Okay, I've made some planetouched feats based on the Fey/Shadow Touched feats. I'm not going to do one for all of the planes of existence, as that would be a crazy amount of them, but I will do some of the major planes/groups of planes. Here they are:
Law Touched
Your exposure to Mechanus's magic has changed you, granting you the following benefits:
Increase your Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
You learn the hold person spell and one 1st-level spell of your choice. The 1st-level spell must be from the abjuration or transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Chaos Touched
Your exposure to Limbo's magic has changed you, granting you the following benefits:
Increase your Constitution, Intelligence, or Charisma score by 1, to a maximum of 20.
You learn the alter self spell and one 1st-level spell of your choice. The 1st-level spell must be from the evocation or transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Alien Touched
Your exposure to the Far Realm's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn and one 1st-level spell of your choice and one spell of your choice from the following list: detect thoughts, suggestion, mind spike, or tasha's mind whip. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot, requiring no components to do so. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Celestial Touched
Your exposure to the magic of an Upper Plane has changed you, granting you the following benefits:
Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the spiritual weapon spell and one 1st-level spell of your choice. The 1st-level spell must be from either the Cleric or Paladin spell list. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Fiend Touched
Your exposure to the magic of a Lower Plane has changed you, granting you the following benefits:
Increase your Constitution, Intelligence, or Charisma score by 1, to a maximum of 20.
You learn the enthrall spell and one 1st-level spell of your choice. The 1st-level spell must be from either the Warlock or Sorcerer spell list. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Air Touched
Your exposure to the magic of the Elemental Plane of Air has changed you, granting you the following benefits:
Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
You learn the gust of wind or warding wind spell and one 1st-level spell of your choice. The 1st-level spell must be of the evocation or transmutation school. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Earth Touched
Your exposure to the magic of the Elemental Plane of Earth has changed you, granting you the following benefits:
Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the earthbind or maximilian's earthen grasp spell and one 1st-level spell of your choice. The 1st-level spell must be of the evocation or transmutation school. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Fire Touched
Your exposure to the magic of the Elemental Plane of Fire has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the scorching ray, flaming sphere or aganazzar's scorcher spell and one 1st-level spell of your choice. The 1st-level spell must be of the evocation or conjuration school. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Water Touched
Your exposure to the magic of the Elemental Plane of Water has changed you, granting you the following benefits:
Increase your Dexterity, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the tidal wave spell. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the ability increased by this feat.
Your exposure to the magic of the Ethereal Plane has changed you, granting you the following benefits:
Increase your Dexterity, Intelligence, or Wisdom score by 1, to a maximum of 20.
You learn the blink spell. You can cast this spell without expending a spell slot. Once you cast the spell this way, you can’t cast that spell again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell's spellcasting ability is the ability increased by this feat.
Bleak Touched
You have been warped by Negative Energy Plane, granting you the following benefits:
Increase your Constitution, Intelligence, or Charisma score by 1, to a maximum of 20.
You learn the blindness/deafness spell and one 1st-level spell of your choice. The 1st-level spell must be of the necromancy or enchantment school. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Radiant Touched
You have been warped by Positive Energy Plane, granting you the following benefits:
Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the guiding bolt spell and one 2nd-level spell of your choice. The 2nd-level spell must be of the evocation or abjuration school. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
That's probably the last of them. Please let me know your thoughts.
Okay, I've had more time to look over these (sorry it took so long);
Air touched, Water Touched, and Ether Touched. This might be a personal thing, but with how the feats are written. If a player chooses Dexterity as their stat increase then the spells gained would be tied to their dexterity modifier. Which to me, Str and Dex should not be tied to spellcasting (I can be convinced, but currently I don't think it makes sense for this), not sure if this was intended or not.
Ether Touched.With this feat, I understand what you were going with by choosing misty step, but I feel that Blink makes more sense. In hindsight, I still believe this, but not sure if choosing a 3rd-level spell would be a bit much or not. Also, I do think that Charisma should be a stat increase instead of Constitution for this one.
Bleak Touched. I do like the spell options here, but I think that it choice should be between necromancy and enchantment instead. The reason why I like enchantment over conjuration is because it has more effects that can be seen as dark magic such as Hex, and Tasha's Hideous Laughter.
Construct Touched. I'm not sure why, but Hold Person doesn't sit well with me, and after looking at other options I thought that Zone of Truth, Alarm, or Command could be some other potential alternative's (these options are more flavored to mechanus rather than constructs).
Other than that, I'm not seeing an other issues. MAYBE you can reduce the number of choices for some of the feats down to 1 option, but besides that I'm good.
Um, isn’t guiding bolt slightly overpowered (4d6 damage, advantage on next attack roll against it) for a feat? Especially if a rogue with spell sniper took it?
