I'm liking this website more and more; currently playing a Blood Hunter! I am adding some combined or improved feats that I feel are too weak and overlooked but still trying to keep them fair; trying to balance my feats around 2 combats per short rest (2 short rests per long rest) and 5-8 combats per long rest and 2-4 party members. Hopefully this can open a few playstyles as I also like to try new things. Roll20 is where I play DnD 5E. I hope you enjoy these and if my balancing is on par I will use that encorougement to make a few more. If one of my feats seems too strong or too weak please read it through a few times and really think about what it actually means, the wording is very specific so weaker feats will revolve around short rests and stronger around long rests.
I hope you enjoy as I have spent hours DAYS in the homebrew section admiring all of yours! Without further-ado~
Hooking Mastery
Requires character to be above level 4 and have both Strength and Dexterity scores higher than 13.
You've become an expert at opening weak points from the opposition's defense within the art of "Hooking."
You gain a +1 to attack rolls while using any War Pick, Sickle, Crowbar, Sai, Handaxe, Kama, Kusaragama.
You may choose to use a bonus action to Disarm with advantage.
On a successful melee attack but if the second d20 would have also hit by more than 2 you create an opening in the target's defense; all attacks made to the target are +2 to hit until the start of the target's turn.
If the attack misses on a melee attack roll you make with the weapon but if the higher of the two d20 rolls would have hit your curved weapon still finds a way around and the target takes piercing damage equal to your Proficiency modifier+1.
Requires a Strength, Dex, or Charisma score of 13 or higher of the chosen bonus. Can't be a size smaller than medium.
You have gladitorial prowess that allows you to perform special combat maneuvers. You gain the following benefits:
Gain proficiency with shields
You learn twomaneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity or Charisma modifier (your choice).
You now have fivesuperiority dice, which are a d4 plus your choice of Dex, Cha, or Str modifier at the time this feat was chosen (ie: if this feat is chosen at level 4 and with Dex it stays Dex forever). These die are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dicewhen you finish along rest.
Disengage points are free of other actions and only require that there are enough points to perform the task. All points can be used at any time and come back after a short or long rest.
+1 to Dexterity or Constitution
You now have 5 disengage points and with each point you may choose one of the following:
Use one point to gain a "Disengage" or "Help" action (you cannot "Help" yourself).
Use two points to gain a "Reaction."
Use three points to gain a "Dodge" action or +1 to AC until the start of your next turn.
Requires a Constitution score of 12 or higher and that you have no negative modifiers.
Hardy and resilient from combat, you gain the following benefits:
+1 AC
+1 to Constitution saving throws
Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
Your body has grown to feel the magic energies at the moment they are cast and automatically respond; your skin becomes hardened to damaging spells. As a reaction roll a Constitution DC 10+spell level; on a success take no damage and on a failure take half damage. You may use this action a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses when you finish a long rest.
Your skin has grown so tough that even non-damaging spells can be resisted. As a reaction roll a Constitution DC 10+ twice the spell level. You may use this action a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses when you finish a long rest.
Requires Wisdom minimum of 12. You have made an oath to heal and don't believe in torture; no Warlocks and/or any character with Necromancy spells learned.
You have reached the pinnacle of medical knowledge.
-As an action, you can spend two uses of a healer’s kit to tend to a creature and restore 7 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice.
-You gain expertise in the Medicine skill.
-During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, the creature gains an expended Hit Die back and can roll a free Hit Die; also, if the creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can only benefit once from each skillper rest, regardless of how many Hit Dice it spends.
Requires a Constitution score of 12 or higher and that you have no negative modifiers. Requires a Strength of 14 or higher
Nimble and resilient in combat, you gain the following benefits:
+5 Movement Speed while wearing armor.
You gain proficiency with heavy armor and shields.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 1+ your proficiency.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Anything that is "gained" I feel is added to whatever you already have. so you already have a disengage with this feat you could potentially get 5 free disengages before a short rest.
IE: Let's say you are level 1 Fighter; you can now attack action then use a point to disengage instead of having to use a type of action to disengage.
Rollback Post to RevisionRollBack
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.
But, as a level 1 fighter I could shove, disengage and still attack all within one turn. That's really powerful, even when scaled. I suggest having each of the actions be used as a bonus action. Shove is also not an actual action, just a form of an attack.
