Are these homebrew feats balanced with the official feats?
Clash Royale CLAN TAG#URR8PPP
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty margin-bottom:0;
up vote
1
down vote
favorite
Are the following homebrew feats balanced with the official feats?
Dart Master
- You gain proficiency in darts, if you do not already have proficiency.
- You have a +1 bonus on any attack rolls to throw a dart.
- You can use your darts as melee weapons.
- Your darts crit on 19-20.
- Your darts ignore half cover, get a -2 penalty for 3-quarters cover, and a -5 penalty for full cover.
Reflexive
Twice per short rest, you gain an extra bonus action or an extra reaction on your turn.
Maximized Spell
When you cast any spell, you can choose to do the maximum damage possible, setting all damage dice to their maximum values. However, at the end of your turn you must make a DC 20 Constitution saving throw or suffer one level of exhaustion. You must choose to maximize before you know whether the spell hits.
Precise Spellcasting
Once per day, you can gain a +10 bonus to a spell attack roll. You must decide to gain this bonus before you roll.
Helpful
You can make the Help action as a bonus action.
dnd-5e feats homebrew balance
add a comment |Â
up vote
1
down vote
favorite
Are the following homebrew feats balanced with the official feats?
Dart Master
- You gain proficiency in darts, if you do not already have proficiency.
- You have a +1 bonus on any attack rolls to throw a dart.
- You can use your darts as melee weapons.
- Your darts crit on 19-20.
- Your darts ignore half cover, get a -2 penalty for 3-quarters cover, and a -5 penalty for full cover.
Reflexive
Twice per short rest, you gain an extra bonus action or an extra reaction on your turn.
Maximized Spell
When you cast any spell, you can choose to do the maximum damage possible, setting all damage dice to their maximum values. However, at the end of your turn you must make a DC 20 Constitution saving throw or suffer one level of exhaustion. You must choose to maximize before you know whether the spell hits.
Precise Spellcasting
Once per day, you can gain a +10 bonus to a spell attack roll. You must decide to gain this bonus before you roll.
Helpful
You can make the Help action as a bonus action.
dnd-5e feats homebrew balance
Thanks for the edit
â qazwsx
1 hour ago
With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
â rpgstar
34 mins ago
This is five questions, not one. YouâÂÂre totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
â KRyan
10 mins ago
add a comment |Â
up vote
1
down vote
favorite
up vote
1
down vote
favorite
Are the following homebrew feats balanced with the official feats?
Dart Master
- You gain proficiency in darts, if you do not already have proficiency.
- You have a +1 bonus on any attack rolls to throw a dart.
- You can use your darts as melee weapons.
- Your darts crit on 19-20.
- Your darts ignore half cover, get a -2 penalty for 3-quarters cover, and a -5 penalty for full cover.
Reflexive
Twice per short rest, you gain an extra bonus action or an extra reaction on your turn.
Maximized Spell
When you cast any spell, you can choose to do the maximum damage possible, setting all damage dice to their maximum values. However, at the end of your turn you must make a DC 20 Constitution saving throw or suffer one level of exhaustion. You must choose to maximize before you know whether the spell hits.
Precise Spellcasting
Once per day, you can gain a +10 bonus to a spell attack roll. You must decide to gain this bonus before you roll.
Helpful
You can make the Help action as a bonus action.
dnd-5e feats homebrew balance
Are the following homebrew feats balanced with the official feats?
Dart Master
- You gain proficiency in darts, if you do not already have proficiency.
- You have a +1 bonus on any attack rolls to throw a dart.
- You can use your darts as melee weapons.
- Your darts crit on 19-20.
- Your darts ignore half cover, get a -2 penalty for 3-quarters cover, and a -5 penalty for full cover.
Reflexive
Twice per short rest, you gain an extra bonus action or an extra reaction on your turn.
Maximized Spell
When you cast any spell, you can choose to do the maximum damage possible, setting all damage dice to their maximum values. However, at the end of your turn you must make a DC 20 Constitution saving throw or suffer one level of exhaustion. You must choose to maximize before you know whether the spell hits.
Precise Spellcasting
Once per day, you can gain a +10 bonus to a spell attack roll. You must decide to gain this bonus before you roll.
