Feats are back. Fighters don't have to take a special path to get decent combat maneuvers, and everybody else doesn't have to multiclass into Fighter to fight competently.
Good abilities granted by Paths become Feats. In 3e style, they don't require a specific class--they should be self-balancing.
To avoid feat bloat at higher levels, there are more powerful feats that cost multiple slots. Some of these are evolutions of lesser feats which require said feats and effectively "eat" them.
Feat Categories
- Class (for now)
- Skill
- Path
- Fighting
- Spellcasting
General
Feat | Prereqs | Description |
---|---|---|
Skill Proficiency | You gain training in the specified skill. |
Class
Rogue
Feat | Prereqs | Description |
---|---|---|
Sneak Attack | Dex 13+ | When attacking a target with advantage with a Dex-based weapon, you inflict +50% damage on a successful hit. |
Uncanny Dodge | Dex 13+ | You may use Dodge to avoid attacks even when you are unaware of the attack or attacker. |
Evasion | Dex 13+ | When subject to a hostile area effect, you may use your reaction to attempt to avoid it. Roll a Dex save; for each 5 points above 10, you may immediately jump 5 feet toward the nearest safe space. If you jump far enough, you evade the attack. Does not work if your movement has been reduced by 50% or more. |
Fighting
Melee
Feat | Prereqs | Description |
---|---|---|
Cleave | Your melee attacks are a chain 1/3. | |
Great Cleave | Cleave | Your melee attacks are a chain 1/unlimited. |
Whirlwind Attack | Great Cleave | Your melee attacks are area attacks hitting all enemies within reach. |
Power Charge | When you Charge, you gain 50% bonus damage on a successful hit. | |
Execute | At-will, std, melee, subject must be Bloodied; attack inflicts bonus damage equal to target's current Wounds. | |
Hamstring | At-will, std, melee; normal damage, plus subject suffers 50% movement penalty (Con ends). | |
Mortal Strike | At-will, std, melee; normal damage, plus half damage on turn start for the next 3 rounds. | |
Slam | At-will, std, melee; double damage, but your attack provokes an opportunity attack. | |
Sweeping Strike | At-will, std, melee; normal damage, plus a Trip attempt. |
Ranged
Non-feats:
- Aim: Basic maneuver. See Combat Basics
Feats:
Feat | Prereqs | Description |
---|---|---|
Precise Shot | Creatures do not grant cover to subjects of your ranged attacks. | |
Point Blank Shot | You suffer no attack of opportunity for firing a ranged weapon while threatened. | |
Called Shot | At-will, std, must have Aim on target; on successful hit and damage, you can directly inflict an Injury of your choice on the target (minimum damage limits apply). |
Skill
Agility
Non-feats:
- Falling damage reduction is built into Agility
- Faster movement is achieved by spending ability score points in Movement
Feats:
Feat | Description |
---|---|
Tumble | You gain the "Jump" movement type. At-will, as a move action, you leap from your current square to a square within half your normal movement rate; you do not step on the ground in any intervening square, but rather follow a shallow parabolic trajectory (max height = 1/4 jump length). You do not provoke for any square of this movement, nor do creatures and objects block your path (although walls do, and, at the DM's discretion, certain creatures may be especially hard to bypass, requiring an Agility check). |
Extended Reach | You gain a bonus square of reach |
Block
Non-feats:
- Basic blocking is built into Block
- Shield Bash: all shields also have stats as a weapon; normal dual-wield rules apply.
Feats:
Critical Block | Any critical hit that you are allowed to attempt to Block is automatically a non-critical hit (before determining if you Block it.) |
Revenge | When you successfully block an attack, keep track of the damage dealt (before the block). On your next attack against the attacker within 3 rounds, you may add this amount to the damage dealt. You can have only one such "charge" at a time. |
Shield Cover | While wielding a shield, you grant cover to adjacent allies and 3/4 cover to anyone who cannot be reached by any line between attacker and target that does not pass through you. |
Rebound | When you block successfully, you cause the attacker to become unbalanced (cannot use passive defenses, flank, or threaten until next move action) or be knocked prone (his choice). |
Block Flanks | You may Block attacks in your flanks, albeit with Disadvantage. |
Sword-Catcher | If you mitigate an enemy's attack to zero damage, you may trap the subject's weapon (wielded or natural, as long as it is melee); the subject can no longer threaten or parry with that weapon until they free it by defeating your Block DC with their Melee check, or by dropping the weapon (if possible). |
Shield Wall | If you are adjacent to an ally with a shield, you gain advantage to Block checks, and your Block mitigates 100% of damage. |
Concentration
Non-feats:
- Combat Casting just doesn't need to exist anymore. Screw AOOs.
