The dm for my next campaign wants to give us unique abilities (can be homebrewed) that will replace feats, each time can an ASI is reached you will get a new ability that connects to a general theme (combat, social skills...). So I basically need 4 unique abilities. All ideas welcome!! The only bad ideas are no ideas!!
My pc is a werewolf/blood hunter (order of the lycan).
In Darkest Hour doesn't... do much. Is there a use for a downed body with a bunch of THP? It's not like THP will render you conscious or let you stand up. Maddened isn't a condition, but the charmed and frightened resists could be useful - if nothing else, they'll force the GM to tell you when you're making a save vs charmed and frightened.
I'll give it a go. I call this Big Bad Wolf:
You have advantage on ability checks based on smell, such as Perception to notice a scent, Investigation to realize it's perfume, and Survival to follow the scent; in fact, your nose is so good, you can smell emotions. You have advantage on Insight checks against anyone within 10 feet of you - your GM may modify this range based on local weather conditions, such as being upwind (5 feet), downwind (15 feet or more, depending on the wind), underwater (stops working unless you can breathe water), etc. You can make a Perception check using your nose against DC 10; on a success, you know whether a target is "edible" or not (Constructs, Undead, and Elementals are inedible, everything else is edible).
If, when you roll initiative, an enemy is within the same range as your ability to smell emotions, you have advantage on initiative and can't be surprised. You can hold your breath indefinitely, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill, stinking cloud, inhalation poisons, and the breath weapons of some dragons). You learn the Gust cantrip; Constitution is your spellcasting ability for it, and it has no Somatic component for you.
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient; it has the light and finesse keywords, and you always count as wielding and holding it. Your bite deals 1d4 piercing damage on a hit, and can be used to grapple. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you use your bite and hit an edible creature, you can empower yourself in one of the following ways of your choice:
regain hit points equal to the damage dealt by the bite.
gain temporary hit points equal to the damage dealt by the bite.
You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can also spend a short rest consuming the corpse of any edible creature, is Small or larger, and died within the last hour to regain 1 use. You have advantage on saves versus any diseases you would catch from doing this, and you are immune to salmonella.
If you succeed on an Insight check using your nose against a target creature, you can choose to cast Hunter's Mark on that creature without spending an action or spell slot and without any spell components; the spell counts as having been cast with a 5th level spell slot and your spellcasting ability for it is Constitution. You cannot, however, change the spell's target as a bonus action. You can make Insight checks using your nose as a bonus action.
All abilities that don't work on inedible targets can be used on them, they just don't work (they automatically fail and consume a use, as appropriate). While I made elementals inedible, I think "air" type elementals - like air elementals and djinn - should be thematically appropriate, provided you inhale what goes in your mouth, rather than swallow. Since 5E doesn't subtype elementals, I had no way to specify this without screwing up the rules.
The dm for my next campaign wants to give us unique abilities (can be homebrewed) that will replace feats, each time can an ASI is reached you will get a new ability that connects to a general theme (combat, social skills...). So I basically need 4 unique abilities. All ideas welcome!! The only bad ideas are no ideas!!
My pc is a werewolf/blood hunter (order of the lycan).
Here is an example for completed heroic trait: https://docs.google.com/document/d/1q4wMU7L46Iu3dpQf1UP_Zfc5MLJxAVNcgZbaK9hmC6Y/edit?usp=drivesdk
In Darkest Hour doesn't... do much. Is there a use for a downed body with a bunch of THP? It's not like THP will render you conscious or let you stand up. Maddened isn't a condition, but the charmed and frightened resists could be useful - if nothing else, they'll force the GM to tell you when you're making a save vs charmed and frightened.
I'll give it a go. I call this Big Bad Wolf:
All abilities that don't work on inedible targets can be used on them, they just don't work (they automatically fail and consume a use, as appropriate). While I made elementals inedible, I think "air" type elementals - like air elementals and djinn - should be thematically appropriate, provided you inhale what goes in your mouth, rather than swallow. Since 5E doesn't subtype elementals, I had no way to specify this without screwing up the rules.
thank you so much this was very helpful!