Helpful
You can make the Help action as a bonus action.
dnd-5e feats homebrew balance
dnd-5e feats homebrew balance
edited 1 hour ago
V2Blast
14.4k23594
14.4k23594
asked 1 hour ago
qazwsx
1136
1136
Thanks for the edit
â qazwsx
1 hour ago
With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
â rpgstar
34 mins ago
This is five questions, not one. YouâÂÂre totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
â KRyan
10 mins ago
add a comment |Â
Thanks for the edit
â qazwsx
1 hour ago
With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
â rpgstar
34 mins ago
This is five questions, not one. YouâÂÂre totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
â KRyan
10 mins ago
Thanks for the edit
â qazwsx
1 hour ago
Thanks for the edit
â qazwsx
1 hour ago
With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
â rpgstar
34 mins ago
With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
â rpgstar
34 mins ago
This is five questions, not one. YouâÂÂre totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
â KRyan
10 mins ago
This is five questions, not one. YouâÂÂre totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
â KRyan
10 mins ago
add a comment |Â
1 Answer
1
active
oldest
votes
up vote
4
down vote
These are somewhat more overpowered than standard feats
Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:
Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.
Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.
Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.
Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.
Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.
It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
â V2Blast
1 hour ago
Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
â Quadratic Wizard
15 mins ago
add a comment |Â
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
4
down vote
These are somewhat more overpowered than standard feats
Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:
Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.
Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.
Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.
Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.
Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.
It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
â V2Blast
1 hour ago
Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
â Quadratic Wizard
15 mins ago
add a comment |Â
up vote
4
down vote
These are somewhat more overpowered than standard feats
Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:
Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.
Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.
Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.
Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.
Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.
It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
â V2Blast
1 hour ago
Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
â Quadratic Wizard
15 mins ago
add a comment |Â
up vote
4
down vote
up vote
4
down vote
These are somewhat more overpowered than standard feats
Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:
Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.
Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.
Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.
Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.
Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.
These are somewhat more overpowered than standard feats
Naturally, in your game, you can hand out whatever feats you wish, but I feel that these are somewhat more powerful, or not in keeping with the design philosophies of 5th edition:
Dart Master: +1 to attack with a certain weapon generally doesn't happen in 5th edition feats. Note that Crossbow Expert and Great Weapon Master don't have this benefit.
Reflexive: The optimal use of this is something like an extra attack or two each combat. Not exceptionally unbalanced, although it would give someone two bonus actions in one turn, which may be uncommonly useful.
Maximized Spell: Dealing maximum damage is exceptionally powerful. This is one of those abilities which is overpowered and balanced by a large penalty, which usually involves the players finding a way to ignore the penalty. In this case, the penalty can be ignored simply by long-resting between combats, which isn't something I'd want to encourage. The saving throw means you will often get maximized effect for no drawback.
Precise Spellcasting: Again, the drawback to this is that it only works once per long rest, which can be circumvented by having more long rests. It also has the attack bonus issue, where 5th edition would rather give Advantage.
Helpful: Giving a new bonus action may encourage characters who rarely use their bonus actions to start using them more readily. Two characters with this feat could easily grant each other permanent Advantage. That combination makes this too powerful.
answered 1 hour ago
Quadratic Wizard
19.2k367106
19.2k367106
It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
â V2Blast
1 hour ago
Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
â Quadratic Wizard
15 mins ago
add a comment |Â
It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
â V2Blast
1 hour ago
Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
â Quadratic Wizard
15 mins ago
It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
â V2Blast
1 hour ago
It might be worth keeping in mind that the Helpful feat copies one specific part of the Mastermind rogue's Master of Tactics feature: "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you."
â V2Blast
1 hour ago
Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
â Quadratic Wizard
15 mins ago
Well spotted. I feel that this ability is still more powerful as a feat, since this opens it up to every class, and allows reciprocal pairs of Help without two Mastermind rogues in the party.
â Quadratic Wizard
15 mins ago
add a comment |Â
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f131819%2fare-these-homebrew-feats-balanced-with-the-official-feats%23new-answer', 'question_page');
);
Post as a guest
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Thanks for the edit
â qazwsx
1 hour ago
With precise spellcasting I would put it after you roll but before the outcome of the roll is determined. Mostly opinion though so not really worthy of an answer.
â rpgstar
34 mins ago
This is five questions, not one. YouâÂÂre totally welcome to ask five questions, but please do it as five separate Questions. Our system works best that way, and as a bonus, it will get you better answers quicker.
â KRyan
10 mins ago