku
    Show
    Kenku
    Mimic skills
    Perquisites: kenku
    Gain a +1 to your Intelligence

    You can take a reaction to mimic a skill you see being performed. You gain proficiency in that skill for the next hour. You can use this ability a number of time equal to 1+your proficiency bonus before having to take a long rest.



    Spoiler: Kobold
    Show
    Kobold

    Urd kobold
    Perquisites: kobold
    You gain the following bonuses

    You gain claws. As an unarmed attack you can deal 1d4 slashing damage.

    You gain the breath weapon trait from dragonborn

    You gain resistance to the damage type you choose for you breath weapon.

    When unarmored you ac is 13+dex or wings and a fly speed of 20ft.


    Ambushers
    Perquisites: kobold, proficiency in stealth
    When in a group of kobolds you gain expertise in stealth. During the first round of combat with this group you each gain extra damage equal to your proficiency modifier to your first damage roll.


    Spoiler: Orc/Half Orc
    Show
    Orc/Half Orc

    Orcish rage
    Perquisites: orc or half orc
    +1 to str or con
    When you kill a creature in combat you may move up to 10 feet and make another attack with advantage against a different opponent.


    Orc fire
    Perquisites: orc or half orc, the ability to cast spells, a spell in there spell list that does fire damage.
    +1 to casting stat
    You gain resistant to fire

    When you use a spell that deals fire damage you add 1 to the damage for every dice rolled for that spell.


    Spoiler: Yuan-ti pureblood
    Show
    Yuan-ti pureblood

    Snakes skills
    Perquisites: yuan-ti pureblood
    You gain proficiency in the following skills deception, perception, stealth if you are proficient in any of these skills you gain expertise. If you have expertise in one or more of these skills you may choose another skill.

    Last edited by Amdy_vill; 2018-07-17 at 09:59 AM.
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    RedWizardGuy

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    Default Re: costume race feats help.

    updated the feats
    Have you accepted the Flying Spaghetti Monster as your Lord and Savior? If so, add this to your signature!
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    Default Re: costume race feats help.

    I see a lot of good ideas, but they’re still very rough. I’m gonna give you some general advice before addressing some specific feats.

    General tip 1: You should always strive to fulfil the concept of your feat with as little complication as possible. 5e design generally assumes that more moving parts is worse. Many of my specific comments will be based on this.

    General tip 1a: In accordance with tip 1, you should avoid level restrictions unless absolutely necessary. Level-restricted feats are a 3.5 thing, no feat in core 5e has them.

    General tip 2: For any feats you make, you should question whether they actually change your playstyle or provide you with new options. If all it does is make you better at the exact same things you already do, they have no reason to exist. Flying Caster and Brute are guilty of this.

    General tip 3: Make sure you apply the game terms correctly. Words in the game don’t always mean what they do in normal speech, and so a rule that may seem clear at first sight may be unclear in practical use. Shadow Caster and Ancient Blood suffer from this. I’ll elaborate on those below.

    General tip 4: Avoid making the player count rounds. There are no features in base 5e that last 2, 3, etc. rounds, because counting rounds is annoying. It’s usually one round or one minute.

    Shadow Caster
    The term ‘hidden’ implies that you’re using stealth, which I don’t think it what you mean. ‘Shadows’ are also not a mechanical term, so it’s unclear whether it works in dim light or only in darkness. See the shadow monk for how to word this kind of thing.

    Ancient blood
    For one, low-light vision doesn’t exist. Secondly, the benefits you get from your race aren’t abilities, they’re traits. So what exactly can you choose? Any one trait? That's definitely not worth spending a full feat on. It might be if you get all traits of the chosen race, minus the ability score increases.

    Hasty spell
    So many needless complications. Why the lowest spell slot only rule? Why two different ways to limit the number of uses? Why so many moving parts in the Con save rule? Either scrap the Con save mechanic and make it multiple uses, or scrap the multiple uses and base it entirely off the Con save mechanic. In which case the Con save should be easier to pass initially and much simpler. See Relentless Rage.

    Final strike
    Come on, this one is just dumb. It will do nothing but totally invalidate the final boss fight, thus ruining the game for everyone else. Or, if the boss survives, you become useless for the rest of the fight. This will not be fun for anyone involved. No such thing should exist.

