u/Dramatic_Respond_664

Minor improvements for Fighting Style feats

I want to improve these feats so that they perform well. Revised effects are indicated in bold. Please give me your feedback.

#Great Weapon Fighting

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. In addition, once per turn when you score a Critical Hit with the weapon, you can replace one of the weapon's damage dice with its maximum value. The weapon must have the Two-Handed or Versatile property to gain this benefit.

#Interception

When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus and your Strength or Dexterity modifier. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.

#Unarmed Fighting

When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal Bludgeoning damage to one creature Grappled by you equal to your Proficiency Bonus. While you are Grappling a creature, the distance you are pushed or pulled by enemy is halved.

Edit) Interception: damage reduction is now 1d6 × PB

reddit.com
u/Dramatic_Respond_664 — 2 days ago

Minor improvements for Fighting Style feats

I want to improve these feats so that they perform well. Revised effects are indicated in bold. Please give me your feedback.

#Great Weapon Fighting

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. In addition, once per turn when you score a Critical Hit with the weapon, you can replace one of the weapon's damage dice with its maximum value. The weapon must have the Two-Handed or Versatile property to gain this benefit.

#Interception

When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus and your Strength or Dexterity modifier. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.

#Unarmed Fighting

When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal Bludgeoning damage to one creature Grappled by you equal to your Proficiency Bonus. While you are Grappling a creature, the distance you are pushed or pulled by enemy is halved.

Edit) Interception: damage reduction is now 1d6 × PB

reddit.com
u/Dramatic_Respond_664 — 2 days ago
▲ 5 r/onednd

Minor improvements for Fighting Style feats

I want to improve these feats so that they perform well. Revised effects are indicated in bold. Please give me your feedback.

#Great Weapon Fighting

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. In addition, once per turn when you score a Critical Hit with the weapon, you can replace one of the weapon's damage dice with its maximum value. The weapon must have the Two-Handed or Versatile property to gain this benefit.

#Interception

When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus and your Strength or Dexterity modifier. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.

#Unarmed Fighting

When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal Bludgeoning damage to one creature Grappled by you equal to your Proficiency Bonus. While you are Grappling a creature, the distance you are pushed or pulled by enemy is halved.

Edit) Interception: damage reduction is now 1d6 × PB

reddit.com
u/Dramatic_Respond_664 — 2 days ago
▲ 1 r/onednd

What if Fighting Style feats also granted ASI?

What I'm suggesting is that when player characters acquire those feats through standard ASI after levels 1 or 2, they should be granted an additional ability score point.

I think the abilities provided by each feat should be set up something like this.

Archery: +1 Dexterity

Defense/Interception/Protection: +1 Constitution

Blind Fighting: +1 Wisdom

Dueling/Thrown Weapon Fighting/Two-Weapon Fighting: +1 Strength or Dexterity

Great Weapon Fighting/Unarmed Fighting: +1 Strength or Constitution

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u/Dramatic_Respond_664 — 3 days ago

Minor improvements for Bastion Facilities

I want to improve these facilities so that they perform well. Revised function or New options are indicated in bold. Please give me your feedback.

#Armory
Trade: Stock Armory. You commission the facility’s hireling to stock the Armory with armor, Shields, weapons, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each unarmed Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved.

Trade: Decorate Gear. You can only choose this option when the armory is fully stocked with equipment. You commission the facility’s hireling to add a uniform decoration, pattern, or symbol to all equipment in this facility. This decoration costs you 10 GP plus an extra 10 GP for each Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved. Your Bastion gains a sudden influx of recognition or attention, prompting the DM to roll on the Bastion Events table. This Bastion Event occurs before the next Bastion turn.

#Barrack & Red Wizard Necropolis

Follower: You can select one of the Bastion Defenders from this facility to accompany you as your follower throughout your adventure. This follower uses stat block of Guard(Barrack)/Skeleton or Zombie(Red Wizard Necropolis) but its Proficiency Bonus is the same as yours. You can only have one follower accompany you. The follower is an ally to you and your allies. In combat, It rolls its own Initiative and acts on its own turn. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

#Emerald Enclave Grove & Menagerie

Follower: You can select one of creature from this facility to accompany you as your follower throughout your adventure. This follower's Proficiency Bonus is the same as yours. You can only have one follower accompany you. The maximum Challenge Rating for the follower equals your level divided by 4 (round down). The follower is an ally to you and your allies. In combat, It rolls its own Initiative and acts on its own turn. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

# Gaming Hall

Trade: Gambling Hall. When you issue the Trade order to this facility, the facility’s hirelings turn the Gaming Hall into a gambling den for 7 days and use a portion of your current coins as betting money. The maximum betting amount is your proficiency bonus x 100 GP. At the end of the seventh day, roll 1d100 and consult the following table to determine your portion of the house’s winnings.

