I'm reaching out to this community in hopes of finding a solution or guidance regarding a concept I've been working on—a "Lone Wolf" feat for solo D&D play.
What I'm Looking For:
I'm looking to create a feat that would empower a character to be effective as a solo player, much like the "Lone Wolf" talent seen in games like Divinity: Original Sin. This feat should provide enough buffs to make solo adventuring viable by granting additional actions, increased HP, and extra spell slots or abilities. The goal is to have a feat that can enable a character to tackle challenges alone without feeling overwhelmed or underpowered.
Why I'm Looking for It:
The idea stems from the desire to explore D&D in a solo format, allowing a single character to experience the narrative and challenges typically designed for a group. With a "Lone Wolf" feat, players who enjoy a solitary journey can still have a fulfilling and challenging experience, embracing the role of a lone hero in their campaign. To add more clarity to "Why" it's because I have reasons that it is hard to speak, communicate, and socialize with others. But I don't want to talk about that painful subject. I have always done a lot of character theorycrafting for fun. That is until a couple days ago I decided to try and see if ChatGPT 4o could operate as a Dungeon Master for me to play alone. And so far, it can and the narrative part it does aboslutely amazing.. However, because of how AI works, its knowledge on being able to scale things to a single person it complicated *at best* and actually seems like a harder problem to solve. So it's not good at scaling down content since it's if you look at the Internet as a whole, 99% (fictional statistic) is built for a party. So it's own knowledge will lean that way too. So instead, I thought about the Lone Wolf feat from D:OS. So I have searched for an existing one and also attempted to create the Feat myself but I just don't know how to make it.
What I've Done So Far:
I've scoured various online resources and homebrew sections, hoping to find an existing solution, but I haven't come across anything that fully captures what I'm envisioning. While there are some great feats out there, none seem to provide the comprehensive boost needed for a solo play experience.
I've also attempted to create the feat myself using the D&D Beyond homebrew system, but I've run into some challenges.My limited experience with its mechanics have made it difficult to implement the desired abilities and balance them correctly. I especially couldn't figure out a way to add Spell Slots and/or Actions or directly impact HP per level or something like that. But I am a novice at DNDBeyond homebrew so it could just be a lack of my own skill.
My Request:
I'm reaching out to see if anyone in this community has attempted something similar or could offer advice on how to best create this feat. Here are some specific abilities and enhancements I'm considering for the "Lone Wolf" feat:
Additional Actions: Perhaps an extra action or bonus action per turn to simulate the efficiency of handling tasks solo.
Increased HP: A boost to health points to endure encounters that are typically balanced for groups.
Expanded Spellcasting: Additional spell slots per level and spells known or abilities to provide the versatility needed for various challenges.
These above seem the most in line with how DSO handled the Feat I think. But 5e also has concentration so maybe being able to concentrate on two spells instead of one would help.
If you have any experience creating similar feats or can offer guidance on how to effectively use the D&D Beyond homebrew system, I would greatly appreciate your input.
The character gains 3 Legendary Actions at the end of each of their turns. These actions can be used to take any Action or Bonus Action at the end of another creature's turn, the character can use any unused Legendary Actions at the start of their turn.
The character ignores the "Casting Spells as a bonus action" rule.
The character can concentrate on two spells at the same time, if they take damage they roll a separate concentration check for each one.
When the character is reduced to 0 hit points they do not become unconscious, instead all spells they are concentrating on immediately end and they fall prone and cannot stand up and cannot use Legendary Actions until they regain at least 1 hit point.
The character can use 1 reaction on each creature's turn.
Defenses
+15 hit points per level
+2 bonus to AC
Proficiency in all saving throws
If the character ends their turn with at least 1 hit point and the incapacitated condition, they roll a 1d20, on a 6 or higher the effect causing them to be incapacitated ends.
Exploration/Utility
The character gains a Ritual Book that contains all spells with the ritual tag of a spell level less than or equal to their level divided by 2 (rounded up).
The character gains proficiency in 3 additional skills and Thieves' Tools.
The character can cast spells from scrolls without making a skill check even if the spell is of a higher level than they would normally be able to cast or is not on their spell list.
Resources
All uses of class features (including spell slots) are regained when the character finishes a short or long rest.
Whenever the character finishes a long rest, they are struck by inspiration and can scribe 3 spell scrolls of any spell of their choice of a spell level less than or equal to their level divided by 2 (rounded up).
Death
The character does not die until they have accumulated 10 death saving throw failures. They regain 1 hit point once they achieve 3 death saving throw successes.
