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The following new feats have been created by myself and my players
for use in my D&D campaigns. On the whole these feats have been
created to because of changes I have made to the system for the
House Rules and may not, therefore, be suitable for every campaign.
For this reason these feats will not be included in the Feats master
list when I get round to properly compiling it. On with the show:
Acumen [General]
You have greater mental reserves than is normal, and can cast more
spells than a character of comparable level and ability.
Prerequisites: Spell caster who uses spell points.
Benefit: You gain +3 spell points.
Special: A character may gain this feat multiple times. Its
effects stack.
Alert Foresight [Exalted]
You can use your powers of exalted vision to partially avoid damage
in combat.
Prerequisites: Exalted Vision, Visions of Things That May
Yet Be, Wis 17, Base Reflex Save +3
Benefit: After a failed save or upon receipt of a successful
strike, the character may choose to either reroll the saving throw
or take half damage from the spell or attack. This feat only works
on spells that physically damage you (such as fireball).
This ability may be used once per day.
Special: This feat may be taken multiple times. For each
additional time it is taken you may use the power of Alert Foresight
once more per day.
Arcane Vision Focus [Exalted]
You can use your Exalted Vision to enhance your detect spells.
Prerequisites: Exalted Vision, Wis 13, Int 13
Benefit: When casting any of the listed detect spells
you are able to obtain the results of three rounds of concentration
from a standard action. For example, casting detect evil
you would immediately apprehend the presence of evil, the number
of evil auras and which was the most powerful. This feat grants
no access to spells you could not otherwise cast. This feat affects
the following spells: detect chaos, detect evil, detect
good, detect law, detect magic, detect secret
doors, detect snares and pits, detect thoughts
and detect undead.
Benevolent Spell [Metamagic]
You can cast spells that normally only affect yourself on other
people.
Benefit: You can cast a spell that normally has a range of
"personal" as if it was a touch spell. You are therefore
able to cast such spells on another recipients. A benevolent spell
uses up a spell slot two levels higher than the spell's actual level.
Beneficent Touch [Exalted]
Your holy nature enhances your powers of mundane healing.
Prerequisites: Healing Hand or Lay on Hands class ability,
or access to spells of the Healing subschool.
Benefit: You gain a +2 Insight bonus to Heal checks. Patients
under your care gain additional hit points per day equal to your
Wisdom modifier.
Dragon's Acumen [General]
You have staggeringly greater mental reserves than is normal, and
can cast more spells than a character of comparable level and ability.
Prerequisites: Spell caster who uses spell points, base Will
save bonus +11
Benefit: You gain +12 spell points.
Special: A character may gain this feat multiple times. Its
effects stack.
Elf's Acumen [General]
You have even greater mental reserves than is normal, and can cast
more spells than a character of comparable level and ability.
Prerequisites: Spell caster who uses spell points, base Will
save bonus +5
Benefit: You gain +6 spell points.
Special: A character may gain this feat multiple times. Its
effects stack.
Emotion Vision Focus [Exalted]
You can use your Exalted Vision to detect a target's domiant emotion.
Prerequisites: Exalted Vision, Wis 13, Cha 13
Benefit: As a standard action that does not provoke an opportunity,
you may attempt to learn the single dominant emotion currently on
a target's mind. The target may make a Will saving throw at DC 10
+ half your character level + your Charisma modifier to avoid this
effect. This feat also provides you with a +2 insight bonus to the
Sense Motive skill, a +1 to Will saving throws agains illusions
and +1 to the save DC of any spell you cast that specifically draws
upon the target's emotions (such as phantasmal killer).
Epic Acumen [Epic]
You have preternaturally greater mental reserves than is normal,
and can cast more spells than a character of comparable level and
ability.
Prerequisites: Spell caster who uses spell points
Benefit: You gain +20 spell points.
Special: A character may gain this feat multiple times. Its
effects stack
Exalted Healer [Exalted]
Your healing magic is infused with sacred energy.
Prerequisites: Ability to cast spells of the Healing subschool.
Benefit: All cure spells are considered empowered
(as the feat Empower Spell) but without increasing the caster level
or casting time. However this benefit is only experienced by those
of a good alignment; neutral characters receive no additional healing
and evil characters only gain half the number of hit points.
Exalted Freedom [Exalted]
Your sense of freedom and liberyy is heighten by your sacred devotion.
Prerequisites: Non-lawful alignment, Base Reflex Save +3
Benefit: You gain a +2 bonus to Initiative checks and a +2
bonus on all saving throws of the charm and compulsion subschool
as well as spells that hinder movement in any way (such as entangle).
Exalted Vision [Exalted]
The energy of the sacred light enables you to perceive things that
are lost on others.
Prerequisites: Wis 13
Benefit: This feat doubles the visual acuity of the target.
Characters with low-light vision, darkvision or blindsight find
the range of their ability doubled. Characters without any of the
listed visual enhancements gain low-light vision as described on
p296 of the Dungeon Master's Guide.