{1d100 / Winnings}

01–30 / half of your betting money(round down).

31–60 / same of your betting money.

61–90 / double of your betting money.

91–00 / triple of your betting money.

#Lords’ Alliance Noble Residence

After spending a Long Rest in your Noble Residence, you gain Heroic Inspiration and a number of Temporary Hit Points equal to your level.

Recruit: Visiting Noble. When you issue the Recruit order to your Lords’ Alliance Noble Residence, you forgo sleeping in it for 7 days and instead make it available to a noble from a settlement that is a member of the Lords’ Alliance. Roll d6. If the number rolled is 1 or 2, no one accepts your invitation and you gain no benefit from having issued the order. If the number rolled is 3 or 4, a minor noble from the settlement you chose accepts your invitation. If the number rolled is 5 or 6, a prominent noble from the settlement you chose accepts your invitation. The visiting nobles arrive within 4 days and stay for another 3 days. When they departs your Bastion, a minor noble offers one of the following benefits of your choice, while a prominent noble offers two.

- Information: The noble gossips about events and inhabitants in their home settlement, revealing to you the location of any creature familiar to you if that creature is within 50 miles of the settlement from which the noble has come, if that creature isn’t hidden by magic, and if that creature isn’t confined to a location that the DM deems beyond the noble’s ability to know. If the noble knows the location of the individual, they also tell you where that creature was for the 7 days prior to the noble’s departure for your Bastion.

- Endorsement: The noble provides a signed letter of endorsement from their settlement's ruling council. For the next 14 days, you and your allies have Advantage on Charisma (Persuasion) checks made when dealing with officials, merchants, or guards in any Lords' Alliance settlement.

- Resources: The noble, grateful for your hospitality, arranges a delivery of goods. You receive 2d6 × 100 GP worth of trade goods delivered to your Bastion within 7 days.

#Stable

After a Beast that can serve as a mount spends at least 14 days in this facility, all Wisdom (Animal Handling) checks made with respect to it have Advantage and its Speed increases by 10 feet.

#Theater

Empower: Theatrical Event. When you issue the Empower order to this facility, its hirelings begin work on a theatrical production or concert. Rehearsals and other preparations take 7 days, followed by at least 7 days of performances...

...At any point after the rehearsals end, a character can expend their Theater die to roll it and add the number rolled to one failed d20 Test they make, potentially turning the failure into a success. If the test still fails, this Theater die isn’t expended. If a character hasn’t expended their Theater die before gaining another, their first die is lost.

#Training Area

Battle Expert: When you take damage from an attack made with an Unarmed Strike or a weapon, you can take a Reaction to reduce this damage by 1d4. The damage die changes when you reach levels 13 (d6), and 17 (d8).

Skills Expert: You gain proficiency with one skill of your choice. You gain choose another kind of skill when you reach levels 13 (total two kinds), and 17 (total three kinds).

Tools Expert: You gain proficiency with one tool of your choice. You gain choose another kind of tool when you reach levels 13 (total two kinds), and 17 (total three kinds).

Unarmed Combat Expert: When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage. The damage die changes when you reach levels 13 (d6), and 17 (d8).

Weapon Expert: Choose a kind of Simple or Martial weapon, such as Spear or Longbow. If you aren’t proficient with the weapon, you gain proficiency with it. If you already have proficiency with the weapon, you can use its mastery property. You gain choose another kind of weapon when you reach levels 13 (total two kinds), and 17 (total three kinds).

Empower: Training. When you issue the Empower order to this facility, the facility’s hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 14 days.

#Trophy Room

Research: Lore. You commission the facility’s hireling to research a topic of your choice. The topic can be one of creature types: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstorosity, Ooze, Plant, or Undead. The work takes 7 days. When the research concludes, the hireling obtains information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. Then you can gain a 1d6 bonus on d20 tests related to that type of creature for the next 7 days. The number of bonus you can use in this way equals your Proficiency Bonus.

Research: Trinket Trophy. You commission the facility’s hireling to search for a trinket that might be of use to you. The work takes 7 days. When the research concludes, roll d6. If the number rolled is 1, 2 or 3, the hireling finds nothing useful. If the number rolled is 4 or 5, the hireling finds a magic item. Roll on the Implements—Common table in chapter 7 to determine what it is. If the number rolled is 6, the hireling finds a magic item. Roll on the Implements—Uncommon table in chapter 7 to determine what it is but only consumable items are allowed.

reddit.com
u/Dramatic_Respond_664 — 5 days ago

Minor improvements for Bastion Facilities

I want to improve these facilities so that they perform well. Revised function or New options are indicated in bold. Please give me your feedback.

