I’ve created a feat meant for two twin Eladrin. The theme of the feat is based on both of them consistently helping each each other out in minor ways, without adding a straight up bonus to attacking the same target (I like the idea of multiple minor benefits over one big one).
A part of me feels like the feat I created is slightly more powerful than I want, but at the same time I’m justifying it due to the fact that it doesn’t work AT ALL unless the other person is nearby. I’d love to hear feedback as to whether or not I should edit it. Thoughts?? (For the record, I haven’t even thought about putting this through the Homebrew Feat creator yet. Just working on the basics for now.)
Bonded
You and your other half are bonded in a way that affects your day to day life, and even through death.
+1 WIS or CHA
You know better ways than speaking to get your words across to your Bonded. You can communicate telepathically with your Bonded up to 100ft.
You and your Bonded often act as if you were in the same place at the same time. As a bonus action, you can swap places with each other, up to 100ft away. Your Bonded can contest this with a Save equal to your spell DC. This can be done up to your proficiency bonus per day.
You know best how to assist your Bonded with anything they put their mind to. Any Help action you give to your Bonded gains a bonus up to your proficiency divided by 2 (rounded up).
Their pain is your pain. If your Bonded is 30ft away and takes damage, you can use your reaction to split the damage between you. The damage you take this way cannot be prevented. You can do this a number of times equal to half your proficiency bonus (rounded up).
Your entwined spirits tether each other safely in the world of the living. If your Bonded has fallen, is within 100ft, and makes a death save and fails, you can use your reaction to take damage equal to the number rolled on the die. If a 1 is rolled, you can only prevent it by taking 20 damage. This damage cannot be prevented in any way. The death save this round does not count as a success or failure.
If you die, wait 24 hrs then roll a percentile die:
1-30: Your spirit breaks its bonds with your Bonded and moves on. Resurrection works as normal if performed.
31-55: Your soul leaves, but your body remains. Your corpse rises as a zombie or skeleton depending on how you died. It follows your Bonded around, though it does not speak, attack, obey instructions, or react in any way except to defend itself if attacked by anyone other than the Bonded. Resurrection works as normal if performed.
56-80: Your soul finds a perch inside the mind or a personal object of your Bonded. You can communicate telepathically while they are awake or while the item is on their person. Resurrection works as normal if performed.
81-100: Your soul refuses to depart, and you remain as a ghost, haunting your Bonded for as long as they live. If you fell while your Bonded was alive, but rose this way and found your Bonded dead, you become a Wraith instead. You hunt and terrorize all who were responsible for their death. You cannot be resurrected in either case. You can only be laid to rest permanently.
This doesn’t seem right for a feat. It’s a cool concept, but it should be handled at character creation. Also, a few things: it seems weird that you can try to force your bonded to teleport, and what’s the DC for that if you can’t cast some spells? The damage split mechanic is also strange.
I agree it would be great to have something like this at 1st level, but the general baseline for gaining a feat would be at 4th level for all classes.
As for the spell DC to resist the teleport swap, it’s because the two characters in mind both have spellcasting abilities. I would think changing it to a simple saving throw based on whatever you picked as your +1 ability (WIS or CHA) would make more sense.
As for the split damage mechanic, think of it as taking the sympathetic pain of seeing your Bonded take damage, and using magical wiggity wooj to ensure it doesn’t your Bonded nearly as much as it would have. The theme is simply “sharing the load”, but for damage in this case.
I agree it would be great to have something like this at 1st level, but the general baseline for gaining a feat would be at 4th level for all classes.
As for the spell DC to resist the teleport swap, it’s because the two characters in mind both have spellcasting abilities. I would think changing it to a simple saving throw based on whatever you picked as your +1 ability (WIS or CHA) would make more sense.
As for the split damage mechanic, think of it as taking the sympathetic pain of seeing your Bonded take damage, and using magical wiggity wooj to ensure it doesn’t your Bonded nearly as much as it would have. The theme is simply “sharing the load”, but for damage in this case.
