Kouk's Heroic Homebrew 4e Feats

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Kouk's Homebrew Feat compendium

The game is still new, but I have already thought of some feats. In my opinion, they are fairly balanced, but please point out anything that seems off.

Not all feats will be balanced for all games -- make sure to evaluate each one with your DM to decide whether it suits your campaign.

I will add more periodically.

Contrary to the title, these will not be limited to just Heroic tier -- though the bulk of them probably will be.

Divided by type of feat.

NEW: General:







[deck=Divine Spirit]Tier: Paragon
Prerequisites: Charisma 17 or Wisdom 17, Channel Divinity class feature
Benefit: You can use your Channel Divinity ability one additional time per encounter. The Channel Divinity power you choose the second time must be different from the first.[/deck]

[deck=Dodge]Tier: Paragon
Prerequisites: Dexterity 13
Benefit: You gain a +1 feat bonus to your Armor Class and Reflex Defense as long as you are wearing light or no armor, and are not suffering from any status Condition or effect which causes you to grant Combat Advantage (excluding being flanked). See PH 277 for a description of common conditions.[/deck]

[deck=Enhanced Repertoire]Tier: Heroic
Benefit: Choose one level 1 at-will attack power from your main class that you do not know. You can use that power as an encounter power.
Special: If you later retrain so that you no longer have this feat, you lose use of the extra power.

If you retrain so that you choose the power selected with Expanded Repertoire to be one of your level 1 at-will attack powers known, select a different level 1 at-will attack power from your class which you do not know to replace it for purposes of this feat.[/deck]

[deck=Eschew Materials]
Tier: Epic
Prerequisites: Intelligence or Wisdom 21, Ritual Caster
Benefit: Any Ritual you cast requires only half as many reagents as normal, and any Ritual Scroll you scribe costs half as much to create. Rituals cast from Ritual Scrolls are unaffected.
Special: Rituals which create permanent magical items do not gain the benefit of this feat.[/deck]

[deck=Extend Ritual]Prerequisites: Intelligence or Wisdom 17, Ritual Caster
Benefit: Any Ritual you perform (including from Ritual Scrolls) with a duration longer than instantaneous lasts up to half again longer than normal. Any effect which normally ends a Ritual still applies.
Example: A Ritual with a normal duration of 30 minutes lasts for up to 45 minutes. A Ritual with a normal duration of 24 hours lasts for up to 36 hours.[/deck]

[deck=Forester]Tier: Paragon
Benefit: Whenever you are in a forest, grove, or similar aboveground natural environment (DM’s discretion) you gain a +1 bonus to ranged attack rolls and AC.[/deck]

[deck=Hearty Soul]Tier: Heroic
Prerequisite: Constitution 15 or Wisdom 15
Benefit: You can spend a healing surge on a result of 19 or higher on your death saving throw, instead of only on a 20 or higher. In addition, you automatically become stabilized (see Heal skill, PH 185) on a result of 20 or higher, even if you do not have any healing surge uses remaining.

Normal: You can only spend a healing surge while dying on a death saving throw result of 20 or higher, and you do not become stable automatically on a roll of 20 or higher. See Death and Dying, PH 295.[/deck]

[deck=Instant Shot]Tier: Paragon
Prerequisites: Dexterity 17, Close Combat Shot
Benefits: You can use a Ranged Basic Attack to make Opportunity Attacks against enemies in adjacent squares. You do not provoke an Opportunity Attack yourself when making attacks in this way.
Normal: You can only use Melee weapons to make Opportunity Attacks (PH 290).[/deck]

[deck=Iron Grip]Tier: Heroic
Prerequisite: Strength 15
Benefit: You gain a +1 feat bonus on your Strength attack to initiate a grab or move a grabbed target. In addition, anyone attempting to escape your Grab takes a -1 penalty on their Acrobatics or Athletics skill check to escape the grab.[/deck]

[deck=Kip Up]Tier: Heroic
Prerequisite: Trained in Acrobatics
Benefit: You can stand up from prone as a minor action instead of as a move action. You gain a +1 feat bonus to Acrobatics checks.[/deck]

[deck=Rapid Reload]Tier: Heroic
Benefit: You can reload any weapon with the Load Minor property as a free action instead.[/deck]

[deck=Smooth Talker]Tier: Heroic
Prerequisite: Charisma 15 or Doppelganger
Benefit: Once per encounter as a free action, you may reroll a failed Bluff, Diplomacy or Intimidate check. You must keep the second result, even if it is lower.[/deck]

[deck=NEW: Spell Harmonics]Tier: Paragon
Prerequisites: Arcane power source
Benefit: Once per encounter you can sustain a power with Sustain Minor as a free action for one round.[/deck]

[deck=Steel Vice]Tier: Heroic
Prerequisites: Strength 15, Iron Grip
Benefit: A creature that begins its turn Grabbed by you takes damage equal to your Strength modifier.[/deck]

[deck=Trained Eye]Tier: Heroic
Prerequisites: Trained in Thievery
Benefit: You can use your Thievery skill to detect traps and secret doors instead of your Perception skill. All other uses of Perception (such as finding hiding opponents or tracking) continue to rely on the Perception skill. See Perception skill entry (PH 186).[/deck]

[deck=Quicken Ritual]Tier: Paragon
Prerequisites: Intelligence or Wisdom 17, Ritual Caster
Benefit: You can perform a Ritual you have mastered (or cast from a Ritual Scroll) in half the amount of time as normal, to a minimum of 5 minutes. Any Skill Check made as part of that Ritual takes a -10 penalty to the roll.[/deck]

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Dragonborn:

[deck=Arcing Dragon Breath {Dragonborn}]Tier: Paragon
Prerequisites: Dragonborn, dragon breath racial power
Benefit: You can choose to make your dragon breath power a Ranged power of burst 1 within 5 squares.
Note: As a Ranged power, using your dragon breath in this way provokes opportunity attacks from enemies who Threaten you.[/deck]

