I have a handful of feats that I want to make available to my players for my next campaign. Do these seem like good additions without being too strong?
Good Learner
Prerequisite: A spellcasting class that does not prepare spells.
You learn new tricks faster than your peers, granting you the following benefits:
Increase your intelligence, wisdom, or charisma by 1, to a maximum of 20.
Choose a class you have at least 1 level in, that has the Spellcasting feature and does not prepare spells. You learn 2 additional spells from that class' spell list. The spells must be of a level you can cast normally with your levels in that class. When you gain a level in this class, you can choose one of these spells to replace with a different spell from that spell list.
Manhandler
You are especially forceful when you need to push someone around, granting you the following benefits:
There is no penalty to your speed for moving with a grappled creature your size or smaller.
When you shove a creature away, you can push it 10 feet away instead of 5.
When you shove a creature prone, you can choose to slam it forcefully to the ground, inflicting bludgeoning damage equal to 1d4 + your Strength modifier (minimum of 1).
Over-Prepared
TLDR: This is the "spells prepared" version of Good Learner.
Silent Takedown
Prerequisite: Rogue
Increase your strength or dexterity score by 1, to a maximum of 20.
Your unarmed strike uses a d6 for damage, and can be used to perform a Sneak Attack.
Reducing a creature to 0 hitpoints with your unarmed strike produces no noise that could alert others.
Skirmisher
You have trained to fight on or near the front lines, gaining the following benefits:
Increase your strength or dexterity score by 1, to a maximum of 20.
You gain proficiency with shields and two simple or martial weapons of your choice.
Trapper
You are an expert at capturing and impeding the movements of your foes, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
When you lay traps such as Ball Bearings, Hunting Traps, or Caltrops, or successfully put a Net over a creature, the DC of the ability check or saving throw needed to avoid or escape their effects is increased by an amount equal to your proficiency bonus.
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I have a handful of feats that I want to make available to my players for my next campaign. Do these seem like good additions without being too strong?
Good Learner
Prerequisite: A spellcasting class that does not prepare spells.
You learn new tricks faster than your peers, granting you the following benefits:
Manhandler
You are especially forceful when you need to push someone around, granting you the following benefits:
Over-Prepared
TLDR: This is the "spells prepared" version of Good Learner.
Silent Takedown
Prerequisite: Rogue
Skirmisher
You have trained to fight on or near the front lines, gaining the following benefits:
Trapper
You are an expert at capturing and impeding the movements of your foes, granting you the following benefits: