I do not recall where, but I remember reading in another thread the opinion that Elemental Adept should be reworked to be more like the weapon feats (Slasher, Crusher, Piercer) with each damage type getting its own focused feat. I have tried my hand at making such feats and would appreciate feedback.
The general layout is:
Increase Int, Wis, or Cha by 1
This makes each into a half feat similar to the weapon feat. Because most of these damage types come from spells, the asi is focused on increasing spellcasting scores
Ignore damage resistance to the relevant type
This effect is modeled after the Poisoner feat in that it allows you to ignore resistance to the relevant damage type regardless of whether that damage is coming from a weapon attack, spell, or other effect. This opens up the feat to be useful to characters with racial/class features that grant them elemental damage types OR to martial characters with magical, elemental weapons.
Treat 1s on damage die as 2s
This is exactly carried over from the Elemental Adept feat and unlike the previous point is still restricted to spell damage. Although I want to open these feats up to all characters, I still want them to be the strongest on spellcasters.
Special crit effect
Like the weapon feats, if you make a weapon or spell attack and roll a critical hit which deals the relevant damage type, you get some extra damage or rider effect.
Feedbacks on the mechanics for each would be appreciated. I also wouldnt mind some brainstorming on flashier names for them beyond X Adept
Feats
Acid Adept (Corrosion Adept?)
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
When you make a damage roll, you ignore resistance to acid damage.
When you roll damage for a spell you cast that deals acid damage, you can treat any 1 on a damage die as a 2.
When you score a critical hit that deals acid damage to a creature, that creature continues to take damage briefly and cannot regain hit points until the start of your next turn.
Cold Adept (Frost Adept?)
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
When you make a damage roll, you ignore resistance to cold damage.
When you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.
When you score a critical hit that deals cold damage to a creature, ice begins to entangle the creature and the target has its movement speed reduced to 0 until the start of your next turn. A creature which is flying safely lands on the ground before having its movement speed reduced.
Fire Adept (Flame Adept? / Incinerator?)
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
When you make a damage roll, you ignore resistance to fire damage.
When you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.
When you score a critical hit that deals fire damage to a creature, the target begins to burn and takes fire damage equal to your proficiency bonus at the start of each of its turns until a creature uses its action to douse the flame.
Lightning Adept (Bolt Adept? / Zapper?)
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
When you make a damage roll, you ignore resistance to lightning damage.
When you roll damage for a spell you cast that deals lightning damage, you can treat any 1 on a damage die as a 2.
When you score a critical hit that deals lightning damage to a creature, lightning leaps from the target to a different creature of your choice within 15 feet of it. Make another attack roll against the new target. On a hit, the target takes half the damage dealt by the original attack (rounded down).
Thunder Adept (Boomer, lol?)
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
When you make a damage roll, you ignore resistance to thunder damage.
When you roll damage for a spell you cast that deals thunder damage, you can treat any 1 on a damage die as a 2.
When you score a critical hit that deals thunder damage to a creature, each creature within 5 feet of the target (other than you) takes thunder damage equal to twice your proficiency bonus.
I love the concept, but critical hits require attack rolls, and most spells don't have those. Maybe add these effects on a Nat 1 saving throw as well?
Also, personally I think "replace 1s with 2s" is super weak, although the passive effects from the weapon feats might be redundant since most spells already have special effects.
I love the concept, but critical hits require attack rolls, and most spells don't have those. Maybe add these effects on a Nat 1 saving throw as well?
Also, personally I think "replace 1s with 2s" is super weak, although the passive effects from the weapon feats might be redundant since most spells already have special effects.
The goal is to make the feats also useful to martials who have elemental abilities or magic weapons with elemental damage types, not just spellcasters. I also do not consider "replace 1s with 2s" to be weak at all. It may not be very flashy but its a consistent improvement to your damage for a type that you are presumably using often if you are taking this feat.
Edit. In a newer version, I also had each feat give a choice between two feats instead of an ASI increase. IIRC at least one of each feat choice uses an attack roll, so you should be able to benefit consistently from the crit option even as a spellcaster
The goal is to make the feats also useful to martials who have elemental abilities or magic weapons with elemental damage types, not just spellcasters.
Might you consider these feats to be exclusively for them? Spells already do extra stuff. Piercer/crusher/etc are a very small gesture towards the idea that martial classes could get the same kind of extra stuff that spellcasters get by default. Maybe it could even be a way for them to imbue their attacks with the element in the first place.
I just feel like in terms of overall balance between martials and casters, giving casters the equivalent of the one small option that martials have is like making sure the millionaires also get their fair amount of food stamps every month.