[deck=Clinging Dragon Breath {Dragonborn}]Tier: Paragon
Prerequisites: Dragonborn, dragon breath racial power
Benefit: Enemies who you successfully hit with your dragon breath power take the same amount of damage you dealt at the start of their next turn.[/deck]

[deck=Dragon Sight {Kobold} {Dragonborn}]Tier: Paragon
Prerequisites: Kobold or Dragonborn
Benefit: You gain Darkvision. You gain a +2 feat bonus to Perception.[/deck]

[deck=Dragonborn Claws {Dragonborn}]Tier: Heroic
Prerequisite: Dragonborn
Benefit: The claws on your hands elongate and harden, increasing your ability to attack without manufactured weapons. Your Unarmed attacks are treated as light blades for all purposes, and you are automatically proficient with them. Your claws deal 1d6 damage, grant a +2 proficiency bonus, and have the Off-hand weapon property.[/deck]

[deck=Dragonborn Resistance {Dragonborn}]Tier: Paragon
Prerequisites: Dragonborn, dragon breath racial power
Benefit: You gain Resist 5 of the energy type you selected for your breath weapon.
At level 21 this Resistance improves to 10.[/deck]

[deck=Enveloping Dragon Breath {Dragonborn}]Tier: Paragon
Prerequisites: Dragonborn, dragon breath racial power
Benefit: When you use your dragon breath power, you can choose to make it Close Burst 1 instead of Close Blast 3.
Note: This allows your breath to attack all adjacent squares.
[/deck]

[deck=Minimize Dragon Breath {Dragonborn}]Tier: Heroic
Prerequisites: Dragonborn, dragon breath racial power
Benefit: When you use your dragon breath power, you can choose to reduce the range of your breath weapon to blast 2 or blast 1.
Special: If you have the Enlarge Breath feat, you may also choose to make the range of your breath weapon blast 4.[/deck]


NEW: Dwarf:

[deck=Deep Dweller]Tier: Heroic
Prerequisite: Dwarf
Benefits: You gain Darkvision.
In addition, you gain a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), hazards, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework.[/deck]

[deck=NEW: Dwarven Comeback]Tier: Heroic
Prerequisites: Dwarf, Dwarven Resilience racial ability
Benefit: When you use a Second Wind, you also gain a +2 bonus to damage rolls until the end of your next turn.[/deck]

[deck=Mountain Stance]Tier: Heroic
Prerequisite: Dwarf, Stand Your Ground racial ability
Benefits: When an effect forces you to move – through a pull, a push, or a slide – you can move 1 + your Constitution modifier squares fewer than the effect specifies. You gain a +2 racial bonus on saves to avoid being knocked prone.[/deck]


Eladrin:

[deck=Fey Step Mastery]Tier: Paragon
Prerequisites: Eladrin, Fey Step racial power
Benefit: You may use your Fey Step power up to two times an encounter. The sum of the distances traveled with both uses can be no more than the maximum allowed by a single use of your Fey Step power.
Example: Aramil the Eladrin uses his Fey Step power to Teleport 3 squares. He can Teleport a second time in the encounter, but only up to 2 squares maximum.[/deck]

[deck=Great Step]Tier: Heroic
Prerequisites: Eladrin, Fey Step racial power
Benefit: Add two to the maximum number of squares you can teleport when using your Fey Step power.
[/deck]


CHANGED: Gnome:

[deck=Better Safe Than Sorry]Tier: Heroic
Prerequisite: Gnome, Fade Away racial power
Benefit: You may choose to activate your Fade Away racial power in response to any attack against you, regardless of whether or not it hits or deals damage.
You may still only use Fade Away once per encounter.[/deck]

[deck=Figment Master]Tier: Heroic
Prerequisite: Gnome
Benefits: You gain a +1 feat bonus to damage rolls when you use a power with the illusion keyword. Creatures that attempt a saving throws against your illusion powers take a -1 penalty to the rolls.[/deck]

[deck=Gnome Trickster]Tier: Heroic
Prerequisite: Gnome
Benefits: You can use Ghost Sound, Light, and Prestidigitation each once per day as the Wizard Cantrips.
Note: If you are already a Wizard, this feat is useless for you. :P[/deck]

[deck=CHANGED: Tunnelrunner]Tier: Heroic
Prerequisite: Gnome
Benefits: You gain a +2 feat bonus to Acrobatics. When Squeezing, you do not suffer penalties to your attack rolls and do not grant combat advantage. You can move at full speed while squeezing. (See PH 292).[/deck]

[deck=Warrenguard]Tier: Heroic
Prerequisite: Gnome
Benefit: You gain a +1 racial bonus to attack and damage rolls against creatures of small or smaller size.[/deck]


NEW: Half-Elf
[deck=NEW: Natural Dilettante]Tier: Heroic
Prerequisites: Half-Elf, Dilettante racial feature
Benefit: Choose either Constitution or Charisma. You can use that ability score for purposes of determining your attack and damage rolls with the power granted by your Dilettante racial feature, in place of the normal ability score(s).[/deck]


NEW: Halfling
[deck=NEW: Deceive Fate]Tier: Paragon
Prerequisites: Halfling, Second Chance racial power
Benefit: Once per encounter, you can reroll the results of a Thievery or Stealth check, keeping the higher result. Doing so counts as a use of your racial Second Chance power.[/deck]

[deck=NEW: Halfling Slinger]Tier: Heroic
Prerequisites: Halfling
Benefit: You gain proficiency with all slings. When you wield a Sling, both the normal and long range increase by 2, and it gains the Brutal 1 property.[/deck]


Human:
[deck=Back on Your Feet {Human}]Tier: Paragon
Prerequisite: Human, Human Defense Bonus
Benefit: Once per day while dying, you can use an Action Point to spend a healing surge.[/deck]