Ignore Spell Failure (Light
Armour) [General]
You have been trained to overcome the restricting effect that light
armour has on the casting of spells.
Prerequisite: Base Attack Bonus +1, Armour Proficiency (Light),
Dex 13, any spellcaster.
Benefit: You compltely ignore the chance of spell failure
incurred by the wearing of light armour. The most common light armours
are padded armour, leather armour, studded leather and the chain
shirt. This feat has no effect on any armour check penalty imposed
by the armour, nor does it confer any benefit for armour classed
as medium or heavy, or any shields.
Special: Bards, Druids, Rangers and Paladins receive this
feat for free at first level, and do not need to qualify for the
prerequisites. Certain clerics may also receive this as a bonus
feat if merited by their ethos.
Ignore Spell Failure (Medium
Armour) [General]
You have been trained to overcome the restricting effect that medium
armour has on the casting of spells.
Prerequisite: Base Attack Bonus +4, Armour Proficiency (Light),
Armour Proficiency (Medium), Ignore Spell Failure (Light Armour),
Dex 13, any spellcaster.
Benefit: You compltely ignore the chance of spell failure
incurred by the wearing of medium armour. The most common medium
armours are hide armour, scalemail, chainmail and the breastplate.
This feat has no effect on any armour check penalty imposed by the
armour, nor does it confer any benefit for armour classed as heavy,
or any shields.
Special: Druids and Paladins receive this feat for free at
fourth level, and do not need to qualify for the prerequisites.
Certain clerics may also receive this as a bonus feat if merited
by their ethos.
Ignore Spell Failure (Heavy
Armour) [General]
You have been trained to overcome the restricting effect that heavy
armour has on the casting of spells.
Prerequisite: Base Attack Bonus +6, Armour Proficiency (Light),
Armour Proficiency (Medium), Armour Proficiency (Heavy), Ignore
Spell Failure (Light Armour), Ignore Spell Failure (Medium Armour),
Dex 13, any spellcaster.
Benefit: You compltely ignore the chance of spell failure
incurred by the wearing of heavy armour. The most common heavy armours
splint mail, banded mail, half-plate and full plate. This feat has
no effect on any armour check penalty imposed by the armour, nor
does it confer any benefit against the use of shields.
Special: Paladins receive this feat for free at sixth level,
and do not need to qualify for the prerequisites. Certain clerics
may also receive this as a bonus feat if merited by their ethos.
Ignore Spell Failure (Shields)
[General]
You have been trained to overcome the restricting effect that using
a shield has on the casting of spells.
Prerequisite: Base Attack Bonus +1, Shield Proficiency, Dex
13, any spellcaster.
Benefit: You completely ignore the chance of spell failure
incurred by the use of any shield smaller than a tower shield. This
includes light shields, heavy shields and bucklers made of wood,
metal or any other material. This feat has no effect on any armour
check penalty imposed by the shield, nor does it reduce the spell
failure chance gained from wearing armour or using tower shields.
Special: Bards, Druid, Paladins and Rangers receive this
feat for free at first level, and do not need to qualify for the
prerequisites. Certain clerics may also receive this as a bonus
feat if merited by their ethos.
Ignore Spell Failure (Tower
Shields) [General]
You have been trained to overcome the restricting effect that using
a shield has on the casting of spells.
Prerequisite: Base Attack Bonus +4, Shield Proficiency, Tower
Shield Proficiency, Ignore Spell Failure (Shields), Dex 13, any
spellcaster.
Benefit: You completely ignore the chance of spell failure
incurred by the use of a tower shield. This feat has no effect on
any armour check penalty imposed by the shield, nor does it reduce
the spell failure chance gained from wearing armour.
Special: Certain clerics may receive this as a bonus feat
if merited by their ethos.
Improved Acumen
You have significantly more mental resolves than normal, and can
cast many more spells than a charcter of comparable ability.
Preprequisite: Spell caster who uses spell points.
Benefit: You gain a number of spell points equal to your
current Hit Dice. Each time you gain a HD (such as by gaining a
level), you gain 1 additional spell point. If you lose a HD (such
as by losing a level), you lose 1 spell point permanently.
Improved Sudden Foresight [Exalted]
Your ability to see two separate possible outcomes during combat
is enhanced..
Prerequisites: Exalted Vision, Visions of Things That May
Yet Be, Sudden Foresight, Wis 21, Base Reflex Save +5, Base Attack
Bonus +5
Benefit: This feat functions exactly as Sudden Foresight
except that you can attempt the same action again.
Mystic Insight [Exalted]
Your link to the Light increases your understanding of the nature
of magic.
Prerequisites: Ability to cast first level spells.
Benefit: Knowledge (arcana) and Spellcraft become class skills.
Purity of Purpose [Exalted]
Your sense of determination and purpose allows you to improve your
abilities beyond your normal limits.
Prerequisites: Code of Conduct for class or Sacred Vow.
Benefit: You may choose one class feature (not spell casting
or bonus feats) and behave as if you were two levels higher in respect
to that ability. This feat does not allow characters to gain abilities
at a level lower than he otherwise would.