I just feel like in terms of overall balance between martials and casters, giving casters the equivalent of the one small option that martials have is like making sure the millionaires also get their fair amount of food stamps every month.
This was meant as a rework of the original Elemental Adept feat. So its not so much "giving" casters anything, just expanding it to include martials rather than exclude them. Any greater change for a pure martial wouldn't really be a rework, itd be a set of entirely new feats
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Here are the more updated versions I have made since the original post. Only the third bullet point of each feat is spell exclusive, and each feat also provides a spell to cast
Acid Adept
You learn the Acid Splash or Primal Savagery cantrip
When you make a damage roll, you ignore resistance to acid damage.
When you roll damage for a spell you cast that deals acid damage, you can treat any 1 on a damage die as a 2.
When you score a critical hit that deals acid damage to a creature, the target cannot regain hit points until the start of your next turn.
Cold Adept
You learn the Frostbite or Ray of Frost cantrip.
When you make a damage roll, you ignore resistance to cold damage.
When you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.
When you score a critical hit that deals cold damage to a creature, ice begins to entangle the creature, and the target has its movement speed reduced to 0 until the start of your next turn. A creature which is flying safely lands on the ground before having its movement speed reduced.
Fire Adept
You learn the Firebolt or Green Flame Blade cantrip
When you make a damage roll, you ignore resistance to fire damage.
When you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.
When you score a critical hit that deals fire damage to a creature, the target begins to burn and takes fire damage equal to your proficiency bonus at the start of each of its turns until a creature uses its action to douse the flame.
Lightning Adept
You learn the Lightning Lure or Shocking Grasp cantrip
When you make a damage roll, you ignore resistance to lightning damage.
When you roll damage for a spell you cast that deals lightning damage, you can treat any 1 on a damage die as a 2.
When you score a critical hit that deals lightning damage to a creature, lightning leaps from the target to a different creature of your choice within 15 feet of it. Make another attack roll against the new target. On a hit, the target takes 2d6 lighting damage.
Thunder Adept
You learn the Booming Blade or Thunderclap cantrip
When you make a damage roll, you ignore resistance to thunder damage.
When you roll damage for a spell you cast that deals thunder damage, you can treat any 1 on a damage die as a 2.
When you score a critical hit that deals thunder damage to a creature, each creature within 5 feet of the target (other than you) takes thunder damage equal to your proficiency bonus.
I do not recall where, but I remember reading in another thread the opinion that Elemental Adept should be reworked to be more like the weapon feats (Slasher, Crusher, Piercer) with each damage type getting its own focused feat. I have tried my hand at making such feats and would appreciate feedback.
The general layout is:
Feedbacks on the mechanics for each would be appreciated. I also wouldnt mind some brainstorming on flashier names for them beyond X Adept
Feats
Acid Adept (Corrosion Adept?)
Cold Adept (Frost Adept?)
Fire Adept (Flame Adept? / Incinerator?)
Lightning Adept (Bolt Adept? / Zapper?)
Thunder Adept (Boomer, lol?)
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I love the concept, but critical hits require attack rolls, and most spells don't have those.
Maybe add these effects on a Nat 1 saving throw as well?
Also, personally I think "replace 1s with 2s" is super weak, although the passive effects from the weapon feats might be redundant since most spells already have special effects.
The goal is to make the feats also useful to martials who have elemental abilities or magic weapons with elemental damage types, not just spellcasters. I also do not consider "replace 1s with 2s" to be weak at all. It may not be very flashy but its a consistent improvement to your damage for a type that you are presumably using often if you are taking this feat.
Edit. In a newer version, I also had each feat give a choice between two feats instead of an ASI increase. IIRC at least one of each feat choice uses an attack roll, so you should be able to benefit consistently from the crit option even as a spellcaster
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Might you consider these feats to be exclusively for them? Spells already do extra stuff. Piercer/crusher/etc are a very small gesture towards the idea that martial classes could get the same kind of extra stuff that spellcasters get by default. Maybe it could even be a way for them to imbue their attacks with the element in the first place.
I just feel like in terms of overall balance between martials and casters, giving casters the equivalent of the one small option that martials have is like making sure the millionaires also get their fair amount of food stamps every month.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
This was meant as a rework of the original Elemental Adept feat. So its not so much "giving" casters anything, just expanding it to include martials rather than exclude them. Any greater change for a pure martial wouldn't really be a rework, itd be a set of entirely new feats
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Here are the more updated versions I have made since the original post. Only the third bullet point of each feat is spell exclusive, and each feat also provides a spell to cast
Acid Adept
Cold Adept
Fire Adept
Lightning Adept
Thunder Adept
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!