I have a question though. * Is it possible for the Feat to add the Ritual Casting ability itself? The reason is because I tried just using "Ritual Caster (Sorcerer)" feat to get those things added, and it just gives 2 spells available (Detect Magic / Comprehend Languages). So it might take some tech-savy changes to make that happen? If you have any advice on how I can fix that on my end, I would gadly not ask for more effort on your part. So it seems like a two-part ask: - Adding Ritual Casting - Granting access to the other rituals as Sorcerer only has 2 available.
I have a question though. * Is it possible for the Feat to add the Ritual Casting ability itself? The reason is because I tried just using "Ritual Caster (Sorcerer)" feat to get those things added, and it just gives 2 spells available (Detect Magic / Comprehend Languages). So it might take some tech-savy changes to make that happen? If you have any advice on how I can fix that on my end, I would gadly not ask for more effort on your part. So it seems like a two-part ask: - Adding Ritual Casting - Granting access to the other rituals as Sorcerer only has 2 available.
The Ritual caster feat should do it, it starts with 2 available but once you fill those I think more appear, because the Ritual Caster feat does allow you to add additional spells to the spellbook.
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I'm reaching out to this community in hopes of finding a solution or guidance regarding a concept I've been working on—a "Lone Wolf" feat for solo D&D play.
What I'm Looking For:
I'm looking to create a feat that would empower a character to be effective as a solo player, much like the "Lone Wolf" talent seen in games like Divinity: Original Sin. This feat should provide enough buffs to make solo adventuring viable by granting additional actions, increased HP, and extra spell slots or abilities. The goal is to have a feat that can enable a character to tackle challenges alone without feeling overwhelmed or underpowered.
Why I'm Looking for It:
The idea stems from the desire to explore D&D in a solo format, allowing a single character to experience the narrative and challenges typically designed for a group. With a "Lone Wolf" feat, players who enjoy a solitary journey can still have a fulfilling and challenging experience, embracing the role of a lone hero in their campaign. To add more clarity to "Why" it's because I have reasons that it is hard to speak, communicate, and socialize with others. But I don't want to talk about that painful subject. I have always done a lot of character theorycrafting for fun. That is until a couple days ago I decided to try and see if ChatGPT 4o could operate as a Dungeon Master for me to play alone. And so far, it can and the narrative part it does aboslutely amazing.. However, because of how AI works, its knowledge on being able to scale things to a single person it complicated *at best* and actually seems like a harder problem to solve. So it's not good at scaling down content since it's if you look at the Internet as a whole, 99% (fictional statistic) is built for a party. So it's own knowledge will lean that way too. So instead, I thought about the Lone Wolf feat from D:OS. So I have searched for an existing one and also attempted to create the Feat myself but I just don't know how to make it.
What I've Done So Far:
I've scoured various online resources and homebrew sections, hoping to find an existing solution, but I haven't come across anything that fully captures what I'm envisioning. While there are some great feats out there, none seem to provide the comprehensive boost needed for a solo play experience.
I've also attempted to create the feat myself using the D&D Beyond homebrew system, but I've run into some challenges.My limited experience with its mechanics have made it difficult to implement the desired abilities and balance them correctly. I especially couldn't figure out a way to add Spell Slots and/or Actions or directly impact HP per level or something like that. But I am a novice at DNDBeyond homebrew so it could just be a lack of my own skill.
My Request:
I'm reaching out to see if anyone in this community has attempted something similar or could offer advice on how to best create this feat. Here are some specific abilities and enhancements I'm considering for the "Lone Wolf" feat:
These above seem the most in line with how DSO handled the Feat I think. But 5e also has concentration so maybe being able to concentrate on two spells instead of one would help.
If you have any experience creating similar feats or can offer guidance on how to effectively use the D&D Beyond homebrew system, I would greatly appreciate your input.
Here's my attempt at it: https://www.dndbeyond.com/feats/1761919-one-man-army
Action Economy
Defenses
Exploration/Utility
Resources
Death
This is really good!
I have a question though.
* Is it possible for the Feat to add the Ritual Casting ability itself? The reason is because I tried just using "Ritual Caster (Sorcerer)" feat to get those things added, and it just gives 2 spells available (Detect Magic / Comprehend Languages). So it might take some tech-savy changes to make that happen? If you have any advice on how I can fix that on my end, I would gadly not ask for more effort on your part. So it seems like a two-part ask:
- Adding Ritual Casting
- Granting access to the other rituals as Sorcerer only has 2 available.
The Ritual caster feat should do it, it starts with 2 available but once you fill those I think more appear, because the Ritual Caster feat does allow you to add additional spells to the spellbook.