Special: This feat may be taken multiple times, its effects
do not stack. Each time it is taken it must be applied to a different
class ability.
Rapid Preparation [General]
You are able to prepare you spells more quickly that other spellcasters.
Preprequisite: Spellcasting class that prepares spells in
advance, Base Will save bonus +2.
Benefit: It takes you one minute per spell level to prepare
a spell for casting.
Normal: In the standard rules it takes five minutes per level
to prepare a spell.
Special: This feat is particularly useful to wizards or assassins
that need to rememorise spells quickly. However, such a character
still needs access to their spell book unless they also have the
Spell Mastery feat.
Scribe Recharge Rune [Item Creation]
You are able to create recharge runes used by War Mages and similar
classes.
Prerequisite: Intelligence 13, appropriate Craft skill, spellcaster
level 5th.
Benefit: You can turn any arcane spell you know into a rune
that makes use of Recharge Magic. This rune must be placed upon
the body of a willing recipient who is of a suitable character class
- such as the war mage. The recharge rune has a base price of spell
level × caster level × 200 in gold pieces (a cantrip
costs half the amount of a first level spell). It costs the inscriber
half that in gold, and he must also pay 1/25 of the cost in experience
points. The number of recharge runes you can place on a certain
character is dependent upon that character's class level. See Recharge
Magic for more information.
Spellsword Cache [Item Creation]
You are able to store spells in your weapon to be used at a later
date.
Prerequisite: Member of Spellsword
prestige class, Caster Level 3rd.
Benefit: A character can store spells of up to third level
in her weapon. This ability effectively functions as the Brew
Potion feat (see PHB p89) using an alternative medium.
All rules, XP costs and expenses that apply to potions also apply
to this feat with the following exceptions. The weapon must be of
masterwork quality. Once cached, the spell remains intangible resonating
with the spellsword's weapon until it is needed. To call on the
desired spell, she holds her weapon forth as a standard action that
draws an attack of opportunity. The spellsword absorbs the spell's
effect through the weapon's pommel or handle. By touching her weapon
to another willing target she can confer a cached spell on that
target. The spellsword can store a number of spells in her weapon
equal to her level in the prestige class, plus her intelligence
modifier. She may store spells in more than one weapon, however.
Cached spells are never accidentally lost druing combat. If the
weapon is ever broken, all the spells cached therein are immediately
ruined.
Special: This feat originally appeared as a class ability
of the Spellsword prestige class in Tome & Blood (p69).
It has been included here to allow players this option in version
3.5 of the game.
Sudden Foresight [Exalted]
Your ability to snatch glimpses of the future allows you a second
strategy in stressful situations.
Prerequisites: Exalted Vision, Visions of Things That May
Yet Be, Wis 19, Base Reflex Save +3
Benefit: At the end of your actions in a combat round (or
at the end of any six second period outside combat) you may decide
to negate one action and perform a different action instead. This
action cannot be the same as the initial action (e.g. rerolling
an attack with a weapon). The choice to use this ability must be
declared before any other simultaneous actions are decided. For
example, you cast a spell at your foe, but the spell has no effect.
You can then use this feat to attack with your sword instead. The
original action (the spellcasting) did not really happen - and you
did not expend any spell points or daily slots - it was merely your
foresight showing you what would have happened if you had followed
your original plan. This ability can be used once per day.
Special: This feat may be taken multiple times. For each
additional time it is taken you may use the power of Sudden Foresight
once more per day. However, the second and successive uses of this
power must be applied to a different action.
Titan's Acumen [General]
You have alarmingly greater mental reserves than is normal, and
can cast more spells than a character of comparable level and ability.
Prerequisites: Spell caster who uses spell points, base Will
save bonus +8
Benefit: You gain +9 spell points.
Special: A character may gain this feat multiple times. Its
effects stack.
Unique Shape [Wild]
You can wildshape into a specific creature.
Prerequisite: Ability to use wildshape.
Benefit: You are able to use your wildshape ability to become
an exact duplicate of a specific individual or creature. You take
on their phsyical attributes even if those attributes are not common
for their race. It is completely impossible to see through the disguise
by any means short of the true seeing spell.
Normal: Normally characters that wildshape change into a
generic creature of a particular race, and cannot look like a specific
individual.
Special: In order to select this feat you must be intimately
familiar with the invidual you are going to copy. The GM will rule
whether it is possible or not. Druids reincarnated as other creatures
may select this feat to wildshape back into an exact duplicate of
their original form. This feat may be selected more than once. Each
time it is selected you must apply it to another specific individual.
Visions of Things That May Yet Be [Exalted]
Your exalted vision occassionally allows you glimpses of possible
futures.
Prerequisite: Exalted Vision, Wis 15
Benefit: You receive unbidden visions when exposed to strong
emotions or portentious events. The use of this feat is the purview
of the GM, the player cannot initiate the visions of his own volition.
The strength and depth of the vision is also up to the GM, but as
a guide the visions should not provide any more aid to a player
than use of the augury spell.
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