#Armory
Trade: Stock Armory. You commission the facility’s hireling to stock the Armory with armor, Shields, weapons, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each unarmed Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved.

Trade: Decorate Gear. You can only choose this option when the armory is fully stocked with equipment. You commission the facility’s hireling to add a uniform decoration, pattern, or symbol to all equipment in this facility. This decoration costs you 10 GP plus an extra 10 GP for each Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved. Your Bastion gains a sudden influx of recognition or attention, prompting the DM to roll on the Bastion Events table. This Bastion Event occurs before the next Bastion turn.

#Barrack & Red Wizard Necropolis

Follower: You can select one of the Bastion Defenders from this facility to accompany you as your follower throughout your adventure. This follower uses stat block of Guard(Barrack)/Skeleton or Zombie(Red Wizard Necropolis) but its Proficiency Bonus is the same as yours. You can only have one follower accompany you. The follower is an ally to you and your allies. In combat, It rolls its own Initiative and acts on its own turn. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

#Emerald Enclave Grove & Menagerie

Follower: You can select one of creature from this facility to accompany you as your follower throughout your adventure. This follower's Proficiency Bonus is the same as yours. You can only have one follower accompany you. The maximum Challenge Rating for the follower equals your level divided by 4 (round down). The follower is an ally to you and your allies. In combat, It rolls its own Initiative and acts on its own turn. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

# Gaming Hall

Trade: Gambling Hall. When you issue the Trade order to this facility, the facility’s hirelings turn the Gaming Hall into a gambling den for 7 days and use a portion of your current coins as betting money. The maximum betting amount is your proficiency bonus x 100 GP. At the end of the seventh day, roll 1d100 and consult the following table to determine your portion of the house’s winnings.

{1d100 / Winnings}

01–30 / half of your betting money(round down).

31–60 / same of your betting money.

61–90 / double of your betting money.

91–00 / triple of your betting money.

#Lords’ Alliance Noble Residence

After spending a Long Rest in your Noble Residence, you gain Heroic Inspiration and a number of Temporary Hit Points equal to your level.

Recruit: Visiting Noble. When you issue the Recruit order to your Lords’ Alliance Noble Residence, you forgo sleeping in it for 7 days and instead make it available to a noble from a settlement that is a member of the Lords’ Alliance. Roll d6. If the number rolled is 1 or 2, no one accepts your invitation and you gain no benefit from having issued the order. If the number rolled is 3 or 4, a minor noble from the settlement you chose accepts your invitation. If the number rolled is 5 or 6, a prominent noble from the settlement you chose accepts your invitation. The visiting nobles arrive within 4 days and stay for another 3 days. When they departs your Bastion, a minor noble offers one of the following benefits of your choice, while a prominent noble offers two.

- Information: The noble gossips about events and inhabitants in their home settlement, revealing to you the location of any creature familiar to you if that creature is within 50 miles of the settlement from which the noble has come, if that creature isn’t hidden by magic, and if that creature isn’t confined to a location that the DM deems beyond the noble’s ability to know. If the noble knows the location of the individual, they also tell you where that creature was for the 7 days prior to the noble’s departure for your Bastion.

- Endorsement: The noble provides a signed letter of endorsement from their settlement's ruling council. For the next 14 days, you and your allies have Advantage on Charisma (Persuasion) checks made when dealing with officials, merchants, or guards in any Lords' Alliance settlement.

- Resources: The noble, grateful for your hospitality, arranges a delivery of goods. You receive 2d6 × 100 GP worth of trade goods delivered to your Bastion within 7 days.

#Stable

After a Beast that can serve as a mount spends at least 14 days in this facility, all Wisdom (Animal Handling) checks made with respect to it have Advantage and its Speed increases by 10 feet.

#Theater

Empower: Theatrical Event. When you issue the Empower order to this facility, its hirelings begin work on a theatrical production or concert. Rehearsals and other preparations take 7 days, followed by at least 7 days of performances...

...At any point after the rehearsals end, a character can expend their Theater die to roll it and add the number rolled to one failed d20 Test they make, potentially turning the failure into a success. If the test still fails, this Theater die isn’t expended. If a character hasn’t expended their Theater die before gaining another, their first die is lost.

#Training Area

Battle Expert: When you take damage from an attack made with an Unarmed Strike or a weapon, you can take a Reaction to reduce this damage by 1d4. The damage die changes when you reach levels 13 (d6), and 17 (d8).

Skills Expert: You gain proficiency with one skill of your choice. You gain choose another kind of skill when you reach levels 13 (total two kinds), and 17 (total three kinds).

