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Author Topic: Homebrewed Class Features or Feats post your own.  (Read 529 times)

GeekyBugle

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Homebrewed Class Features or Feats post your own.
« on: April 13, 2021, 11:31:14 PM »
What the tin says, lets share our homebrewed class features or feats.

Guns Akimbo (DEX): By using two guns the Crimefighter might concentrate rapid fire on a single target at a time. Or aim in different directions & even behind his back. Even with automatic weapons, he suffers no penalty for dual wielding.
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GeekyBugle

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Re: Homebrewed Class Features or Feats post your own.
« Reply #1 on: April 14, 2021, 01:11:41 AM »
Utility Belt: Crimefighters often have just the thing that they need when they need it. Once per game a Crimefighter may make a d6 roll to have a piece of equipment necessary to perform a task (key, hacksaw, shark repellent, etc.). At 1st level The Crimefighter has 1-2 in 6.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

“During times of universal deceit, telling the truth becomes a revolutionary act.”

― George Orwell

Batman

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Re: Homebrewed Class Features or Feats post your own.
« Reply #2 on: April 27, 2021, 10:43:58 AM »
What Edition or what Game? Or doesn't that matter? Cuz....I've got a LOT!

Some 3.5 D&D stuff ----

Homebrewed Feat (Paladin)
DIVINE CHALLENGE [DIVINE]
  You channel energy to single out a target to challenge, forcing your will to compel them to attack you.
     Prerequisite: Cha 15, ability to turn or rebuke undead or outsiders.
     Benefit: As a free action once per round, you may spend one of your turn or rebuke undead attempts to challenge an enemy within 25-ft. While challenged, the target takes a -2 penalty to attack rolls against any creature other than you.
     In addition, each round in which it attacks a different target other than you, or casts a harmful spell that does not include you within its area takes 5 + your Charisma modifier damage. A successful reflex save (DC 10 + ½ level + Cha) reduces the damage by half. The damage is half divine and half fire for purposes of resistance. Regardless of how many attacks the target makes, it can only take this damage once per turn (thus, this can trigger again if the target makes any Attacks of Opportunity).
     The challenge lasts until the creature dies, you become unconscious, or you use this feature again on a different target. Further, you must engage the target each round or the challenge ends. Thus, when this feat is used you must make a melee attack against the target or move your entire speed to get closer to the target.   

AURA OF GRACE
By sacrificing some of your divine healing, you emit an aura that protects your allies from other harm.
Prerequisites: divine grace, lay on hands, CHA 15
Benefit: As a swift action, you may spend 5 points of your daily allotment of lay on hands to enlarge your divine grace feature. This creates a 50-ft. radius aura (centered on you) that grants all allies the bonus to their saving throws equal to your Charisma modifier. This lasts a number of rounds equal to your Charisma modifier.

HEAVENLY STRENGTH
You draw upon the divine power of your faith to gain strength, albeit for a short duration.
Prerequisites: turn undead, proficiency with martial weapons, STR 13
Benefit: As a swift action, you may spend a use of your turn undead class feature to give yourself a rush of divine strength, allowing you to wield any two-handed weapon you are proficient with in one hand, so long as you wield a shield in the other. This ability lasts for 1 minute.


4th Edition D&D
Fixed Two-Weapon Fighting feat

Two-Weapon Fighting
Prerequisites: Dex 13
Benefit: While wielding a melee weapon in each hand, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a melee weapon. In addition, you gain the power Two-Weapon Fighting.

Two-Weapon Fighting; Feat Power
You bring your second weapon to bear, striking with speed at the cost of accuracy.
At-Will * Martial, Weapon
Minor Action; Melee
Requirement: You must be wielding a weapon with the off-hand property.
Target: One creature
Attack: Strength -2 or Dexterity -2 vs. AC (off-hand weapon)
 -  Level 11: Strength -1 or Dexterity -1 vs. AC (off-hand weapon)
 -  Level 21: Strength or Dexterity vs. AC (off-hand weapon)
Hit: 1(W) damage
Increase the damage to 2(W) at 21st level.
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GeekyBugle

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Re: Homebrewed Class Features or Feats post your own.
« Reply #3 on: April 27, 2021, 10:47:32 AM »
What Edition or what Game? Or doesn't that matter? Cuz....I've got a LOT!


No, it doesn't matter, after all we can always convert what we find interesting.

Those are some neat feats BTW.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

“During times of universal deceit, telling the truth becomes a revolutionary act.”

― George Orwell

Cave Bear

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Re: Homebrewed Class Features or Feats post your own.
« Reply #4 on: April 27, 2021, 12:43:22 PM »
I really wish D&D 3.5's Expanded Psionics Handbook (and its online support) had alternate class features for martial characters.

Psionic Paladins
Paladins may replace Detect Evil with Detect Psionics, and they may replace Smite Evil with Smite Psionic.
When paladins would gain spellcasting at 4th level, they may instead gain psionic manifesting. They gain power points as though they were a psion three levels lower, and their manifesting level is equal to half their paladin level. They learn one psychic warrior power at each level.

Psionic Rangers
Rangers may select psionic creatures as a favored enemy.
Rangers gain access to a new combat style; they may gain Psi-Slayer as a bonus feat at 2nd level, and Pierce Psionic Protection at 6th level.
Like paladins, rangers can trade their spellcasting for manifesting at 4th level.