    Your familiar grows in power. You gain the ability to summon a stronger familiar. Your familiar can be any creature with a CR of your level -3. It can not be huminod or have a natural intelligence over 13. If you have picked the perveus ability the CR of both familiars must equal you level- 3.
    I think you misunderstood how CR works. CR is not equivalent to level. A CR 7 creature is MUCH MORE powerful than a 10th level character. If you want to empower the familiar, look at the bonuses that the companion of the original Beast Master gets.

    Improved flight
    There’s no reason to get this. You’re not gonna make a Str-based Aarakocra, and medium armour isn’t worth a full feat. I guess it might be worthwhile for clerics and druids if you add +1 Dex.

    Flying caster
    Why the ‘see the target’ part? Don’t you almost always need to see the target anyways? That aside, this is just a supremely boring feat. It changes nothing about your play style.

    Brute
    Crazy powerful. Bonus actions are irrelevant for many classes, so for a fighter this is half a feat to get +12 DPR all the time. Bugbears are also not known for having natural armour. I’d scrap this one completely. The NPC bugbear’s brute feature isn’t interesting enough to make a feat for.

    Wing buffets
    Cool idea, but it’s weak due to the low DC. If something costs your action, make sure to compare it with other action uses, like the multiple attacks that a high level fighter can make. I would scrap the level restriction, upgrade the saving DC to the normal 8 + prof + Str, and make the damage scale: damage equal to your Str mod initially, then +1d6 at 5th, 11th and 17th. And remove the half damage on successful save, because automatic at-will damage can be problematic.

    Dragons Breath
    Should have a different name than the racial trait that it upgrades, to avoid confusion. Also needlessly complicated. Just give one more use per short rest, it won’t break anything. Dragon’s Breath also uses d6s, not d8s.

    Mixed Draconic Ancestry
    Cool stuff, only the reaction to get resistance seems unnecessary. Just give the resistance for free. Compare the Infernal Constitution feat.

    Brewmaster
    While fun, this one is pretty weak. You get a tool proficiency, a poison identification ability that can be done much more effectively by Detect Poison and Disease, and immunity to three poisons, out of the hundreds that might exist. What I would do is, instead of the poison immunity as written, provide the dwarf’s poison resistance if the character doesn’t already have it, or full poison immunity if they do. Also just let the identification work like Detect Poison and Disease.

    Lingering Invisibility
    Cool, but too weak for a full feat. Make it once per short rest and it might be used by rogues. Or maybe once per casting of the Invisibility spell, so that Arcane Tricksters get more use out of it.

    Dwarven Enemies
    This one is kind of messy with the three different parts. Also a bit odd that it grants the exact same benefits against giants and goblins, who are vastly different. I would provide two parts: 1. An extra-damage ability for use against giants and hobgoblins (since those have high HP), maybe modelled after the goblin's Fury of the Small. (Including the level scaling. It shouldn't be an arbitrary number like 8.) And 2. a bonus action attack when you kill a goblin or hobgoblin, since those tend to come in large groups.

    Drow Noble
    Somewhat unclear. Are these once per long rest each? I would add a +1 to Cha to make this worthwhile as a full feat.

    Arachnomancer
    What does “you must meet the requirements for that spider to be polymorphed into” mean? A spider is a CR 0 creature. If you’re supposed to be able to turn into other types of spiders, you need to name those. You should also avoid arbitrary numbers like “3 times a day”. Make it once per short rest, or maybe a number of times per long rest equal to your Cha mod.

    Burn! Burn! Burn!
    One, Burning Hands is not a cantrip. Two, the fire damage thing is unclear and very overpowered if interpreted liberally. The way I read it, if you’ve taken 30 fire damage since your last rest, all fire spells you cast deal 30 extra damage. It’s also a little odd that the cantrip runs off Cha, seeing as a goblin’s highest mental stat is usually Int.

    Draconic Heritage
    The breath weapon is terribly weak. Why not just say “you get the Breath Weapon trait like a dragonborn”? Even then, it’s a very weak feat. I would give the claws, the breath weapon, the unarmoured defence from Draconic Hide and resistance to one element all as one feat.