Shifter:
[deck=Longtooth Elite {Shifter}]Tier: Heroic
Prerequisites: Longtooth Shifter, Longtooth Shifting racial power
Benefits: While benefiting from your Longtooth Shifting power, you gain an additional +1 bonus to damage rolls, and your regeneration increases by 1 point.[/deck]

[deck=Razorclaw Elite {Shifter}]Tier: Heroic
Prerequisites: Razorclaw Shifter, Razorclaw Shifting racial power
Benefits: While benefiting from Razorclaw Shifting, you gain a +1 bonus on attack rolls.[/deck]

[deck=Reactive Shifting {Shifter}]Tier: Heroic
Prerequisites: Shifter, Longtooth Shifting or Razorclaw Shifting, Constitution 13
Benefits: You can use your shifting racial encounter power as an Immediate Reaction instead of as a Minor action.[/deck]

[deck=Shifter Instincts {Shifter}]Tier: Heroic
Prerequisite: Shifter
Benefits: You gain a +1 feat bonus on Perception and Insight checks, and a +2 feat bonus on Initiative checks.[/deck]


Warforged:
[deck=Enhanced Optics {Warforged}]Tier: Heroic
Prerequisites: Warforged, Constitution 13
Benefit: You gain Low-light vision. In addition, you gain a +1 feat bonus on any Saving Throw to end an effect which imposes the Blinded condition.[/deck]

[deck=Greater Enhanced Optics {Warforged}]Tier: Paragon
Prerequisites: Warforged, Constitution 15, Enhanced Optics
Benefit: You gain Darkvision. In addition, you gain a +2 feat bonus on any Saving Throw to end an effect which imposes the Blinded condition.[/deck]

[deck=Second Skin {Warforged}]Tier: Heroic
Prerequisites: Warforged, Constitution 13
Benefit: When using armor as an attached component, you do not suffer any armor check penalty that would normally be incurred from using that armor.
[/deck]

[deck=Silver Tracery {Warforged}]Tier: Heroic
Prerequisites: Warforged, Constitution 13
Benefits: Your unarmed attacks count as silvered (PH 220). In addition, you gain a +1 feat bonus to Fortitude defense and Endurance skill checks.
[/deck]

[deck=Warforged Slam {Warforged}]Tier: Heroic
Prerequisites: Warforged, Strength 15
Benefits: You can use your fists to deliver a powerful slam attack. Treat your unarmed attack as a simple melee weapon that deals 1d8 damage and has a +2 proficiency bonus. Your slam attacks are treated as belonging to the mace weapon group, and you are automatically proficient with them. In addition, your fists can be enchanted with the Enchant Magic Item Ritual individually as if weapons.
[/deck]


Monster Races

[deck=Disturbing Visage {Doppelganger}]Tier: Heroic
Prerequisites: Doppelganger, Change Shape racial power
Benefit: Once per day as a Minor Action you can make an Intimidate check with a +5 racial bonus.[/deck]

[deck=Hobgoblin Infantry {Hobgoblin}]Tier: Heroic
Prerequisites: Hobgoblin
Benefit: You gain proficiency with all flails, and a +2 feat bonus to damage rolls with all flails and heavy blades.[/deck]

[deck=Improved Hobgoblin Resilience {Hobgoblin}]Tier: Heroic
Prerequisites: Hobgoblin, Hobgoblin resilience racial power
Benefit: You gain a +2 bonus on saving throws made using your Hobgoblin Resilience racial power.[/deck]

[deck=Phalanx Fighting {Hobgoblin}]Tier: Paragon
Prerequisites: Hobgoblin
Benefit: When using a shield and adjacent to one or more allies also using a shield, you and those allies gain a +2 bonus to Armor Class. You cannot gain the benefits of this feat more than once.[/deck]

[deck=Draconic Bloodline {Kobold}]Tier: Heroic
Prerequisites: Kobold
Benefit: Choose one energy keyword from the following list: acid, cold, fire, lightning, or poison.
Attacks with Arcane powers which include that keyword gain a +1 racial bonus to the attack and damage rolls.[/deck]

[deck=Dragon Sight {Kobold} {Dragonborn}]Tier: Paragon
Prerequisites: Kobold or Dragonborn
Benefit: You gain Darkvision. You gain a +2 feat bonus to Perception.[/deck]

[deck=Kobold Senses {Kobold}]Tier: Heroic
Prerequisite: Kobold
Benefit: You gain Low-Light vision. You gain a +1 feat bonus to Perception.[/deck]

[deck=Evasive Shift {Kobold}]Tier: Heroic
Prerequisites: Kobold
You can use your Shifty racial power as an immediate reaction when you are attacked by an enemy. If you do so, you gain a +1 bonus to all defenses until the end of your next turn.
Level 21: The bonus increases to +2.[/deck]

[deck=Mazedweller {Minotaur}]Tier: Heroic
Prerequisites: Minotaur
Benefit: You gain Low-Light Vision. In addition, you gain a +2 feat bonus on Dungeoneering checks.[/deck]

[deck=Savage Gore {Minotaur}]Tier: Heroic
Prerequisites: Minotaur, Goring Charge racial power, Strength 15
Benefit: Use d8s for the damage roll of your Goring Charge power instead of d6s.[/deck]

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Divinity:

[deck=Aegis of Moradin {Divinity}]Tier: Paragon
Prerequisites: Channel Divinity class feature, must worship Moradin
Benefit: You can invoke the power of your deity to use Moradin’s Shield
_
Channel Divinity: Aegis of Moradin _ Feat Power
Moradin protects his heroes in their time of need.
Encounter ✦ Divine
Immediate Interrupt _ Close Burst 5
Target: You or one ally in range
Trigger: The target is subject to an attack when bloodied.
Effect: The target gains a bonus on all defenses equal to 1 + half of your Wisdom modifier until the end of your next turn.
Special: You must take the Moradin’s Shield feat to use this
power.
[/deck]