Tools Expert: You gain proficiency with one tool of your choice. You gain choose another kind of tool when you reach levels 13 (total two kinds), and 17 (total three kinds).

Unarmed Combat Expert: When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage. The damage die changes when you reach levels 13 (d6), and 17 (d8).

Weapon Expert: Choose a kind of Simple or Martial weapon, such as Spear or Longbow. If you aren’t proficient with the weapon, you gain proficiency with it. If you already have proficiency with the weapon, you can use its mastery property. You gain choose another kind of weapon when you reach levels 13 (total two kinds), and 17 (total three kinds).

Empower: Training. When you issue the Empower order to this facility, the facility’s hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 14 days.

#Trophy Room

Research: Lore. You commission the facility’s hireling to research a topic of your choice. The topic can be one of creature types: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstorosity, Ooze, Plant, or Undead. The work takes 7 days. When the research concludes, the hireling obtains information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. Then you can gain a 1d6 bonus on d20 tests related to that type of creature for the next 7 days. The number of bonus you can use in this way equals your Proficiency Bonus.

Research: Trinket Trophy. You commission the facility’s hireling to search for a trinket that might be of use to you. The work takes 7 days. When the research concludes, roll d6. If the number rolled is 1, 2 or 3, the hireling finds nothing useful. If the number rolled is 4 or 5, the hireling finds a magic item. Roll on the Implements—Common table in chapter 7 to determine what it is. If the number rolled is 6, the hireling finds a magic item. Roll on the Implements—Uncommon table in chapter 7 to determine what it is but only consumable items are allowed.

reddit.com
u/Dramatic_Respond_664 — 5 days ago
▲ 2 r/onednd

Minor improvements for Bastion Facilities

I want to improve these facilities so that they perform well. Revised function or New options are indicated in bold. Please give me your feedback.

#Armory
Trade: Stock Armory. You commission the facility’s hireling to stock the Armory with armor, Shields, weapons, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each unarmed Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved.

Trade: Decorate Gear. You can only choose this option when the armory is fully stocked with equipment. You commission the facility’s hireling to add a uniform decoration, pattern, or symbol to all equipment in this facility. This decoration costs you 10 GP plus an extra 10 GP for each Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved. Your Bastion gains a sudden influx of recognition or attention, prompting the DM to roll on the Bastion Events table. This Bastion Event occurs before the next Bastion turn.

#Barrack & Red Wizard Necropolis

Follower: You can select one of the Bastion Defenders from this facility to accompany you as your follower throughout your adventure. This follower uses stat block of Guard(Barrack)/Skeleton or Zombie(Red Wizard Necropolis) but its Proficiency Bonus is the same as yours. You can only have one follower accompany you. The follower is an ally to you and your allies. In combat, It rolls its own Initiative and acts on its own turn. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

#Emerald Enclave Grove & Menagerie

Follower: You can select one of creature from this facility to accompany you as your follower throughout your adventure. This follower's Proficiency Bonus is the same as yours. You can only have one follower accompany you. The maximum Challenge Rating for the follower equals your level divided by 4 (round down). The follower is an ally to you and your allies. In combat, It rolls its own Initiative and acts on its own turn. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

# Gaming Hall

Trade: Gambling Hall. When you issue the Trade order to this facility, the facility’s hirelings turn the Gaming Hall into a gambling den for 7 days and use a portion of your current coins as betting money. The maximum betting amount is your proficiency bonus x 100 GP. At the end of the seventh day, roll 1d100 and consult the following table to determine your portion of the house’s winnings.

{1d100 / Winnings}

01–30 / half of your betting money(round down).

31–60 / same of your betting money.

61–90 / double of your betting money.

91–00 / triple of your betting money.

#Lords’ Alliance Noble Residence

After spending a Long Rest in your Noble Residence, you gain Heroic Inspiration and a number of Temporary Hit Points equal to your level.

Recruit: Visiting Noble. When you issue the Recruit order to your Lords’ Alliance Noble Residence, you forgo sleeping in it for 7 days and instead make it available to a noble from a settlement that is a member of the Lords’ Alliance. Roll d6. If the number rolled is 1 or 2, no one accepts your invitation and you gain no benefit from having issued the order. If the number rolled is 3 or 4, a minor noble from the settlement you chose accepts your invitation. If the number rolled is 5 or 6, a prominent noble from the settlement you chose accepts your invitation. The visiting nobles arrive within 4 days and stay for another 3 days. When they departs your Bastion, a minor noble offers one of the following benefits of your choice, while a prominent noble offers two.