- Narrow Spell: reduces a spell's area by half, adding +100% damage to remainder. If new area is less than 2 squares (burst 2, cone 2, etc) becomes a single-target. Can also narrow a cone into a line x2, line x2 into line x1, etc. Costs 1 Focus per stack.
- You may "tie off" a spell on which you are currently concentrating by spending Focus equal to the spell's original Mana cost. The spell remains sustained without requiring your concentration, as long as you remain conscious, within range, etc.
Feats:
Ready for Anything | When readying an action, you need not specify a trigger; in effect, the chosen action becomes immediate until your next turn. |
Wield Spell | At-will, free; choose one spell. You are now "wielding" that spell. You threaten an area with the spell (equal to a line 5x1 in your front arc, subject to the spell's range limits). You are considered armed. If you end up using the spell as an attack of opportunity, you must pay its Mana cost; if you use it multiple times in the same round, you need only spend the cost once. |
Interrupt Request | When readying an action, you need only specify a trigger, not what actions you are readying. Any actions you then take are subtracted from your next turn (max one std, one swift, and one move, plus any free). Cannot combine with Ready for Anything. |
Defender
Feats:
Intervene | When an ally is attacked, you may move to interpose yourself; treat this as a normal use of Action Points, but at half cost (0.5 AP costs 0 the first time each round, 1 the second, 0 the third, etc...) |
Iron Curtain | You provide concealment--not just cover--to allies behind you. |
Taunt | At-will, free, 1 Mana (doesn't require magical ability); subject is compelled to focus hostilities on you (all hostile actions must be centered on you) for 3 rounds. Doesn't work on subjects with no emotion or ability to communicate. |
Riposte | On a successful Parry, you may take an attack of opportunity against the attacker using the weapon you parried with. |
Dodge
Feats:
Improved Dodge | You may Dodge once per round per Dex bonus without using a Reaction. |
Evade and Counter | When an opponent makes a melee attack which you successfully Dodge, you may take an attack of opportunity against them, or, at your option, a five-foot step instead. |
Fortitude
Non-feats:
- Fort save
Feats:
Thick Skin | Gain DR 1 per Con bonus. |
Soak | When you suffer any damaging attack, you may attempt a Fortitude check against the attack's DC; on success, you convert the damage into subdual. Does not apply to internal damage. |
Hold Your Ground | You gain 50% resistance to push/pull/slide effects, stacking with any other such benefit. Any attempt to use such an attack on you in melee provokes an AOO. |
Initiative
Non-feats:
- Rolling Initiative
Feats:
Blitz | When attacking flat-footed foes (not unaware foes, but those who haven't acted yet in the encounter), you inflict critical damage. |
Improved Initiative | Your Initiative rolls have Advantage. |
Preparation | At the beginning of each encounter, you may take an immediate move or swift action |
Vigilance | You are always forewarned of danger, even while asleep. You become alert one round before each encounter begins (if asleep, you instead awaken and become alert in the first round). You suffer no penalties to Perception to notice danger due to lack of alertness or even unconsciousness. |
Perception
Feats:
Feat | Description |
---|---|
Tracking | Like Detect Magic, but for categories of creature (humanoid, animal, etc) (like a WoW hunter). TBD |
Alertness | You become aware of enemies in the first round of combat, regardless of perception or surprise. If sleeping, you awaken automatically. |
Blindsight | You gain blindsight in a radius of 1 square per Wisdom bonus. |
Detect Lies | You always know when you hear a lie. |
Detect Traps | You are entitled to an immediate Perception check when you step within one square of triggering a trap. If you notice, you may still need to use Action Points to defend yourself. |
Detective | You have a knack for spotting clues in the strangest of places. You may make a Perception check opposed by a character's Persuasion and learn a "clue" about their true nature (whether or not that nature is even known to them). |
Path
Paladin
Intended for wielders of holy magic.
Feat | Prereqs | Description |
---|---|---|
Smite | Holy magic |