[deck=Avandra's Escape {Divinity}]Tier: Paragon
Prerequisites: Channel Divinity class feature, must worship Avandra
Benefit: You can invoke the power of your deity to use Avandra’s Escape.
_
Channel Divinity: Avandra’s Escape _ Feat Power
Avandra smiles upon you, loosening grips and bonds to help you find freedom.
Encounter ✦ Divine
Standard Action _ Close Burst 10
Target: You or one ally within range
Effect: The target immediately escapes from any Grab, and is immediately freed from any ongoing effect which causes him to be Immobilized, Restrained, or Slowed and which ends on a successful saving throw as if he had succeeded on that save (even if it is not his turn). In addition, the target gains a +5 power bonus on his Reflex Defense to resist a Grab, and a +5 power bonus on Acrobatics or Athletics checks made to escape a Grab until the end of your next turn.
Special: You must take the Avandra’s Escape feat to use this
power.
[/deck]

[deck=Blessing of Corellon {Divinity}]Tier: Paragon
Prerequisites: Channel Divinity class feature, must worship Corellon
Benefit: You can invoke the power of your deity to use Blessing of Corellon.
_
Channel Divinity: Blessing of Corellon _ Feat Power
All is revealed before the gaze of Corellon’s faithful.
Encounter ✦ Divine
Standard Action _ Personal
Effect: You can automatically sense the presence of magic as if using the Arcana skill, with no check required. In addition, if you are trained in Arcana, you may apply your Wisdom modifier as a bonus on the next Arcana check to detect and identify magical effects (PHB page 181) that you make before the end of your next turn.
Special: You must take the Blessing of Corellon feat to use this power.
[/deck]


[deck=Erathis’ Teamwork {Divinity}]Tier: Paragon
Prerequisites: Channel Divinity class feature, must worship Erathis
Benefit: You can invoke the power of your deity to use Erathis’ Teamwork.
_
Channel Divinity: Erathis’ Teamwork _ Feat Power
Erathis rewards cooperation in working toward shared goals.
Encounter ✦ Divine
Minor Action _ Close Burst 8
Target: You and all allies within range
Effect: The target gains a +2 power bonus on attack and damage rolls when flanking until the end of your next turn.
Special: You must take the Erathis' Teamwork feat to use this power.
[/deck]

[deck=Ioun’s Recall {Divinity}]Tier: Paragon
Prerequisites: Channel Divinity class feature, must worship Ioun
Benefit: You can invoke the power of your deity to use Ioun’s Recall.
_
Channel Divinity: Ioun’s Recall _ Feat Power
Faith in Ioun allows you to more easily find what is hidden in your memory.
Encounter ✦ Divine
No Action _ Personal
Trigger: You roll a monster knowledge check to identify a creature in combat and dislike the result.
Effect: You may choose to re-roll your skill check to identify a monster with a +3 bonus on the second roll.
Special: You must take the Ioun's Recall feat to use this power.
[/deck]

[deck=Raven Queen's Curse {Divinity}]Tier: Paragon
Prerequisites: Channel Divinity class feature, must worship the Raven Queen
Benefit: You can invoke the power of your deity to use Raven Queen’s Curse.
_
Channel Divinity: Raven Queen’s Curse _ Feat Power
The Raven Queen punishes those who refuse to accept that their time is at hand.
Encounter ✦ Divine
Minor Action _ Ranged 10
Target: One bloodied enemy
Effect: The target is weakened and takes a -2 penalty to all defenses until the end of your next turn.
Special: You must take the Raven Queen's Curse feat to use this power.
[/deck]

[deck=Sehanine’s Shroud {Divinity}]Tier: Paragon
Prerequisites: Channel Divinity class feature, must worship Sehanine
Benefit: You can invoke the power of your deity to use Sehanine’s Shroud.
_
Channel Divinity: Sehanine’s Shroud __ Feat Power
Sehanine wraps her believers in a protective veil of shadow.
Encounter ✦ Divine
Minor Action _ Personal
Effect: You gain concealment until the end of your next turn. Any Stealth check you make while under the effects of Sehanine’s Shroud gains a +5 power bonus.
Special: You must take the Sehanine's Shroud feat to use this power.
[/deck]

[deck=Talons of Bahamut {Divinity}]Tier:Paragon
Prerequisites: Channel Divinity class feature, must worship Bahamut
Benefit: You can invoke the power of your deity to use Talons of Bahamut.
_
Talons of Bahamut _ Feat Power
Bahamut’s mighty claws help you to pierce your enemy’s armor.
Encounter ✦ Divine
Minor Action _ Personal
Effect: You gain a bonus on your next attack against a target’s AC defense equal to 1 + half of your Wisdom modifier. If you do not use this bonus before the end of your turn, it is lost.
Special: You must take the Talons of Bahamut feat to use this power.
[/deck]

[deck=Thunder of Kord {Divinity}]Tier: Paragon
Prerequisites: Channel Divinity class feature, must worship Kord
Benefit: You can invoke the power of your deity to use Thunder of Kord.
_
Channel Divininity: Thunder of Kord _ Feat Power
You call down the power of the lord of storms to smite your foes.
Encounter ✦ Divine
Move Action_Close Burst 10
Target: You or one ally within range
Effect: The next successful attack roll made by the recipient with a melee or ranged weapon before the end of your next turn deals an additional 2d6 Thunder damage and deafens (save ends).
Increase damage to 3d6 at 21st level.
Special: You must take the Thunder of Kord feat to use this power.
[/deck]

[deck=Guiding Light of Pelor]Tier:Paragon
Prerequisites: Channel Divinity class feature, must worship Pelor
Benefit: You can invoke the power of your deity to use Guiding Light of Pelor.
_
Channel Divininity: Guiding Light of Pelor _ Feat Power
A golden shaft of light falls down upon your foes, outlining them with righteous power.
Encounter ✦ Divine
Standard Action _ Area Burst 1 within 10
Target: Enemies in burst
Attack: Wisdom vs. Will
Effect: The area affected is considered to be illuminated as if by bright light until the end of your next turn. You and your allies gain a +2 power bonus on attack rolls against the target until the end of your next turn, even if they leave the affected area.
Special: You must take the Guiding Light of Pelor feat to use this power.[/deck]



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Cleric:

[deck=Perpetual Evangelist]Tier: Heroic
Prerequisite: Cleric, Healing Word class feature
Benefit: You gain a +2 feat bonus on Diplomacy checks. Once per day, you may use your Healing Word feature an additional time during an encounter.