- Information: The noble gossips about events and inhabitants in their home settlement, revealing to you the location of any creature familiar to you if that creature is within 50 miles of the settlement from which the noble has come, if that creature isn’t hidden by magic, and if that creature isn’t confined to a location that the DM deems beyond the noble’s ability to know. If the noble knows the location of the individual, they also tell you where that creature was for the 7 days prior to the noble’s departure for your Bastion.

- Endorsement: The noble provides a signed letter of endorsement from their settlement's ruling council. For the next 14 days, you and your allies have Advantage on Charisma (Persuasion) checks made when dealing with officials, merchants, or guards in any Lords' Alliance settlement.

- Resources: The noble, grateful for your hospitality, arranges a delivery of goods. You receive 2d6 × 100 GP worth of trade goods delivered to your Bastion within 7 days.

#Stable

After a Beast that can serve as a mount spends at least 14 days in this facility, all Wisdom (Animal Handling) checks made with respect to it have Advantage and its Speed increases by 10 feet.

#Theater

Empower: Theatrical Event. When you issue the Empower order to this facility, its hirelings begin work on a theatrical production or concert. Rehearsals and other preparations take 7 days, followed by at least 7 days of performances...

...At any point after the rehearsals end, a character can expend their Theater die to roll it and add the number rolled to one failed d20 Test they make, potentially turning the failure into a success. If the test still fails, this Theater die isn’t expended. If a character hasn’t expended their Theater die before gaining another, their first die is lost.

#Training Area

Battle Expert: When you take damage from an attack made with an Unarmed Strike or a weapon, you can take a Reaction to reduce this damage by 1d4. The damage die changes when you reach levels 13 (d6), and 17 (d8).

Skills Expert: You gain proficiency with one skill of your choice. You gain choose another kind of skill when you reach levels 13 (total two kinds), and 17 (total three kinds).

Tools Expert: You gain proficiency with one tool of your choice. You gain choose another kind of tool when you reach levels 13 (total two kinds), and 17 (total three kinds).

Unarmed Combat Expert: When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage. The damage die changes when you reach levels 13 (d6), and 17 (d8).

Weapon Expert: Choose a kind of Simple or Martial weapon, such as Spear or Longbow. If you aren’t proficient with the weapon, you gain proficiency with it. If you already have proficiency with the weapon, you can use its mastery property. You gain choose another kind of weapon when you reach levels 13 (total two kinds), and 17 (total three kinds).

Empower: Training. When you issue the Empower order to this facility, the facility’s hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 14 days.

#Trophy Room

Research: Lore. You commission the facility’s hireling to research a topic of your choice. The topic can be one of creature types: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstorosity, Ooze, Plant, or Undead. The work takes 7 days. When the research concludes, the hireling obtains information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. Then you can gain a 1d6 bonus on d20 tests related to that type of creature for the next 7 days. The number of bonus you can use in this way equals your Proficiency Bonus.

Research: Trinket Trophy. You commission the facility’s hireling to search for a trinket that might be of use to you. The work takes 7 days. When the research concludes, roll d6. If the number rolled is 1, 2 or 3, the hireling finds nothing useful. If the number rolled is 4 or 5, the hireling finds a magic item. Roll on the Implements—Common table in chapter 7 to determine what it is. If the number rolled is 6, the hireling finds a magic item. Roll on the Implements—Uncommon table in chapter 7 to determine what it is but only consumable items are allowed.

reddit.com
u/Dramatic_Respond_664 — 5 days ago
▲ 0 r/onednd

What if Martials(except for Fighter) and Half-casters were to receive additional ASI?

What I mean is that all martial classes would be given six opportunities to acquire it(at levels 4, 6, 8, 12, 14, and 16), just like fighters do now,

and all half-casters would be given five opportunities (at levels 4, 8, 10, 12, and 16), just like rogues do now.

If this seems like too drastic a measure, an alternative might be to limit the additional benefits to Origin Feats only.

reddit.com
u/Dramatic_Respond_664 — 6 days ago

Minor improvements for General feats (Part 2)

I want to improve these feats so that they perform well. Revised effects or New benefits are indicated in bold. Please give me your feedback. (Part 1)

#Actor

  • Smooth Talker: A creature’s Hostile attitude doesn’t impose Disadvantage on your Charisma (Deception and Persuasion) checks to influence that creature.

#Bomber

  • Ability Score Increase: Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Bypass Cover: Throwing a vial, flask, or Thrown weapon ignore Half Cover.

#Durable

  • Take a breath: When you finish a Short Rest, you regain one expended Hit Point die.

#Keen Mind

  • Quick Study: You can take the Study action as a Bonus Action. When you take the Study action as a Action, you have Advantage on that check.

#Medium Armor Master

  • Dexterous Wearer: While you’re wearing Medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher. In addition, wearing Medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

#Observant

  • Quick Search: You can take the Search action as a Bonus Action. When you take the Search action as a Action, you have Advantage on that check.

