u/Salt_Nectarine_7827

Balancing some hombrewed feats

Hello. The other day I was reading Mordenkhainen's Tome of Foes and I was struck by the additional treats that the followers of infernal overlords can receive, so I thought about it a bit and for a campaign I'm planning I decided to integrate something similar with different deities from my world. We’ll be using 5e/2014 rules by the way.

In principle, these treats are intended for creatures (specifically cultist and priest related creatures), but I considered that I could also make them available to my players in the form of feats.

So, all of these were intended as fairly minor treats, so I wanted to confirm the balance. None of them have a level prerequisite, so in theory they could be obtained at level 1 by players (for example, the variable human attribute). Furthermore, I feel some of them are useless for NPCs/enemies, so it would be great if you could recommend changes if you think it's appropriate. Thanks in advance.

Balance God:
> Karmic Retribution. The creature invokes universal justice, interfering with immediate fate. Once per short rest, as a reaction, the creature can force another creature, other than itself, to re-roll a skill check, using the new result.

Craftsman’s God:
> Stroke of Inspiration: Once per short rest, the creature can choose to take advantage on a skill check that requires a artisan’s tool. In addition, if it doesn't already have it, the creature can add its proficiency bonus to that check.

Kindness’ God:
> Generous Heart. Once per long rest, if the creature roll a natural 20 on any skill check it has made that day, it can choose to forfeit that check, automatically failing it and saving the result for later. Before taking a long rest, it can spend this result by converting an ally's skill check result into a natural 20, automatically passing the check. A saved result is lost after a long rest.

Forgivness’ God:
> Mercy for the Damned. The creature have resistance to Necrotic damage. Additionally, once after a short rest, the creature can cast the Sweet Rest spell using this treat without the need for material components.

War God:
> You Come With Me. Once per long rest, when the creature is reduced to 0 Hit Points but before becoming Incapacitated, it can use its reaction to make a weapon attack or a 0-level spell attack. This attack automatically hits if the creature that triggered the reaction is within range and is considered a critical hit for damage purposes.

Wealth God:
> Don't Try to Swindle Me. The creature can immediately know the monetary value and exact weight of any nonmagical object it interacts with. The creature must be able to touch or see the object for this treat to take effect.

Fortune God:
> Let the Dice Decide. Once per long rest, after learning the result of a skill or attack roll, the creature can use its reaction to force the creature that triggered the reaction (including itself) to reroll. The new roll loses any advantages or disadvantages it had, as well as any modifiers. The creature must use the new result.

Hunting God:
> Whispers of the Forest. The creature is proficient in the Survival skill. Additionally, once per short rest, the creature can use its action to learn the exact location and nature of any food or drink source within a 1.6 km radius.

Storm’s God
> Herald of Thunder. The creature is resistant to Thunder damage. Additionally, the creature can learn when the next nonmagical storm will occur and whether the current weather has a magical origin or not.

Knowledge God:
> Divine Inspiration. The creature is proficient in the History skill. Additionally, the creature can use this attribute to gain advantage on any skill check that allows it to acquire new knowledge, depending on the DM whether the situation warrants it.

Betrayal God:
> Threads in the Shadows. The creature is proficient in the Deception skill. Additionally, the creature can sow discord among those around it. Once per turn, the creature can force an opposing creature (ally or enemy) to make an Insight check against a Deception roll. If the opponent fails, they make an attack against their nearest ally within range, spending their reaction to do so. The creature can indicate which ally the opponent will attack if there is more than one within range. This attribute is not magical, but it is treated as being Charmed when determining immunities and other effectsm that interfere with this condition. A creature can only be targeted by this treat once per long rest, whether or not they fail the check.

reddit.com
u/Salt_Nectarine_7827 — 3 months ago