Special: If you have the Initiate of the Faith feat, you instead gain one additional use of the Healing Word power per day.[/deck]

[deck=Soothing Words]Tier: Heroic
Prerequisites: Charisma 13, Cleric, Healing Word class feature
Benefit: Your Healing Word power heals an additional 2 hit points of damage.[/deck]


Fighter:

[deck=Master Fencer]Tier: Heroic
Prerequisite: Fighter
Benefit: Attack rolls with Martial Powers which normally use Strength (including melee basic attacks) can use your Dexterity instead, when using a light blade. Other effects, such as extra damage from a high strength score or initiating a Bull Rush are still determined by your Strength score as normal.[/deck]


Paladin:

[deck=Helping Hand]Tier: Heroic
Prerequisites: Wisdom 11, Paladin, Lay on Hands class feature
Benefit: You can use your Lay on Hands power one additional time per day.[/deck]

[deck=Protecting Hands]Tier: Heroic
Prerequisites: Paladin, Lay on Hands class feature
Benefit: The target of your Lay on Hands class feature gains a +1 power bonus to all defenses until the end of your next turn.
Level 11: +2 power bonus.
Level 21: +3 power bonus.[/deck]

[deck=Sharp Challenge]Tier: Heroic
Prerequisite: Paladin, Divine Challenge class feature
Benefit: Your Divine Challenge deals 2 additional points of radiant damage.[/deck]


Ranger

[deck=Aberrant Empathy]Tier: Heroic
Prerequisite: Ranger, Trained in Dungeoneering
Benefit: You can use the Dungeoneering skill to make a special Handle Animal check (see the Nature skill, PH 186) in order to influence Abberant Beasts and Magical Aberrant Beasts. The creature must have an Intelligence score of 5 or less, and can be no more than two levels higher than you.[/deck]

[deck=Animal Empathy]Tier: Heroic
Prerequisite: Ranger, Trained in Nature
Benefit: You gain a +5 feat bonus on Handle Animal checks to influence Natural Beasts (see the Nature skill, PH 186).

In addition, you gain the ability to use Handle Animal on Natural Magical Beasts. The target creature must have an Intelligence score of 5 or less, and can be no more than two levels higher than you.[/deck]

[deck=Planar Empathy]Tier: Paragon
Prerequisite: Ranger, Trained in Arcana
Benefit: You can use the Arcana skill to make a special Handle Animal check (see the Nature skill, PH 186) on Beasts and Magical Beasts of the Elemental, Fey, and Shadow origins. The creature must have an Intelligence score of 5 or less, and can be no more than two levels higher than you.[/deck]


Rogue:

[deck=Expanded Sneak Attack]Tier: Epic
Prerequisites: Rogue, Sneak Attack class feature.
Benefits: Choose one weapon from a group other than the light blade, crossbow or sling weapon groups that you are proficient with. You may use this weapon to Sneak Attack.
Special: You may take this feat multiple times. Each time, choose a new weapon to allow your sneak attack damage to apply to.
Normal: You may only sneak attack when using a weapon from the light blade, crossbow or sling weapon groups.[/deck]

[deck=Scoundrel’s Luck]Tier: Heroic
Prerequisite: Rogue
Benefit: Once per encounter you may reroll a single Thievery skill check. You must take the result of the second roll, even if it is lower. You may choose whether to reroll after you know the result of the first check.[/deck]

[deck=Sniper Weapon Training]Tier: Heroic
Prerequisites: Dexterity 13, Rogue, Sneak Attack class feature
Benefits: You gain proficiency with the shortbow. In addition, you may apply your sneak attack ability when wielding a shortbow, and any rogue power with an attack type of “Ranged weapon” can be used with a shortbow.
Normal: You may only sneak attack when using a weapon from the light blade, crossbow or sling weapon groups.[/deck]

[deck=Thug Weapon Training]Tier: Heroic
Prerequisites: Strength 13, Rogue, Sneak Attack class feature
Benefits: You gain proficiency with the club. In addition, you may apply your sneak attack ability when wielding a club or using an unarmed strike, and any Rogue power with attack type of “Melee weapon” may be used with a club or unarmed strike.
Normal: You may only sneak attack when using a weapon from the light blade, crossbow or sling weapon groups.[/deck]

[deck=Weapon Finesse]Tier: Heroic
Prerequisite: Rogue
Benefit: You can use your Dexterity modifier instead of your Strength modifier when making a basic attack with a melee weapon.[/deck]


Warlord:
[deck=Inspiring Orator]Tier: Heroic
Prerequisites: CHA 13, Warlord, Inspiring Word class feature
Benefit: Your Inspiring Word power heals an additional 2 hit points of damage.
[/deck]

[deck=Motivational Speaker]Tier: Heroic
Prerequisite: Warlord, Inspiring Word class feature
Benefit: You may use your Inspiring Word power one additional time per encounter.
Special: If you have the Student of Battle feat, you instead can use Inspiring Word one additional time per day.[/deck]


Warlock:

[deck=Eldritch Spear]Tier: Heroic
Prerequisites: Warlock, Eldritch Blast power
Benefit: Your Eldritch Blast power becomes Ranged 20 instead of Ranged 10.[/deck]

[deck=Eldritch Glaive]Tier: Paragon
Prerequisites: Warlock, Eldritch Blast power
Benefit: Your Eldritch Blast can take on physical substance, appearing similar to a glaive. As a Move Action, you can shape your Eldritch Blast into a Melee reach weapon a +0 proficiency bonus that requires two hands to wield. If you desire, the glaive can form around one implement in your hand, allowing its enhancement bonus to be added to your attack and damage rolls as normal. You continue to gain the benefits of the implement when using other Warlock powers while holding the glaive.