Psionic Monks
Monks in a psionic may replace their Still Mind class feature with Improved Still Mind. This grants a +2 bonus on all saving throws against mind effecting spells, powers, and abilities.
Monks can trade their Ki Strike class feature for manifesting starting at 4th level. This is the same as the manifesting gained by psionic paladins and rangers.

Barbarians and Rogues
Barbarians and Rogues may trade their Trap Sense class feature for the Unflinching class feature. Whenever they are subject to a stun or daze effect, they may reduce its duration by one round to a minimum of one round. When the effect's duration ends, they also become immune to stun and daze effects for one round.
The duration reduction increases to two rounds at 6th level, three rounds at 9th level, four rounds at 12th level, and so on.

Fighters
Starting at 3rd level, fighters reduce their armor check penalty from shields by one, and may add their shield bonus to touch AC.
They reduce their armor check penalty with shields by an additional point at every 4th level gained thereafter.
At 7th level, fighters may add their shield bonus to their opposed rolls to avoid being grappled, bullrushed, or overrun.
At 9th level, fighters are no longer subject to attack penalties while holding tower shields, and they may use their tower shields to gain cover against spells and powers.


Batman

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Re: Homebrewed Class Features or Feats post your own.
« Reply #5 on: April 27, 2021, 12:46:42 PM »
What Edition or what Game? Or doesn't that matter? Cuz....I've got a LOT!


No, it doesn't matter, after all we can always convert what we find interesting.

Those are some neat feats BTW.

Thank you sir  ;D.

So I've also been on a sort of Elven kick when it comes to them and combat and their unique style of fighting. Reminiscent of the 2e supplement Complete Book of Elves, I made an Eleven fighting style via Alternative Class Features for 3.5 called the Bladesong Style. Now. This isn't like your typical Bladesingers who blend magic and steel, but more along the lines of those who favor light-blade and unencumbered fighting. 

BLADESONG CHAMPION (FIGHTER)
Dedicated elf warriors take their craft seriously enough to have created a uniquely elven fighting style. Unlike the martial arts of other races, the elven fighting style, also known as the bladesong, emphasizes beauty and economy of movement over sheer destructive power. However, the elven bladesong is deceptively dangerous, for all its seeming gentleness and apparent grace.
 Hit Die: d10.

Requirements
To take a Bladesong Champion substitution level, a character must be an elf or half-elf and about to take his or her 1st, 3rd, or 4th level of fighter. In addition, a bladesong champion may never share or teach a non-elf this fighting- style, including Drow (they have fighting styles of their own). Elves make no exception to this rule, even for those who have proven themselves eternal friends to the elves or even those who have married into the elven life.

Class Skills
A Bladesong Champion has the same selection of class skills as a standard fighter does, plus Bluff and Perform (any).
 Skill Points at Each Level: 4 + Int modifier

Class Features
All the following are features of the Bladesong Champion substitution levels.
 
Elven Weapon Finesse (Ex): A bladesong champion gains Weapon Finesse as a bonus feat at 1st level even if he or she does not qualify for the feat. In addition, a bladesong champion may apply the feat’s benefits when wielding longswords.
   This substitution feature replaces the Fighter’s standard proficiency with medium and heavy armor, and all shields.
 
 Reflexive Grace (Ex): A bladesong champion uses the good base save bonus progression for Reflex saves and poor base save bonus progression for Fortitude saves. This change applies to every fighter level the elf takes thereafter. (In effect, switch the Fortitude Save and Reflex Save bonuses listed at any and all fighter levels the character takes).

Armored Comfort (Ex): A 3rd-level bladesong champion has gained enough experience that they can fasten their armor in such a way that fits more comfortably on them, allowing a greater range of movement and flexibility. When wearing light armor, they reduce the armor check penalty by -2 and reduce arcane spell failure by 10%. A bladesong champion only gains this benefit if they are not wearing medium or heavy armor, and not using a shield.
 
Precise Strike (Ex): A 4th-level bladesong champion makes even greater use of their naturally heightened Dexterity. They apply their Dexterity bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus they may have) with any light weapon, as well as any other one-handed weapon that can be used with Weapon Finesse, such as a longsword, rapier or whip. Targets immune to sneak attacks or critical hits are immune to the bladesong champion’s precise strike. A bladesong champion only gains this benefit if they are not wearing medium or heavy
armor, and not using a shield.
 - This substitution feature replaces the Fighter’s standard bonus Fighter feat at 4th level.
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Jamfke

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Re: Homebrewed Class Features or Feats post your own.
« Reply #6 on: April 27, 2021, 03:37:07 PM »
From my Tales of the West game, a few Firearms skill Fcuses:

Dead Shot: By preparing before taking a shot, the character receives a +1 RS bonus to a single shot (up to +3) for each Turn spent preparing. Preparation usually entails aiming, calculating for wind-age and calming oneself to assure steadiness. This type of shot is usually only done when the target is at long range or riding away from the character. This Focus can be used in conjunction with scopes or special sights affixed to the weapon being used.

Fanning: This Focus is more or less considered fancy shooting, or a waste of bullets by most gunslingers. It reduces the accuracy of the character’s shots, but sends more lead flying towards your target than a single shot. The character may take one extra shot per Turn for each level he or she has in the Firearms skill. The character must declare his or her target for each shot. Each shot suffers a -2 RS penalty.

Trick Shot: This Focus is used when the character is performing a Called Shot. The character receives a +2 RS bonus to his or her attack roll when performing a Called Shot, thus negating the penalty.
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