In the current campaign I'm running - the characters get to add to their stat modifier, but it has to be done without changing the stat.
For example a character takes the Charisma version of this feat and they have a Charisma of 16 (+3), then the result should be Charisma of 16 (+5).
Thanks.
What?
To answer your question, 5th edition doesn't work like this and therefore this website won't work like this even in a homebrew capacity.
To ask, why the heck would you want to do this? What mechanical reason exists to give a higher modifier but keep the base score the same other than strength score for lift capacity and constitution score for how long you can hold your breath?
I guess you could maybe code it like, they get a bonus to ability checks, saving throws, and attack rolls they make using that ability? (Edit: And damage rolls, but only for weapon attacks?) But yeah, why?
I guess you could maybe code it like, they get a bonus to ability checks, saving throws, and attack rolls they make using that ability? (Edit: And damage rolls, but only for weapon attacks?) But yeah, why?
So I'd have to create three separate feats, or is there a way of building all that into a single feat?
As to why - there is a reason, the scenario is a little like Jumanji the movie where they have two characters (their at home one, and the in game one) each with different stats - but in game their mental stats 'stack' bonuses.
I guess you could maybe code it like, they get a bonus to ability checks, saving throws, and attack rolls they make using that ability? (Edit: And damage rolls, but only for weapon attacks?) But yeah, why?
So I'd have to create three separate feats, or is there a way of building all that into a single feat?
As to why - there is a reason, the scenario is a little like Jumanji the movie where they have two characters (their at home one, and the in game one) each with different stats - but in game their mental stats 'stack' bonuses.
For every 2 points added to a character's stats, the modifier increases by 1. Just give them a feat that adds increments of 2 when they're in game form. Cool idea, btw.
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In the current campaign I'm running - the characters get to add to their stat modifier, but it has to be done without changing the stat.
For example a character takes the Charisma version of this feat and they have a Charisma of 16 (+3), then the result should be Charisma of 16 (+5).
Thanks.
What?
To answer your question, 5th edition doesn't work like this and therefore this website won't work like this even in a homebrew capacity.
To ask, why the heck would you want to do this? What mechanical reason exists to give a higher modifier but keep the base score the same other than strength score for lift capacity and constitution score for how long you can hold your breath?
I guess you could maybe code it like, they get a bonus to ability checks, saving throws, and attack rolls they make using that ability? (Edit: And damage rolls, but only for weapon attacks?) But yeah, why?
So I'd have to create three separate feats, or is there a way of building all that into a single feat?
As to why - there is a reason, the scenario is a little like Jumanji the movie where they have two characters (their at home one, and the in game one) each with different stats - but in game their mental stats 'stack' bonuses.
For every 2 points added to a character's stats, the modifier increases by 1. Just give them a feat that adds increments of 2 when they're in game form. Cool idea, btw.