As a reach weapon, you can attack enemies up to two squares away, but you only threaten adjacent squares. Attacking with Eldritch Blast in this way does not provoke Opportunity Attacks. In addition, while in this form your Eldritch Blast counts as a Melee Basic Attack instead of a Ranged Basic Attack for all purposes. You cannot attack farther than 2 squares away with Eldritch Blast while in glaive form.

You can restore you Eldritch Blast to its normal abilities as a Minor Action.[/deck]

[deck=Elemental Blast]Tier: Heroic
Prerequisites: Warlock, Eldritch Blast Power
Benefit: Choose an energy type from the following list: Acid, Cold, Fire, Lightning, Thunder. When using your Eldritch Blast power, you can choose for it to deal the chosen type of energy damage, and it takes on the corresponding keyword.
Special: You may take this feat multiple times. Each time you take the feat, choose a different energy type.[/deck]

[deck=Entangling Blast]Tier: Paragon
Prerequisites: Warlock, Eldritch Blast power
Benefit: Once per encounter you may declare your next Eldritch Blast to be an Entangling Blast. Make an attack with your Eldritch Blast power. If the attack hits, the target is slowed until the end of your next turn.[/deck]

[deck=Fey Eruption]Tier: Paragon
Prerequisites: Charisma 15, Warlock, Fey Pact
Benefit: When you bring an enemy under the effects of your Warlock’s Curse to 0 or fewer hit points, you can choose for a showering confetti of glittering particles to pour from its eyes, ears and mouth. Enemies who are adjacent to the target’s space take a -1 penalty to attack rolls and Stealth checks until the end of your next turn.[/deck]

[deck=Infernal Pyre]Tier: Paragon
Prerequisites: Constitution 15, Warlock, Infernal Pact
Benefit: When you reduce an enemy under the effects of your Warlock’s Curse to 0 or fewer hit points, you can choose for it to erupt into a column of blazing hellfire. Until the beginning of your next turn, each square the creature occupied when it died deals fire damage equal to your Constitution modifier to any enemy who enters or begins his turn in the affected area.[/deck]
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
I like 'em except for Soothing Words. Cleric gets enough healing bonuses as it is.
I would also make Inspiring Orator a Paragon Tier feat, make it require Motivational Speaker and then allow it to increase Inspiring Word's healing an amount equal to the Charisma Modifier.
That's just my humble suggestion though. ^_^
I like 'em except for Soothing Words. Cleric gets enough healing bonuses as it is.
I would also make Inspiring Orator a Paragon Tier feat, make it require Motivational Speaker and then allow it to increase Inspiring Word's healing an amount equal to the Charisma Modifier.
That's just my humble suggestion though. ^_^

I know Clerics get lots of healing boosts, but there isn't really much in the way of feats for a player who wants to go beyond the default amount of healing. 1 point seemed like too little in the scheme of the Cleric's career to me.

Similarly, there is not much for a Warlord who wants to push more healing and leader-ing, there are mostly feats for direct combat available currently. Warlords are already a bit weaker in the healing department than Clerics so I figured allowing a +2 at Heroic could let them help their party survive longer if the Warlord was the only healer.

I didn't want to base either off of Charisma, because both classes seem to get powers which use their charisma mod for healing in some way. Also, you could easily push your Charisma very high anyway, so it may make the feats more powerful than I wanted to.

I also thought about a scaled amount of healing, like 1 point at heroic, 2 at paragon etc., but it seemed like a bit of a hassle and I don't want to make a feat someone may feel like retraining to or from just when they change tiers.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Added more paragon tier Divinity feats.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Added two paragon tier Divinity feats, and 3 Rogue feats.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Awww.. no Warlock feats? Disappointing my friend, disappointing


Just kidding, while I would have liked to see Warlock feats, the ones you have made are full of the proverbial win.
Awww.. no Warlock feats? Disappointing my friend, disappointing

Thanks heh. Here are a couple of Warlock feats, but I haven't had much chance to observe Warlocks in play yet. Also, one general feat and one Dragonborn feat.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Shouldn't Dodge add it's bonus to your Reflex Defense? It makes more sense that way. Or have it add the bonus to both AC and Reflex, like Shields do.
AC is pure armour and a bit dodging where Reflex is pure dodging.
Shouldn't Dodge add it's bonus to your Reflex Defense? It makes more sense that way. Or have it add the bonus to both AC and Reflex, like Shields do.
AC is pure armour and a bit dodging where Reflex is pure dodging.

I know, Reflex also would make more sense -- however, I was concerned that might make it too attractive a feat.

After considering further, I think allowing the Reflex as well probably isn't that big of a problem (still feat bonus). Lightning Reflexes still has appeal because it is a higher bonus, and there are no requirements. Armor specialization still has appeal because it is mostly for heavier armors. Hide armor specialization has very slight appeal, but it would still reduce your armor check penalty and you may not have the Dex requirement. And the Dodge still has that other condition.
So, yes, I have made the change now. I am still open to suggestions about balance concerns from anyone though.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
What does the becoming stable in the Hearty Soul mean. As I understand being stable is scraped in 4e. On a 20 you must use a healing surge and on a 10 or below you come closer to death. Roll <10 three times and your dead. But there is nothing about being stable. If you mean you don't have to make any death saves then the feat could use some rewording to make that clear.
What does the becoming stable in the Hearty Soul mean. As I understand being stable is scraped in 4e. On a 20 you must use a healing surge and on a 10 or below you come closer to death. Roll <10 three times and your dead. But there is nothing about being stable. If you mean you don't have to make any death saves then the feat could use some rewording to make that clear.