    Orcish Rage
    Why the first round of combat? Seems very unlikely to come up. I’d just give a bonus action attack when you kill someone, just like Great Weapon Master.

    Orc Fire
    What’s the obsession with getting elemental resistance for X turns? There’s nothing wrong with just giving the resistance. While the damage benefit is very potent (+8 damage per target with a Fireball), I actually think it’s balanced out by the fact that orcs are unsuited to being casters. So good work there.

    Snakes Skills
    You can take the Skilled feat and choose these three skills. So this feat has no reason to exist.

  4. - Top - End - #4
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    RedWizardGuy

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    Default Re: costume race feats help.

    Quote Originally Posted by Lalliman View Post
    I see a lot of good ideas, but they’re still very rough. I’m gonna give you some general advice before addressing some specific feats.

    General tip 1: You should always strive to fulfil the concept of your feat with as little complication as possible. 5e design generally assumes that more moving parts is worse. Many of my specific comments will be based on this.

    General tip 1a: In accordance with tip 1, you should avoid level restrictions unless absolutely necessary. Level-restricted feats are a 3.5 thing, no feat in core 5e has them.

    General tip 2: For any feats you make, you should question whether they actually change your playstyle or provide you with new options. If all it does is make you better at the exact same things you already do, they have no reason to exist. Flying Caster and Brute are guilty of this.

    General tip 3: Make sure you apply the game terms correctly. Words in the game don’t always mean what they do in normal speech, and so a rule that may seem clear at first sight may be unclear in practical use. Shadow Caster and Ancient Blood suffer from this. I’ll elaborate on those below.

    General tip 4: Avoid making the player count rounds. There are no features in base 5e that last 2, 3, etc. rounds, because counting rounds is annoying. It’s usually one round or one minute.

    Shadow Caster
    The term ‘hidden’ implies that you’re using stealth, which I don’t think it what you mean. ‘Shadows’ are also not a mechanical term, so it’s unclear whether it works in dim light or only in darkness. See the shadow monk for how to word this kind of thing.

    Ancient blood
    For one, low-light vision doesn’t exist. Secondly, the benefits you get from your race aren’t abilities, they’re traits. So what exactly can you choose? Any one trait? That's definitely not worth spending a full feat on. It might be if you get all traits of the chosen race, minus the ability score increases.

    Hasty spell
    So many needless complications. Why the lowest spell slot only rule? Why two different ways to limit the number of uses? Why so many moving parts in the Con save rule? Either scrap the Con save mechanic and make it multiple uses, or scrap the multiple uses and base it entirely off the Con save mechanic. In which case the Con save should be easier to pass initially and much simpler. See Relentless Rage.

    Final strike
    Come on, this one is just dumb. It will do nothing but totally invalidate the final boss fight, thus ruining the game for everyone else. Or, if the boss survives, you become useless for the rest of the fight. This will not be fun for anyone involved. No such thing should exist.


    I think you misunderstood how CR works. CR is not equivalent to level. A CR 7 creature is MUCH MORE powerful than a 10th level character. If you want to empower the familiar, look at the bonuses that the companion of the original Beast Master gets.

    Improved flight
    There’s no reason to get this. You’re not gonna make a Str-based Aarakocra, and medium armour isn’t worth a full feat. I guess it might be worthwhile for clerics and druids if you add +1 Dex.

    Flying caster
    Why the ‘see the target’ part? Don’t you almost always need to see the target anyways? That aside, this is just a supremely boring feat. It changes nothing about your play style.

    Brute
    Crazy powerful. Bonus actions are irrelevant for many classes, so for a fighter this is half a feat to get +12 DPR all the time. Bugbears are also not known for having natural armour. I’d scrap this one completely. The NPC bugbear’s brute feature isn’t interesting enough to make a feat for.

    Wing buffets
    Cool idea, but it’s weak due to the low DC. If something costs your action, make sure to compare it with other action uses, like the multiple attacks that a high level fighter can make. I would scrap the level restriction, upgrade the saving DC to the normal 8 + prof + Str, and make the damage scale: damage equal to your Str mod initially, then +1d6 at 5th, 11th and 17th. And remove the half damage on successful save, because automatic at-will damage can be problematic.

