Sorry for being away for a bit there. Something has to pay for my board game addiction, and sometimes that my actually job. Let’s hop back into this with a feat I feel most of my players want in DnD 5e!
You’re a master of stealth. Even when you do badly, it’s almost impossibly to fail. Gain the following benefits:
- Increase your dexterity by 1 to a maximum of 20.
- When you roll a stealth check and fail, you may take a -5 penalty and reroll. You must accept the result of this second roll.
Ever see a half-orc welding a rapier? I didn’t think so, but a half-orc thief would have to. Let’s fix that.
Choose one weapon. You are now proficient in this weapon, and this weapon now count as finesse weapons for you.
Thoughts? Does this need to add to your dex? It it too powerful as it stands now?
I’ve been reading a bunch of old Forgotten Realm’s stuff, and I think its time for the stuff of nightmares to take their place on the world stage.
Netherese Shade Sorcerer
You are the stuff of legend. You are born from shadow. Somewhere in your family line, someone was a Shade-a creature of pure darkness who stalked a world of negative energy. You can now channel that, and it’s slowly consuming you.
You begin to get hints of your family history. At first level you gain resistance on all necrotic energy damage and stealth becomes a trained skill for you. If you are already strained in stealth, double your proficiency bonus with that skill instead.
At 6th level, when you cast a spell that does necrotic energy, you my add your charisma modifier to that damage. You may spend 1 sorcery point to cast Inflict Wounds.
You are beginning to learn to be a shadow. At level 14 by spending 1 sorcery point, you may travel from any area of shadow to another area of shadow as a move. These areas of shadow must not be more then three times your movement speed apart.
At level 18, you have stopped being mortal and moved beyond. You are now a shade. Your race changes to shade. You now have advantage on stealth checks made in shadow and are now immune to necrotic energy. In addition, you may now spend 5 sorcery points to cast teleport to teleport as if teleporting to a portal to any area of shadow you know about.
I’ve been listening to some audiobooks lately, and I want to help those fighters who wield the too big weapons enter the fray!
Prerequisite: Strength 18
Benefit: Gain the following:
- Gain +1 to strength to a maximum of 20
- You may wield a two-handed weapon one handed and gain the benefit of the two-handed grip for qualities like versatile and general use of the weapon. If you wield two two-handed weapons, the off-hand attack normally does not add your strength or dexterity to damage.
Want to up your spell casting ability as a monk in DnD 5e. Maybe there is a feat for that….
You have mastered yourself and the forces of the universe and gained the following benefits:
- Gain a +1 bonus to wisdom to a maximum of 20.
- Your current and future ki pool is increased to 1 1/2 its current total.
How about a feat for DnD Next?
You move so fast, your opponents can only feel you hit them.
Benefit: Gain the following benefits:
- Gain +1 to dexterity, to a maximum of 20.
- When you use your flurry of blows power, gain an additional unarmed attack.
How about a different class feature for the monk?
Immediately after you are hit with an attack and the attacker is in reach, you may spend one ki point make an unarmed attacks as a reaction. If you spend two ki points, you may make the attack before the attacker hits you with an attack as a reaction. If the attacker is still able to make the attacks after these attack, the attack occurs as normal. Any effects, powers, feats, or abilities that require or use Flurry of Blows allow apply to this ability instead unless specifically stated different. This ability is taken instead of Flurry of Blows.