Actually, becoming Stable is not removed entirely, it is just not something that is easy for the dying character to do. See the Heal skill. You can make a DC 15 Heal check to stabilize the dying character, which makes it so he no longer makes death saving throws (and also no longer has a chance to wake up though) until he takes more damage.

A dying character can't really become "stable" in that sense, the best he can hope for is to get a '20' (normally) which allows him to use a Healing Surge and stand up again. The feat would allow him to stabilize himself in the off chance he did manage to roll a 20, but had no actual healing surges remaining.

I will add something directing to the Heal skill after I mention stable though, thanks for pointing that out. It isn't a common sort of thing in 4e.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
And thats what you get when they don't put everything where it belongs. But thanks for pointing that out. Completely forgot about the Heal skill and whatever it does.

Anyway Hearty Soul as writen now doesn't interact with feats that give you a bonus on saving throws (like the Human Perseverence feat). It should read ...on a result of... instead of ...on a roll of....

Aegis of Moradin is a really situational feat. It only helps if there will be alot of enemy actions during the time you use the feat and when your next turn is. I suggest making it an Immediate Interrupt that Triggers on a bloodied ally being hit. This way the Defense bonus will work against the attack just made, where if it stays a reaction it doesn't.

BTW the Eldrich Glaive feat looks so cool. Especially for a Defender or Striker/Warlock Multiclass character.
And thats what you get when they don't put everything where it belongs. But thanks for pointing that out. Completely forgot about the Heal skill and whatever it does.

Anyway Hearty Soul as writen now doesn't interact with feats that give you a bonus on saving throws (like the Human Perseverence feat). It should read ...on a result of... instead of ...on a roll of....

Yes. I was under the impression (as are many others) that a death saving throw is not an actual saving throw. However, after rereading it again I notice that it is possible to achieve a result of higher than 20, which implies it is in fact a saving throw which can get bonuses from various places. I will change the language.

Aegis of Moradin is a really situational feat. It only helps if there will be alot of enemy actions during the time you use the feat and when your next turn is. I suggest making it an Immediate Interrupt that Triggers on a bloodied ally being hit. This way the Defense bonus will work against the attack just made, where if it stays a reaction it doesn't.

I was concerned it might be too similar to other abilities, but you are probably right. If it works more like the Wizard spell Shield (immediate interrupt when you are hit to increase AC and maybe not get hit) I don't think that would be a bad thing.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Added 1 general, 4 Shifter, and 5 Warforged feats.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Added 1 general (mostly for Rogues though), and 4 Dragonborn feats.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
ranger feats anytime soon?
ranger feats anytime soon?

Heh, what did you have in mind?
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Nice thread xD i'm already trying to think sth for the ranger *o* My opinions: I think that the rogue feats may become a little unbalanced because you could deal a stupidly huge amount of damage if you use large damage weapons with sneak attack... my opinion though... simply loved the warlock ones... both are very good... and I thought of a general feat good for clerics and paladins look:

Resounding Faith
Tier: paragon or epic (haven't decided on this, what do you think?)
Pre-requesite: Channel Divinity class feature, Wis 15
Your faith on your patron deity is so strong that you can bring forth its powers more times than other less faithful followers
Benefit: You can regain an already spent channel divinity power once per day
Special: You still can use your channel divinity class feature once per encounter

the idea of the feat is to regain the divinity power without having to make a short rest. It would be nice with Divine Spirit xD
Thanks. :D

I think that the rogue feats may become a little unbalanced because you could deal a stupidly huge amount of damage if you use large damage weapons with sneak attack...

The feat that allows a Rogue to use any weapon is listed as Epic tier, so the weapon damage itself presumably won't make a world of difference by then. The other point to keep in mind is that just allowing a weapon to deal Sneak Attack damage does nothing for allowing use of a Rogue power. So, the ones who get the most use from it would be characters with the Sneak of Shadows multiclass feat -- who could only sneak attack once an encounter anyway -- and may generally prefer larger weapons that work with their main class's powers.

I was under the impression that the Divine Spirit feat I made would already allow the use of any divinity power a second time. After more playing of the game, I am starting to feel like Divine Spirit is overpowered as-is though. Not sure what I could do with it.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
After a long time, I have added 2 General feats (which presumably would be useful for rangers :P), 1 Dragonborn breath feat, and 2 Warlock feats.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
EDIT: And contrary to the title, these will not be limited to just Heroic tier -- though the bulk of them probably will be.

note: you can edit the title, you just have to hit the edit button twice. (once to enter edit mode, then again to enter the next level of edit mode where the title is editable)
Enhanced Repertoire

#of powers available is very tightly controlled in 4E. Yes the multiclass feats do add powers, but they're the exception. And the multiclass feats themselves are tightly controlled.
Instant Shot

Close Combat Shot as a prereq

Clinging Dragon Breath

ongoing damage tends to be reserved for single target daily powers since it's a lot of book keeping for a little bit of damage
Enveloping Dragon Breath

breath lighting and shoot fireballs out...
Minimize Dragon Breath

ah, but toasting allies it half the fun.

Second Skin

removing plate armor check at heroic seems a bit much.

Aegis of Moradin

seems awkward as an interrupt.

Perpetual Evangelist, Motivational Speaker

strikes me as too powerful for heroic, paragon seems right.

Expanded Sneak Attack

great axe sneak attacks?

Sniper Weapon Training

medium character -- fluff, pretty much the same as a crossbow
small character -- better than the hand crossbow




------------
in general, very nice work
All in all, very nice feats, more options are better in my opinion. :D

Like the shifter/Warforged love ;)
*snip*

Thanks for the input!

Close Combat Shot:
I agree with you that I should make Close Combat Shot a prerequisite for Instant Shot. It makes more sense that way, and most people would go for the Close Combat Shot before the other one anyway (almost useless if you don't plan on being in melee range). I have changed it.