    Dragons Breath
    Should have a different name than the racial trait that it upgrades, to avoid confusion. Also needlessly complicated. Just give one more use per short rest, it won’t break anything. Dragon’s Breath also uses d6s, not d8s.

    Mixed Draconic Ancestry
    Cool stuff, only the reaction to get resistance seems unnecessary. Just give the resistance for free. Compare the Infernal Constitution feat.

    Brewmaster
    While fun, this one is pretty weak. You get a tool proficiency, a poison identification ability that can be done much more effectively by Detect Poison and Disease, and immunity to three poisons, out of the hundreds that might exist. What I would do is, instead of the poison immunity as written, provide the dwarf’s poison resistance if the character doesn’t already have it, or full poison immunity if they do. Also just let the identification work like Detect Poison and Disease.

    Lingering Invisibility
    Cool, but too weak for a full feat. Make it once per short rest and it might be used by rogues. Or maybe once per casting of the Invisibility spell, so that Arcane Tricksters get more use out of it.

    Dwarven Enemies
    This one is kind of messy with the three different parts. Also a bit odd that it grants the exact same benefits against giants and goblins, who are vastly different. I would provide two parts: 1. An extra-damage ability for use against giants and hobgoblins (since those have high HP), maybe modelled after the goblin's Fury of the Small. (Including the level scaling. It shouldn't be an arbitrary number like 8.) And 2. a bonus action attack when you kill a goblin or hobgoblin, since those tend to come in large groups.

    Drow Noble
    Somewhat unclear. Are these once per long rest each? I would add a +1 to Cha to make this worthwhile as a full feat.

    Arachnomancer
    What does “you must meet the requirements for that spider to be polymorphed into” mean? A spider is a CR 0 creature. If you’re supposed to be able to turn into other types of spiders, you need to name those. You should also avoid arbitrary numbers like “3 times a day”. Make it once per short rest, or maybe a number of times per long rest equal to your Cha mod.

    Burn! Burn! Burn!
    One, Burning Hands is not a cantrip. Two, the fire damage thing is unclear and very overpowered if interpreted liberally. The way I read it, if you’ve taken 30 fire damage since your last rest, all fire spells you cast deal 30 extra damage. It’s also a little odd that the cantrip runs off Cha, seeing as a goblin’s highest mental stat is usually Int.

    Draconic Heritage
    The breath weapon is terribly weak. Why not just say “you get the Breath Weapon trait like a dragonborn”? Even then, it’s a very weak feat. I would give the claws, the breath weapon, the unarmoured defence from Draconic Hide and resistance to one element all as one feat.

    Orcish Rage
    Why the first round of combat? Seems very unlikely to come up. I’d just give a bonus action attack when you kill someone, just like Great Weapon Master.

    Orc Fire
    What’s the obsession with getting elemental resistance for X turns? There’s nothing wrong with just giving the resistance. While the damage benefit is very potent (+8 damage per target with a Fireball), I actually think it’s balanced out by the fact that orcs are unsuited to being casters. So good work there.

    Snakes Skills
    You can take the Skilled feat and choose these three skills. So this feat has no reason to exist.
    sorry for how long it took for me to respond but i have made some adjustment and added a few.
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  5. - Top - End - #5
    Barbarian in the Playground
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    Default Re: costume race feats help.

    A lot of solid changes, they're looking pretty good now. Just a few more attention points.

    Dwarven enemies
    Perquisites: dwarf
    You gain the following abilities

    When attacking a hobgoblin or giant you gain an extra 1d8 damage from you weapon or spell.this increases to 2d8 at 5th, 3d8 11th and 4d8 17th.

    When you drop a goblin or hobgoblin to 0 hit points you may take a bonus action to move up to 10ft and attack another goblin or hobgoblin.
    Shouldn't the extra damage be against giants and bugbears, not giants and hobgoblins?

    Either way, the extra damage should be once per round, otherwise it will stack up enormously on characters with 3+ attacks per round.

    Arachnomancer
    Perquisites: female drow or variant drow half elves
    You gain the following spells to drow magic: poison spray, spider climb and speak with animals but speak with animal can only be used on arachnids and scorpions.

    At 10th level you can true polymorph into a spider(spider, giant spider, phase spider,swarm of spiders, drider, chitine, ect..) a number of time per long rest equil to you charisma modifier. You must meet the requirements for that spider to be polymorphed into.
    Are Spider Climb and Speak with Animals once per long rest or at-will?

    The second part of this is monstrously powerful. Polymorph gives you the full HP of the creature you turn into on top of your own, just like Wild Shape. This makes it immensely useful in combat. Turning into a CR 3 phase spider up to five times per day? That's incredible, that's as powerful as a 9th level moon druid, and you can do it at level 3. Turning into a CR 6 drider up to five times per day at level 6? That's just insane.

    Given that this is a feat, not a major class feature, it should be limited to be no more powerful than the wild shaping of a non-moon druid. So something like: When you get the feat, you can turn into a spider (CR 0) or giant wolf spider (CR 1/4). Starting at 4th level, you can turn into a chitine (CR 1/2) or a swarm of spiders, which has the stats of a swarm of insects (CR 1/2). Starting at 8th level, you can turn into a giant spider (CR 1). This matches the wild shaping abilities of the base druid.

  6. - Top - End - #6
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    RedWizardGuy

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    Default Re: costume race feats help.

    made another update. added some feats. i reused the Final strike name but completely reworked the feat. i think i will make a new thread with all these feats in it and some other home brew later to day.
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    Default Re: costume race feats help.

    Here's my thoughts on the new stuff!

    Improved familiar
    Looking at this one again, it still has a few problems.

    - The ability to cast Find Familiar once per day without expending a spell slot is pointless. Find Familiar is always cast as a ritual because the casting time is an hour and the ritual merely adds 10 minutes to that. I'd take that part out for simplicity.

    - If you want to allow any non-humanoid creature of CR 1/4 or lower as the familiar, it has to be subject to DM permission. Allowing the use of pixies as familiars will destroy your campaign, and there are probably other creatures like that. If you don't want to rely on DM arbitration, it's safer to stick to the options that Pact of the Chain offers.

    - Increasing your familiar's power is easily the strongest option, and in fact I think it's too strong to grant alongside a +1 stat increase. It's as strong as the unrevised Beast Master's animal companion, but more versatile (wider selection of creatures), able to be resummoned faster when killed, and able to act more autonomously. It's just too much. I think you'll need to split the feat in two. Have one called Improved Familiar that gives +1 to casting stat and a choice from the other three options, and another feat called Empowered Familiar (or something like that) which gives the power-increasing option as a full feat (no +1). Also you shouldn't be able to make two empowered familiars: if you have Empowered Familiar and the split familiar option, only one of the two is empowered, the other is normal.

    Final strike
    Do you make a single attack or do you take the Attack action? Not entirely clear.

    I'm a little hesitant about the yoyoing shenanigans this might invite, but I guess it's be ok if your players aren't cheesy. (Yoyoing is when someone drops to 0 HP and is brought back up by a small amount of healing over and over again.)

    Cantrip collector
    It sounds like you're FORCED to take this feat at the first opportunity. Like, everyone HAS to take this feat. What you meant is: you can only take this feat at level 1 if you're a variant human, or with your first ASI if you're another race.

    That said, why exactly is it restricted like that? Why can't you learn a bunch of cantrips later in your career?

    Split spheres
    I really like this one, but I suggest you put a limit on how many different radiuses you can make, maybe equal to your spellcasting ability modifier. As is, you could split a fireball into six mini-fireballs with a radius of 5 foot each, targeting six different creatures anywhere within 150 feet of yourself, with no risk of hitting your allies. That's a little too convenient for such a powerful spell.

    Goblins Enemies and Giants Grudge
    The second benefit on both of these still reads "attack another goblin or hobgoblin".

    Truly giant
    This is a hefty benefit. You double your damage dice, gaining 4-8 extra damage per attack, in addition to some peripheral benefits. Even with the inconveniences that come with being large, I think this deserves to be a full feat instead of a half feat.
    Last edited by Lalliman; 2018-07-17 at 12:27 PM.

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    Default Re: costume race feats help.

    i have made edit but will not post here anymore. updates will instead be posted here

    http://www.giantitp.com/forums/showt...8#post23231058
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