#Poisoner

  • Brew Poison: You gain proficiency with the Poisoner’s Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. For every additional 50 GP you spend, up to a maximum of 200 GP, the damage dealt by the poison dose increases by 1d8. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn. On a successful save, the creature takes half as much damage only.
reddit.com
u/Dramatic_Respond_664 — 10 days ago

Minor improvements for General feats (Part 2)

I want to improve these feats so that they perform well. Revised effects or New benefits are indicated in bold. Please give me your feedback. (Part 1)

#Actor

  • Smooth Talker: A creature’s Hostile attitude doesn’t impose Disadvantage on your Charisma (Deception and Persuasion) checks to influence that creature.

#Bomber

  • Ability Score Increase: Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Bypass Cover: Throwing a vial, flask, or Thrown weapon ignore Half Cover.

#Durable

  • Take a breath: When you finish a Short Rest, you regain one expended Hit Point die.

#Keen Mind

  • Quick Study: You can take the Study action as a Bonus Action. When you take the Study action as a Action, you have Advantage on that check.

#Medium Armor Master

  • Dexterous Wearer: While you’re wearing Medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher. In addition, wearing Medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

#Observant

  • Quick Search: You can take the Search action as a Bonus Action. When you take the Search action as a Action, you have Advantage on that check.

#Poisoner

  • Brew Poison: You gain proficiency with the Poisoner’s Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. For every additional 50 GP you spend, up to a maximum of 200 GP, the damage dealt by the poison dose increases by 1d8. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn. On a successful save, the creature takes half as much damage only.
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u/Dramatic_Respond_664 — 10 days ago
▲ 10 r/onednd

Minor improvements for General feats (Part 2)

I want to improve these feats so that they perform well. Revised effects or New benefits are indicated in bold. Please give me your feedback. (Part 1)

#Actor

  • Smooth Talker: A creature’s Hostile attitude doesn’t impose Disadvantage on your Charisma (Deception and Persuasion) checks to influence that creature.

#Bomber

  • Ability Score Increase: Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Bypass Cover: Throwing a vial, flask, or Thrown weapon ignore Half Cover.

#Durable

  • Take a breath: When you finish a Short Rest, you regain one expended Hit Point die.

#Keen Mind

  • Quick Study: You can take the Study action as a Bonus Action. When you take the Study action as a Action, you have Advantage on that check.

#Medium Armor Master

  • Dexterous Wearer: While you’re wearing Medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher. In addition, wearing Medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

#Observant

  • Quick Search: You can take the Search action as a Bonus Action. When you take the Search action as a Action, you have Advantage on that check.

#Poisoner

  • Brew Poison: You gain proficiency with the Poisoner’s Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. For every additional 50 GP you spend, up to a maximum of 200 GP, the damage dealt by the poison dose increases by 1d8. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn. On a successful save, the creature takes half as much damage only.
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u/Dramatic_Respond_664 — 10 days ago

Making Proficiency/Training feats to 3/4 feats from half-feat

This change is intended to ensure that characters can perform monoclassing smoothly even without 1 fighter dipping. In other words, solving MAD problem.

[Ability Score Increase: Increase one ability score of your choice by 1, to a maximum of 20. Increase another ability score of your choice by 1, to a maximum of 15.]

The relevant feats are as follows:

  • Heavily Armored
  • Lightly Armored
  • Martial Weapon Training
  • Moderately Armored
  • Weapon Master
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u/Dramatic_Respond_664 — 11 days ago

Making Proficiency/Training feats to 3/4 feats from half-feat

This change is intended to ensure that characters can perform monoclassing smoothly even without 1 fighter dipping. In other words, solving MAD problem.

[Ability Score Increase: Increase one ability score of your choice by 1, to a maximum of 20. Increase another ability score of your choice by 1, to a maximum of 15.]

The relevant feats are as follows:

  • Heavily Armored
  • Lightly Armored
  • Martial Weapon Training
  • Moderately Armored
  • Weapon Master
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u/Dramatic_Respond_664 — 11 days ago
▲ 7 r/onednd

How about making Proficiency/Training feats to 3/4 feats, not half-feat?

This change is intended to ensure that characters can perform monoclassing smoothly even without 1 fighter dipping. In other words, solving MAD problem.

[Ability Score Increase: Increase one ability score of your choice by 1, to a maximum of 20. Increase another ability score of your choice by 1, to a maximum of 13.]

The relevant feats are as follows:

  • Heavily Armored
  • Lightly Armored
  • Martial Weapon Training
  • Moderately Armored
  • Weapon Master

Edit: Secondary ability score increase cap to 15 from 13.

