I'm new to the game and I have an idea for a homebrew defensive feat, but I don't know if its unbalanced and my dm is also a first time dm, so he's not sure how strong it would be either. So I wanted to see if I could get some opinions and/or balance suggestions about it on here.
The feat is called Stalwart Defense and it gives +1 to constitution. Then, on your turn if you have not moved, you can use a bonus action to use its effect. The effect is that you plant your feet and gain advantage on saving throws against spells or abilities that would displace you. Also, after the initial activation, you gain +1 to your AC at the start of each turn if you haven't moved, up to 3 stacks. Upon reaching 3 stacks, the +3 AC is expanded to all friendly creatures within 5 feet of you. The effect ends if you move for any reason. Limit 1 use per long rest.
If its too strong, I considered making it 1 use per 1 d4 long rests. Alternatively, I could make it add the constitution modifier to any saving throw against spells or abilities that would displace the player, instead of just having outright advantage on it. But since there are a number of ways to gain advantage anyways and advantage doesn't stack, that might actually be even more powerful. I really just don't know enough about the game to know how fairly this would play out. To me its kind of like issuing a challenge to the dm to say "make me move, or watch me become unkillable." But as a player you'd have to pick and choose where to use it, cuz if you activate it and then the enemy forces you to chase it around the battlefield then you've ended up wasting it. Also, there are other attacks that could displace the player without needing them to fail a saving throw. Or you could just light the ground on fire with a spell, or by dropping a nearby torch. Or god forbid, drop a gelatinous cube from the ceiling. I got the idea cuz I was looking through the feats and there just really isn't much of anything in the way of defensive feats that still give an ability score increase. But I also wanted to come up with something unique rather than just trying to tack on an ability increase on top of something like sentinel or tough.
So any advice on the matter would be appreciated. Thank you.
If you made it a +1 to Con and if you don’t move you can activate it as a bonus action to gain advantage on saves against be forcibly moved and a +1 to AC until the end of your next turn and you can only use it a number of times equal to your Constitution modifier per long rest, that would be closer to balanced.
I'm new to the game and I have an idea for a homebrew defensive feat, but I don't know if its unbalanced and my dm is also a first time dm, so he's not sure how strong it would be either. So I wanted to see if I could get some opinions and/or balance suggestions about it on here.
The feat is called Stalwart Defense and it gives +1 to constitution. Then, on your turn if you have not moved, you can use a bonus action to use its effect. The effect is that you plant your feet and gain advantage on saving throws against spells or abilities that would displace you. Also, after the initial activation, you gain +1 to your AC at the start of each turn if you haven't moved, up to 3 stacks. Upon reaching 3 stacks, the +3 AC is expanded to all friendly creatures within 5 feet of you. The effect ends if you move for any reason. Limit 1 use per long rest.
If its too strong, I considered making it 1 use per 1 d4 long rests. Alternatively, I could make it add the constitution modifier to any saving throw against spells or abilities that would displace the player, instead of just having outright advantage on it. But since there are a number of ways to gain advantage anyways and advantage doesn't stack, that might actually be even more powerful. I really just don't know enough about the game to know how fairly this would play out. To me its kind of like issuing a challenge to the dm to say "make me move, or watch me become unkillable." But as a player you'd have to pick and choose where to use it, cuz if you activate it and then the enemy forces you to chase it around the battlefield then you've ended up wasting it. Also, there are other attacks that could displace the player without needing them to fail a saving throw. Or you could just light the ground on fire with a spell, or by dropping a nearby torch. Or god forbid, drop a gelatinous cube from the ceiling. I got the idea cuz I was looking through the feats and there just really isn't much of anything in the way of defensive feats that still give an ability score increase. But I also wanted to come up with something unique rather than just trying to tack on an ability increase on top of something like sentinel or tough.
So any advice on the matter would be appreciated. Thank you.
For a 1st time DM I would advise not suggesting or asking for anything that gives a bonus to AC. 5e is strongly tied to the concept of bounded accuracy - thus the attack modifiers of many creatures are quite low. Increasing AC very, very, very quickly unbalances the game and will make it so that your DM has a really hard time creating challenging encounters. Similarly RAW very very few monsters have abilities that cause / force movement. If your DM was experienced and an avid homebrewer who loves strategic combats where monsters impose all kinds of different conditions on the party, then this feat might be fine (there are tons of ways to make it really really bad for a PC to not move) but if your DM is new and mostly using monsters straight of the books then this will be extremely OP.
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I'm new to the game and I have an idea for a homebrew defensive feat, but I don't know if its unbalanced and my dm is also a first time dm, so he's not sure how strong it would be either. So I wanted to see if I could get some opinions and/or balance suggestions about it on here.
The feat is called Stalwart Defense and it gives +1 to constitution. Then, on your turn if you have not moved, you can use a bonus action to use its effect. The effect is that you plant your feet and gain advantage on saving throws against spells or abilities that would displace you. Also, after the initial activation, you gain +1 to your AC at the start of each turn if you haven't moved, up to 3 stacks. Upon reaching 3 stacks, the +3 AC is expanded to all friendly creatures within 5 feet of you. The effect ends if you move for any reason. Limit 1 use per long rest.
If its too strong, I considered making it 1 use per 1 d4 long rests. Alternatively, I could make it add the constitution modifier to any saving throw against spells or abilities that would displace the player, instead of just having outright advantage on it. But since there are a number of ways to gain advantage anyways and advantage doesn't stack, that might actually be even more powerful. I really just don't know enough about the game to know how fairly this would play out. To me its kind of like issuing a challenge to the dm to say "make me move, or watch me become unkillable." But as a player you'd have to pick and choose where to use it, cuz if you activate it and then the enemy forces you to chase it around the battlefield then you've ended up wasting it. Also, there are other attacks that could displace the player without needing them to fail a saving throw. Or you could just light the ground on fire with a spell, or by dropping a nearby torch. Or god forbid, drop a gelatinous cube from the ceiling. I got the idea cuz I was looking through the feats and there just really isn't much of anything in the way of defensive feats that still give an ability score increase. But I also wanted to come up with something unique rather than just trying to tack on an ability increase on top of something like sentinel or tough.
So any advice on the matter would be appreciated. Thank you.
Yes, that is very overpowered.
If you made it a +1 to Con and if you don’t move you can activate it as a bonus action to gain advantage on saves against be forcibly moved and a +1 to AC until the end of your next turn and you can only use it a number of times equal to your Constitution modifier per long rest, that would be closer to balanced.
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For a 1st time DM I would advise not suggesting or asking for anything that gives a bonus to AC. 5e is strongly tied to the concept of bounded accuracy - thus the attack modifiers of many creatures are quite low. Increasing AC very, very, very quickly unbalances the game and will make it so that your DM has a really hard time creating challenging encounters. Similarly RAW very very few monsters have abilities that cause / force movement. If your DM was experienced and an avid homebrewer who loves strategic combats where monsters impose all kinds of different conditions on the party, then this feat might be fine (there are tons of ways to make it really really bad for a PC to not move) but if your DM is new and mostly using monsters straight of the books then this will be extremely OP.