Um, isn’t guiding bolt slightly overpowered (4d6 damage, advantage on next attack roll against it) for a feat? Especially if a rogue with spell sniper took it
It's casting it once a day, and that rogue would have to be fairly MAD to have a good to hit modifier with the spell. It's a good spell, but it isn't OP in comparison to Hex or Hunter's Mark, available due to Fey Touched.
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Air touched, Water Touched, and Ether Touched. This might be a personal thing, but with how the feats are written. If a player chooses Dexterity as their stat increase then the spells gained would be tied to their dexterity modifier. Which to me, Str and Dex should not be tied to spellcasting (I can be convinced, but currently I don't think it makes sense for this), not sure if this was intended or not.
While it's uncommon to have Dexterity as a spellcasting ability modifier, it isn't unprecedented in 5e. Mark of Passage Humans can cast Misty Step with Dexterity as the spellcasting ability modifier. I think it fits these feats to be able to use Dexterity.
Ether Touched.With this feat, I understand what you were going with by choosing misty step, but I feel that Blink makes more sense. In hindsight, I still believe this, but not sure if choosing a 3rd-level spell would be a bit much or not. Also, I do think that Charisma should be a stat increase instead of Constitution for this one.
Blink was an issue I had with making this feat. I like the idea of it, but I don't know if a 3rd level spell would be OP. I could probably take away the 2nd level spell and 1st level spell, and just to Blink, but I'll have to think it over more.
Also, Constitution is not available with this feat. I think you mean Dexterity.
Bleak Touched. I do like the spell options here, but I think that it choice should be between necromancy and enchantment instead. The reason why I like enchantment over conjuration is because it has more effects that can be seen as dark magic such as Hex, and Tasha's Hideous Laughter.
That does fit better, I will change that now.
Construct Touched. I'm not sure why, but Hold Person doesn't sit well with me, and after looking at other options I thought that Zone of Truth, Alarm, or Command could be some other potential alternative's (these options are more flavored to mechanus rather than constructs).
I get that, but I don't think that those spells fit better than Hold Person. I will think it over, though.
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Please check out my homebrew, I would appreciate feedback:
Air touched, Water Touched, and Ether Touched. This might be a personal thing, but with how the feats are written. If a player chooses Dexterity as their stat increase then the spells gained would be tied to their dexterity modifier. Which to me, Str and Dex should not be tied to spellcasting (I can be convinced, but currently I don't think it makes sense for this), not sure if this was intended or not.
While it's uncommon to have Dexterity as a spellcasting ability modifier, it isn't unprecedented in 5e. Mark of Passage Humans can cast Misty Step with Dexterity as the spellcasting ability modifier. I think it fits these feats to be able to use Dexterity.
Thanks for bringing that up. I was actually unaware of that, mostly due to not using dragon marks in my group.
Construct Touched. I'm not sure why, but Hold Person doesn't sit well with me, and after looking at other options I thought that Zone of Truth, Alarm, or Command could be some other potential alternative's (these options are more flavored to mechanus rather than constructs).
I get that, but I don't think that those spells fit better than Hold Person. I will think it over, though.
Maybe instead of Construct Touched, you could go with Law Touched. Mechanus is the Lawful Neutral plane and is usually shown to be on the opposite spectrum from Limbo the Chaotic Neutral plane. This would actually make Hold Person make more sense, restraining troublemakers would be something a law bound individual would do.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
In regards to Water Touched, it is frustrating that there are no good second level spells that are water themed. Maybe you could go with a third level spell like Tidal Wave or Water Walk (Wall of Water might be too good compared to the other feat's spells), a choice from a couple of 1st level spells like Create and Destroy Water and Fog Cloud, or give them the 2nd level spell Snilloc's Snowball Swarm (I know it's cold but ice and snow is just frozen water so...).
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Thanks for the advice! I'll change the name to "Law Touched" now, as that will fit it better.
I'm changing Water Touched and Ether Touched right now to be one third level spell (tidal wave and blink respectively), just to make them fit the theme a bit better and be a bit more unique.
If I were to give a small tidbit of advice, in the fey and shadow touched feats, they give one straight spell and one spell selection. In many of the above homebrew feats, you pick one of 2-3 spells and then pick a spell. It's a small gripe but it seams that from just selection these feats are a bit better than may have been intended. Feel free to ignore me but I just had a bit of an idea for altering them slightly.