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u/Dramatic_Respond_664 — 11 days ago
▲ 0 r/onednd

Should Bonus Proficiency/Cantrip of 5e Cleric Subclass be retained?

For example - Does Forge Domain have to be able to get both Heavy Armor Proficiency from subclass feature and Additional Cantrip from Core feature(Divine Order)?

There is guide about Blessed Strike from older books in PHB but bonus proficiency/cantrip is not.

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u/Dramatic_Respond_664 — 14 days ago

I want to improve these feats so that they perform well. Revised effects or New benefits are indicated in bold. Please give me your feedback.

#Enclave Magic

  • Dynamic Duo: When use the Tag Team benefit of the Emerald Enclave Fledgling feat, you and the ally can make one attack with a weapon or an Unarmed Strike immediately after switching places.

#Light Bringer

  • Solar Luminance: When you cast Light, you can have the light from the spell be sunlight. In addition, creatures can’t benefit from the Invisible condition while they are within the sunlight created by this cantrip. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

#Love Bites

  • Endearing Pain: Immediately after you damage a creature with a Melee weapon or an Unarmed Strike, you can take a Bonus Action to give the target the Charmed condition until the end of your next turn or until you or your allies damage it. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

#Mythal Touched

  • Mythal Ward: If a spell attack hits you or you fail a saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. If that attack is Critical Hit or you rolled 1 on that saving throw, you choose its effect from the Mythal-Touched Magic table rather than rolling. If an effect requires a saving throw, the DC equals 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

#Order’s Resilience

  • Stronger Together: If you are within 5 feet of an ally that doesn’t have the Incapacitated condition, you and that ally have Advantage on Strength and Constitution saving throws. You can’t use this benefit while you have the Incapacitated condition.

#Putrefy

  • Necrosis: When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. While Poisoned in this way, the creature also can't regain Hit Points. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

#Treacherous Allure

  • Inevitable Betrayal: You have Advantage on attack rolls against creatures with the Charmed condition. Also those creatures have Disadvantage on saving throws against your Enchantment spells.

Edit)

Mythal Touched - Mythal Ward: If a spell attack hits you or you fail a saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. You can roll twice and use either number. If an effect requires a saving throw, ~

Treacherous Allure - Inevitable Betrayal: You have Advantage on attack rolls against creatures with the Charmed condition that charmer is you. Also those creatures have Disadvantage on initial saving throws against your Enchantment spells.

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u/Dramatic_Respond_664 — 15 days ago

I want to improve these feats so that they perform well. Revised effects or New benefits are indicated in bold. Please give me your feedback.

#Enclave Magic

  • Dynamic Duo: When use the Tag Team benefit of the Emerald Enclave Fledgling feat, you and the ally can make one attack with a weapon or an Unarmed Strike immediately after switching places.

#Light Bringer

  • Solar Luminance: When you cast Light, you can have the light from the spell be sunlight. In addition, creatures can’t benefit from the Invisible condition while they are within the sunlight created by this cantrip. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

#Love Bites

  • Endearing Pain: Immediately after you damage a creature with a Melee weapon or an Unarmed Strike, you can take a Bonus Action to give the target the Charmed condition until the end of your next turn or until you or your allies damage it. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

#Mythal Touched

  • Mythal Ward: If a spell attack hits you or you fail a saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. If that attack is Critical Hit or you rolled 1 on that saving throw, you choose its effect from the Mythal-Touched Magic table rather than rolling. If an effect requires a saving throw, the DC equals 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

#Order’s Resilience

  • Stronger Together: If you are within 5 feet of an ally that doesn’t have the Incapacitated condition, you and that ally have Advantage on Strength and Constitution saving throws. You can’t use this benefit while you have the Incapacitated condition.

#Putrefy

  • Necrosis: When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. While Poisoned in this way, the creature also can't regain Hit Points. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

#Treacherous Allure

  • Inevitable Betrayal: You have Advantage on attack rolls against creatures with the Charmed condition. Also those creatures have Disadvantage on saving throws against your Enchantment spells.

Edit)

Mythal Touched - Mythal Ward: If a spell attack hits you or you fail a saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. You can roll twice and use either number. If an effect requires a saving throw, ~

Treacherous Allure - Inevitable Betrayal: You have Advantage on attack rolls against creatures with the Charmed condition that charmer is you. Also those creatures have Disadvantage on initial saving throws against your Enchantment spells.

Edit 2)

Putrefy - Necrosis: When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. While Poisoned in this way, the creature has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

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u/Dramatic_Respond_664 — 15 days ago
▲ 1 r/onednd

I want to improve these feats so that they perform well. Revised effects or New benefits are indicated in bold. Please give me your feedback.

