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Feats for the Fearsome

🕑 Added 2018-01-01 05:50:10 +0000 UTC

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Mage Hand Press

WIth the battlemind class, I expect the points to be added to a shared pool, but I did /not/ consider the battlemind when balancing the feats (which is why there's some redundancy there as well.) The idea with the psionic feats are a replacement to the mystic class. The feat chain is best used as a way to spice up an otherwise normal race/class combination to make you feel a little more like a jedi without having to bring in a ton of rules. I guess that's where I'm coming from with these feats: I never liked psionic in 3.5 (and I'm not a big fan now) because they're a lot of rules and a lot of effort to capture a flavor you can do more easily using greater cohesion to the core rules. So these feats achieve that. If you're playing a mystic right now, they're probably not an excellent pick.

Attackins

How do the psionic feats work with your Battlemind class? Would they add to the pool or be treated separately? Same question, but for the Mystic. Have y'all playtested with it?

GodKingBunny

What about making the prerequisite level 4? That way pure classes wont have to wait until level 8.

LeBallisticPoet

I think that works well now, the prereq balances it out

LeBallisticPoet

That is a fair point. I’m looking forward to testing it out in my games.

Mage Hand Press

I don't think the increased range here (even in combination with Sentinel and Polearm Master) is all that much to worry about. A longer reach means you can impose disadvantage from further away and you can use Sentinel to stop a creature when they're 15 feet away, but both of those are already mediated by your reaction. All this does for that synergy is increase the reach on your weapons, extending that net slightly. It's useful, sure, but I'm not convinced it's gamebreaking.

Mage Hand Press

So I agree that it's powerful, but I also think that it's worth an entire feat. However, the power at lower levels is something to consider -- I think I'll put a level 5 prereq on it to reign that in a little bit.

LeBallisticPoet

Yeah at early levels hedge magic looks extremely strong. With Eldritch blast it would be another blast. so another attack basically.

Frank Bone

Hedge Magic looks like it could be trouble. How does it work with eldritch blast? I think that giving wizards and sorcerers an at-will 2D12 attack at 1st Level is brave, to say the least. The rest are awesome though.

LeBallisticPoet

I really really like these, although I'm weary of Spearmaster considering its combinations with Sentinel and Polearm Master. That being said I think the 15ft range on whips is actually super cool and think that works very well.

Robert H

Multipurpose animals are pretty great

Jaron Mortimer

And yet their viability as a black magic ritual power source is second to none.

Mage Hand Press

It was on the todo list, but it got cut due to time. Plus, lichhdom didn't fit quite as well for feat chains, since it isn't a gradual progression like vampirism, lycanthropy, or psionics. Lichdom is all about the transformation into a lich -- all of their power comes from this moment, or is accumulated beforehand, so it's very hard to break down into feats.

Micheal Chow

Very excited to try out some of these. Especially our Craftsmen using Iron Hero to allow me to Feeblemind a lich. Speaking of liches, where are the lich progression feats?

Blackbando

If you don't want it to add an additional ray to Eldritch Blast, perhaps you could keep the same wording but put that it can only add this additional damage die once per cast? If you want to give Eldritch Blast an additional ray, Cody Butler's suggestion might work better.

Cody Butler

Cool! Glad to help.

Mage Hand Press

That might actually work. I think it'd need to be 6 levels higher, to accomplish what I'm looking for, but that's a good approach.

Cody Butler

Maybe it treats you as 4 levels higher for the purpose of cantrips progression??

Cody Butler

Lol alright :) thank you

Mage Hand Press

That was my mistake -- I think I got the stats for pikes and spears mixed up when I was editing this one. It should really only apply to spears and tridents.

Mage Hand Press

That's not the intent for Hedge Magic, and I've tried to rewrite this a few times to get the wording clear. It's not +1 die to every spell attack roll or to every target, it +1 die, period. Just as if you were at a level up for cantrip damage. (So, pretend like you're at 5th, 11th, or 17th level for cantrip damage.) Do you have any suggestions for the wording here? You're correct about 'rounds'.

Mage Hand Press

That should say 'or be frightened. I _did_ write that feat last night. While intoxicated.

Blackbando

Hedge Magic seems like it'd be a bit overpowered on a warlock, because as-written it technically allows a warlock's Eldritch Blast to make every single blast deal 2d10 damage instead of 1d10. I love the martial arts styles, but shouldn't Dragon Style be three *rounds* instead of three *turns*? Aside from these two things (and stuff pointed out by others), I love the feats!

Brandon Dubin

For the Veteran Hopilite Feat it calls out mechanically the bonus applies when wielding a shield and a reach weapon, but the flavor talks about spears. Spears are not reach weapons in 5e as far as I know? Same with the trident.

Cody Butler

• If you roll initiative while transformed, you can choose one creature you can see to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier.) I am a fan of forcing enemies into making a wisdom saving throw for no reason. :P

Jason Jones

But I like goats, they keep my grass short...

Mage Hand Press

Dark sorcery. Sacrificed a lot of goats. Like too many goats.

Robert H

Feat trees with a theme instead of just tons of pointless prerequisites? What is this sorcery?


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