We did it for Pathfinder, so let’s do it for DnD!
When they are not looking at you, you spring into action. Gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- When you attack an enemy that you have advantage against or an enemy that you and an ally are engaged with, you apply double your ability modifier to damage instead of your normal ability modifier.
Why not lay on the damage when you can?
If they are not looking right at you, twist the knife harder!.
Benefit: When you attack an enemy that is flatfooted or an enemy you are flanking, you can add you strength modifier to damage in addition to your normal damage bonuses from strength for using a melee weapon.
I have players fighting a dragon now. Some of them want this ability…
You can shake off the hardest frights in a moment.
Benefit: When you are subject to a Fear effect or the frightened or shaken condition because you failed a saving throw, you can reroll that saving throw. You must use the second result, even if it is lower. If you fail the second saving throw, you cannot use this feat for 24 hours. If you succeed, you may continue to use this feat until you fail a saving throw.
I had a few friends playing pathfinder, and this came up. Let’s see what you think.
You cast your healing spells on the wind to your allies.
Prerequisite: Spell Focus (conjuration).
Benefit: When you cast a spell that has the school and subschool of conjuration(healing), the range of the spell can be the normal spell or up to 30 feet.
Jumping back into things! Here is a one that came up at the table for Savage Worlds!
Flatfooted [minor or major]
You are slow on the draw. A minor flatfooted character’s initiative is one number lower that indicated on his or her card. If this would put a character at one initiative, they must make an agility check or be stunned. If the character is already stunned and fails the check, they take one nonlethal damage.
A major flatfooted character’s initiative is reduced by one number and one suit. If the character draws a club, an agility check or be stunned. If the character is already stunned and fails the roll, they take one nonlethal damage. If this would put a character at one initiative, they must make an agility check or be stunned. If the character is already stunned and fails the check, they take one nonlethal damage. A character can be subjected to both these effects with a major hindrance.
Quick feat for Today!
You’re quick on the draw when it come to drinking!
Benefits:. When you take an action to use a consumable items, you can use two items in the same action. These need not be the same item, and they do not need to be used just on yourself.
Here is a quick one that came up this weekend.
When it comes to getting you money’s worth, you get double! Gain the following benefits:
- You may use two consumable items as part of the same action.
- Drawing an item from any container is not an action for you, but a free action.
- You do not provoke opportunity attacks for using any items.