#Enclave Magic

  • Dynamic Duo: When use the Tag Team benefit of the Emerald Enclave Fledgling feat, you and the ally can make one attack with a weapon or an Unarmed Strike immediately after switching places.

#Light Bringer

  • Solar Luminance: When you cast Light, you can have the light from the spell be sunlight. In addition, creatures can’t benefit from the Invisible condition while they are within the sunlight created by this cantrip. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

#Love Bites

  • Endearing Pain: Immediately after you damage a creature with a Melee weapon or an Unarmed Strike, you can take a Bonus Action to give the target the Charmed condition until the end of your next turn or until you or your allies damage it. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

#Mythal Touched

  • Mythal Ward: If a spell attack hits you or you fail a saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. If that attack is Critical Hit or you rolled 1 on that saving throw, you choose its effect from the Mythal-Touched Magic table rather than rolling. If an effect requires a saving throw, the DC equals 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

#Order’s Resilience

  • Stronger Together: If you are within 5 feet of an ally that doesn’t have the Incapacitated condition, you and that ally have Advantage on Strength and Constitution saving throws. You can’t use this benefit while you have the Incapacitated condition.

#Putrefy

  • Necrosis: When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. While Poisoned in this way, the creature also can't regain Hit Points. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

#Treacherous Allure

  • Inevitable Betrayal: You have Advantage on attack rolls against creatures with the Charmed condition. Also those creatures have Disadvantage on saving throws against your Enchantment spells.

Edit)

Mythal Touched - Mythal Ward: If a spell attack hits you or you fail a saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. You can roll twice and use either number. If an effect requires a saving throw, ~

Treacherous Allure - Inevitable Betrayal: You have Advantage on attack rolls against creatures with the Charmed condition that charmer is you. Also those creatures have Disadvantage on initial saving throws against your Enchantment spells.

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u/Dramatic_Respond_664 — 15 days ago
▲ 24 r/dndnext

I want to improve these feats so that they perform well. Revised effects or New benefits are indicated in bold. Please give me your feedback.

# Crafter

  • Fast Crafting. When you finish a Long Rest, you can craft a number of gear equal to your Proficiency Bonus from the Fast Crafting table, provided you have the Artisan’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
  • Improvised Masterpiece: When you use the gear crafted by Fast Crafting, your Proficiency Bonus is added to the result of its ability check.

# Emerald Enclave Fledgling

  • Tag Team: When you take the Dodge or Help action, you can switch places with a willing ally within 5 feet of yourself as part of that same action. This movement doesn’t provoke Opportunity Attacks. You can’t use this benefit if the ally has the Incapacitated condition.

# Harper Agent

  • Distracting Melody: When you take the Help action to assist an ally’s attack roll, the enemy you’re distracting can be within 30 feet of you, rather than within 5 feet of you, provided the enemy can see or hear you. Also that enemy has Disadvantage on its next attack roll before the start of your next turn.

# Healer

  • Healing Rerolls: Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1 or 2, and you must use the new roll.

# Savage Attacker

  • Brutal Critical: Once per turn when you score a Critical Hit with a weapon attack, you can roll one additional damage die and add it to the extra dice from the Critical Hit.

# Tyro of the Gauntlet

  • Stand as One: When an ally within 5 feet of you is subjected to an effect that would push, pull, or prone it, you can take a Reaction to prevent that ally from being pushed, pulled, or knocked prone. To receive this benefit, the ally can’t have the Incapacitated condition.
  • Vigilant: When you take the Disengage or Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.

# Vampire Hunter

  • Adroit Escape: You have Advantage on checks to escape from nonmagical restraints or the Grappled condition. When you escape from Grappled condition or nonmagical restraints, you can move up to 10 feet without provoking Opportunity Attacks.
  • Vitality Ward: When you take Necrotic damage, you can take a Reaction to mitigate the damage. Roll a number of d6s equal to your Proficiency Bonus, and add them together. Reduce the Necrotic damage you take by this total. If the source of that damage is Undead, you also have Advantage on your next attack roll against it before the end of your next turn. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

Edit 1:

Healer - Healing Rerolls: Whenever you roll a die to determine the number of Hit Points you restore with a spell, a species trait, a class feature, or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1 or 2, and you must use the new roll.

Vampire Hunter - Adroit Escape: (quitted)
Vampire Hunter - Hunter's Instinct(New): You have Advantage on saving throws you make to avoid or end the Charmed or Frightened condition.

Edit 2:
Savage Attacker - Brutal Critical: When you score a Critical Hit with a weapon attack, you can roll one additional weapon damage die when determining the extra damage the target takes.

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u/Dramatic_Respond_664 — 16 days ago