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Okay, I've made some planetouched feats based on the Fey/Shadow Touched feats. I'm not going to do one for all of the planes of existence, as that would be a crazy amount of them, but I will do some of the major planes/groups of planes. Here they are:
Law Touched
Your exposure to Mechanus's magic has changed you, granting you the following benefits:
Chaos Touched
Your exposure to Limbo's magic has changed you, granting you the following benefits:
Alien Touched
Your exposure to the Far Realm's magic has changed you, granting you the following benefits:
Celestial Touched
Your exposure to the magic of an Upper Plane has changed you, granting you the following benefits:
Fiend Touched
Your exposure to the magic of a Lower Plane has changed you, granting you the following benefits:
Air Touched
Your exposure to the magic of the Elemental Plane of Air has changed you, granting you the following benefits:
Earth Touched
Your exposure to the magic of the Elemental Plane of Earth has changed you, granting you the following benefits:
Fire Touched
Your exposure to the magic of the Elemental Plane of Fire has changed you, granting you the following benefits:
Water Touched
Your exposure to the magic of the Elemental Plane of Water has changed you, granting you the following benefits:
Okay, that's it for now. Any thoughts?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'll come back later to give a more in depth opinion but I'll do a quick skimmed;
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Ah, fixed the tooltips. Those were suggestion and earthbind.
Ice Knife is more of an "ice" spell than just water, so that's why I didn't give it to them. Create/Destroy Water could work, though.
That's a mistake. I'll fix that. It was supposed to be Sorcerer and Warlock.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, here's three more:
Ether Touched
Your exposure to the magic of the Ethereal Plane has changed you, granting you the following benefits:
Bleak Touched
You have been warped by Negative Energy Plane, granting you the following benefits:
Radiant Touched
You have been warped by Positive Energy Plane, granting you the following benefits:
That's probably the last of them. Please let me know your thoughts.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
these look great i might use 1 or two of them in the feature
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Thanks! I'm glad you like them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I really like these.
however, I thought you were not supposed to published remixed versions of old things (changing damage type is an example)
I am an average mathematics enjoyer.
>Extended Signature<
I haven't published these, and if they're different enough (like mine), you're allowed to publish them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I've had more time to look over these (sorry it took so long);
With this feat, I understand what you were going with by choosing misty step, but I feel that Blink makes more sense.In hindsight, I still believe this, but not sure if choosing a 3rd-level spell would be a bit much or not. Also, I do think that Charisma should be a stat increase instead of Constitution for this one.Other than that, I'm not seeing an other issues. MAYBE you can reduce the number of choices for some of the feats down to 1 option, but besides that I'm good.
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Um, isn’t guiding bolt slightly overpowered (4d6 damage, advantage on next attack roll against it) for a feat? Especially if a rogue with spell sniper took it?
I can’t remember what’s supposed to go here.
It's casting it once a day, and that rogue would have to be fairly MAD to have a good to hit modifier with the spell. It's a good spell, but it isn't OP in comparison to Hex or Hunter's Mark, available due to Fey Touched.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
While it's uncommon to have Dexterity as a spellcasting ability modifier, it isn't unprecedented in 5e. Mark of Passage Humans can cast Misty Step with Dexterity as the spellcasting ability modifier. I think it fits these feats to be able to use Dexterity.
Blink was an issue I had with making this feat. I like the idea of it, but I don't know if a 3rd level spell would be OP. I could probably take away the 2nd level spell and 1st level spell, and just to Blink, but I'll have to think it over more.
Also, Constitution is not available with this feat. I think you mean Dexterity.
That does fit better, I will change that now.
I get that, but I don't think that those spells fit better than Hold Person. I will think it over, though.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Thanks for bringing that up. I was actually unaware of that, mostly due to not using dragon marks in my group.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Maybe instead of Construct Touched, you could go with Law Touched. Mechanus is the Lawful Neutral plane and is usually shown to be on the opposite spectrum from Limbo the Chaotic Neutral plane. This would actually make Hold Person make more sense, restraining troublemakers would be something a law bound individual would do.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
In regards to Water Touched, it is frustrating that there are no good second level spells that are water themed. Maybe you could go with a third level spell like Tidal Wave or Water Walk (Wall of Water might be too good compared to the other feat's spells), a choice from a couple of 1st level spells like Create and Destroy Water and Fog Cloud, or give them the 2nd level spell Snilloc's Snowball Swarm (I know it's cold but ice and snow is just frozen water so...).
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Thanks for the advice! I'll change the name to "Law Touched" now, as that will fit it better.
I'm changing Water Touched and Ether Touched right now to be one third level spell (tidal wave and blink respectively), just to make them fit the theme a bit better and be a bit more unique.
Edit: Done with fixing the feats.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
If I were to give a small tidbit of advice, in the fey and shadow touched feats, they give one straight spell and one spell selection. In many of the above homebrew feats, you pick one of 2-3 spells and then pick a spell. It's a small gripe but it seams that from just selection these feats are a bit better than may have been intended. Feel free to ignore me but I just had a bit of an idea for altering them slightly.