Cool. You could ask your DM(unless you are the DM, in which case you could just do it) to give everyone a free feat without an ASI, and take away the ASI on this one because it’s already really strong, with the PB/day teleport up to 100 feet(Misty step, a level 2 spell, has a range of 30).
I’m not the DM, but in response to the teleport, all it does is make you swap places with your Bonded. If you’re grappled and you swap, your Bonded is then grappled instead. And both of the characters this is meant for are Eladrin (they have racial ability to essentially misty step multiple times a day).
And as for the DM giving everyone a free feat: not gonna happen in this game.
Also, to your comment that this feat is fairly strong, I tried to beef it up to the point where it was worth 1.5 feats due to the fact that it only works when you’re near your Bonded, and both people have to take the feat for it to even function.
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I’ve created a feat meant for two twin Eladrin. The theme of the feat is based on both of them consistently helping each each other out in minor ways, without adding a straight up bonus to attacking the same target (I like the idea of multiple minor benefits over one big one).
A part of me feels like the feat I created is slightly more powerful than I want, but at the same time I’m justifying it due to the fact that it doesn’t work AT ALL unless the other person is nearby. I’d love to hear feedback as to whether or not I should edit it. Thoughts?? (For the record, I haven’t even thought about putting this through the Homebrew Feat creator yet. Just working on the basics for now.)
Bonded
You and your other half are bonded in a way that affects your day to day life, and even through death.
+1 WIS or CHA
1-30: Your spirit breaks its bonds with your Bonded and moves on. Resurrection works as normal if performed.
31-55: Your soul leaves, but your body remains. Your corpse rises as a zombie or skeleton depending on how you died. It follows your Bonded around, though it does not speak, attack, obey instructions, or react in any way except to defend itself if attacked by anyone other than the Bonded. Resurrection works as normal if performed.
56-80: Your soul finds a perch inside the mind or a personal object of your Bonded. You can communicate telepathically while they are awake or while the item is on their person. Resurrection works as normal if performed.
81-100: Your soul refuses to depart, and you remain as a ghost, haunting your Bonded for as long as they live. If you fell while your Bonded was alive, but rose this way and found your Bonded dead, you become a Wraith instead. You hunt and terrorize all who were responsible for their death. You cannot be resurrected in either case. You can only be laid to rest permanently.
This doesn’t seem right for a feat. It’s a cool concept, but it should be handled at character creation. Also, a few things: it seems weird that you can try to force your bonded to teleport, and what’s the DC for that if you can’t cast some spells? The damage split mechanic is also strange.
I agree it would be great to have something like this at 1st level, but the general baseline for gaining a feat would be at 4th level for all classes.
As for the spell DC to resist the teleport swap, it’s because the two characters in mind both have spellcasting abilities. I would think changing it to a simple saving throw based on whatever you picked as your +1 ability (WIS or CHA) would make more sense.
As for the split damage mechanic, think of it as taking the sympathetic pain of seeing your Bonded take damage, and using magical wiggity wooj to ensure it doesn’t your Bonded nearly as much as it would have. The theme is simply “sharing the load”, but for damage in this case.
Cool. You could ask your DM(unless you are the DM, in which case you could just do it) to give everyone a free feat without an ASI, and take away the ASI on this one because it’s already really strong, with the PB/day teleport up to 100 feet(Misty step, a level 2 spell, has a range of 30).
I’m not the DM, but in response to the teleport, all it does is make you swap places with your Bonded. If you’re grappled and you swap, your Bonded is then grappled instead. And both of the characters this is meant for are Eladrin (they have racial ability to essentially misty step multiple times a day).
And as for the DM giving everyone a free feat: not gonna happen in this game.
Also, to your comment that this feat is fairly strong, I tried to beef it up to the point where it was worth 1.5 feats due to the fact that it only works when you’re near your Bonded, and both people have to take the feat for it to even function.