I would like point out that when you "gain immunity to opportunity attacks until the start of your next turn." You are in essence taking the disengage action.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
But, as a level 1 fighter I could shove, disengage and still attack all within one turn. That's really powerful, even when scaled. I suggest having each of the actions be used as a bonus action. Shove is also not an actual action, just a form of an attack.
I would like point out that when you "gain immunity to opportunity attacks until the start of your next turn." You are in essence taking the disengage action.
Thank you but that only applies to movement; with this nothing else could provoke an attack. Yes and then you'd be out of points in one turn until your next rest.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach...
You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
In other words: they are exactly the same ability.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I'm liking this website more and more; currently playing a Blood Hunter! I am adding some combined or improved feats that I feel are too weak and overlooked but still trying to keep them fair; trying to balance my feats around 2 combats per short rest (2 short rests per long rest) and 5-8 combats per long rest and 2-4 party members. Hopefully this can open a few playstyles as I also like to try new things. Roll20 is where I play DnD 5E. I hope you enjoy these and if my balancing is on par I will use that encorougement to make a few more. If one of my feats seems too strong or too weak please read it through a few times and really think about what it actually means, the wording is very specific so weaker feats will revolve around short rests and stronger around long rests.
I hope you enjoy as I have spent
hoursDAYS in the homebrew section admiring all of yours! Without further-ado~Hooking Mastery
Requires character to be above level 4 and have both Strength and Dexterity scores higher than 13.
You've become an expert at opening weak points from the opposition's defense within the art of "Hooking."
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Gladiator's Conviction
Requires a Strength, Dex, or Charisma score of 13 or higher of the chosen bonus. Can't be a size smaller than medium.
You have gladitorial prowess that allows you to perform special combat maneuvers. You gain the following benefits:
Gain proficiency with shields
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Elusive Helper
No requirements.
Disengage points are free of other actions and only require that there are enough points to perform the task. All points can be used at any time and come back after a short or long rest.
+1 to Dexterity or Constitution
You now have 5 disengage points and with each point you may choose one of the following:
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Conditioned Defense
Requires a Constitution score of 12 or higher and that you have no negative modifiers.
Hardy and resilient from combat, you gain the following benefits:
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Master Physician
Requires Wisdom minimum of 12. You have made an oath to heal and don't believe in torture; no Warlocks and/or any character with Necromancy spells learned.
You have reached the pinnacle of medical knowledge.
-As an action, you can spend two uses of a healer’s kit to tend to a creature and restore 7 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice.
-You gain expertise in the Medicine skill.
-During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, the creature gains an expended Hit Die back and can roll a free Hit Die; also, if the creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can only benefit once from each skill per rest, regardless of how many Hit Dice it spends.
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Tactical Armor
Requires a Constitution score of 12 or higher and that you have no negative modifiers. Requires a Strength of 14 or higher
Nimble and resilient in combat, you gain the following benefits:
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.
What do you mean by "gain a disengage action"? Does that mean you can do it as a bonus action on this turn?
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
It means you spend a point to disengage instead of using actions.
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.
Anything that is "gained" I feel is added to whatever you already have. so you already have a disengage with this feat you could potentially get 5 free disengages before a short rest.
IE: Let's say you are level 1 Fighter; you can now attack action then use a point to disengage instead of having to use a type of action to disengage.
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.
But, as a level 1 fighter I could shove, disengage and still attack all within one turn. That's really powerful, even when scaled. I suggest having each of the actions be used as a bonus action. Shove is also not an actual action, just a form of an attack.
I would like point out that when you "gain immunity to opportunity attacks until the start of your next turn." You are in essence taking the disengage action.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.
A direct quote from opportunity attacks.
In other words: they are exactly the same ability.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I guess I was also thinking for PVP but maybe a lot players don't do that; things like if there is a sentinel feat against you or something similar.
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.
I bet it's happened, but I think it's very niche case that we account for in the feat but no where else.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I may very well take it out and either replace it or leave it with four options.
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.
Being a helper feat what would go better in the 5 point option (if anything)?
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.
Not really. I think 4 options is good.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Added a few more options.
Hooking Mastery is basically a mastery for curved weapons that haven't gotten any love like swords axes and clubs.
Gladiator's Prowess is an improved Martial Adept.
The Master Physician is a combo of 5E Medic and Healer.
The Tactical Armor is a combo of 5E Heavy Armor Master and Heavily Armored plus a little extra.
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.