Second Skin:

I'm not sure that removing a -2 to Acrobatics, Athletics, Endurance and Stealth and Thievery is really that big of a deal. The Warforged article (Dragon 364) describes how Warforged can use armor as an attached component which reduces its weight to 3/4s for purposes of encumbrance. If it is easier to wear when your body is built to attach armor to, then why not reduce or eliminate the armor check penalty?

If you're wearing plate armor, you are probably in melee, and if you're in melee you probably have a decent Strength and Con. You may also have the skills on your class list that are subject to the penalty for armor. If you're wearing plate you are probably not the Thief, and nobody would expect you to use Acrobatics either. So *in general* the penalty is an annoyance that applies to 2 or 3 skills. The feat still doesn't change Shields, so that check penalty would remain.

While it may be possible that a non-melee character would just put on the Plate for more AC, the main reason to not use armor you aren't proficient with is the attack roll and reflex defense penalty, which would also be unchanged by the feat.


Aegis of Moradin:
Do you have suggestions for how I might tighten up the language?

Perpetual Evangelist, Motivational Speaker:

I agree it is strong. To me though, this seems like a case of "Too strong for Heroic, but too weak for Paragon."

At Paragon levels, a Cleric or Warlord will have learned several other powers which can grant healing surges (most likely, at least). The party will also have a good amount of magic items, and spare potions to go around.

It seems to me that the most useful time for the power would be in Heroic tier, and people may actually untrain it by Paragon if they have many healing powers already.

On the other hand, if their power choices didn't lend themselves to healing very much, this will still give them a little bit more in that department to help out the party -- especially in the unfortunate circumstance that the only healer the party has is only a leader through multiclassing.

It also seems like at lower levels the party will blow through their healing surges pretty fast because of lack of special items and powers. More actual healing would stretch the Healing Surges out longer, at give more time before the party has to quit and take an Extended Rest. However, I can't honestly compare Healing Surge use with Paragon or up because I'm not in a game that has gotten to that tier yet.


Expanded Sneak Attack:

As I was saying in my response to RoudVolf, I don't think this is such a problem. In addition to those reasons, a multiclassed character would in general never use a required weapon for Sneak Attack for his main class powers, and a multiclassed Rogue is most likely in it for the Thievery skill and maybe a utility power or two.

As it won't be a "real" Rogue using the different weapons, I don't think it is all that much of a problem for the 5d6 extra sneak attack damage once an encounter to be delivered with even a greataxe (as opposed to the short sword or rapier the character would have been switching to on and off his whole career to make the sneak attack) at the cost of 2 or more feats at level 20+.

Epic Tier is also the time when your Epic Destiny lets you "Un-die" once a day, Wizards can reuse their Dailies, and you can never run out of encounter powers (all with certain destinies) :P


Sniper Weapon Training:

At first glance it is a minor feat. I really only made it for flavor. People liked the Shortbow-wielding Rogue of the past, and it seems silly that an Elf Rogue has training with a weapon he can never use to impact.

The main draw is allowing the Shortbow as a weapon for all Rogue abilities, the actual proficiency is secondary. I think of it similar to taking Superior Weapon Proficiency with the Rapier, because for one feat you are learning a 1d8 weapon that you can use to its fullest for your class. The added range is a minor issue I feel.

I didn't realize the implication for Halflings (always hard to remember they exist for some reason), but I don't think that's really a bad thing. Daggers are still more accurate as a ranged weapon when in range, and the hand crossbow comes for free.


EDIT: And while I could change the title, I don't think it would have the same ring to it.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
I didn't realize the implication for Halflings

Yeah I don't think it's a big issue, just wanted to point it out.

Do you have suggestions for how I might tighten up the language?

it's the triggered by bloodied, but then removing bloodied that's awkward.

So either the triggered by bloodied or the removing bloodied needs to go.

A simple trigger of 'an ally is targeted by an attack' would probably be fine, as would changing it to a reaction instead of an interrupt.
Awesome feats, man!
I'm going to yoink a few.
Awesome feats, man!
I'm going to yoink a few.

Thanks.


I have changed Aegis of Moradin based on different feedback to function when a bloodied target is attacked. Please tell me what you think.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Great stuff Kouk! I've stolen... er, adopted, several of your feats for my campaign. I've linked back to this thread from my campaigns google group to be sure you get the credit you deserve.
Thanks.

Added: Fey Step Mastery (Paragon Eladrin racial feat), Forester (Paragon General feat), Entangling Blast (EDIT: Now Paragon Warlock feat), Fey Eruption (Paragon Warlock feat), Protecting Hands (Heroic Paladin feat), and Scoundrel's Luck (Heroic Rogue feat).
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Forester

bleh, way to campaign variable. From useless to super OP

Protecting Hands

I'd like it better as a feat bonus.

Fey Eruption

prehaps a bit tooo fey

lol sparkles
Entangling Blast

seems a bit too powerful



keep up the work
Fey Eruption... Kind of kills all hope for rezzes lol.
"Dagon will live forever!!!" *POOF* "Er... Yay Dagon dead!"

Poor sparkly bastards... But yes, my first reaction I'd love to sparklify someone to death, but I'm not sure how balanced that is. Sure most times when you drop something it stays down, but we're talking the equivalent of disintegration. That puts a few kinks in Raise Dead rituals, I'm sure. Which bumps up the power of it I'd think.

On a related note, I think you could probably make up something else instead of sparkles since that is pretty uber Feyish. Maybe eh?

Side note: I'm liking all the feats, keep up the great work.
Enhanced Repretoire might be too powerful as written. I think you mean to say "1st level at-will power" rather than just "at-will power."

Some classes (notably the Rogue) have higher-level at-wills.
Fey Eruption... Kind of kills all hope for rezzes lol.
"Dagon will live forever!!!" *POOF* "Er... Yay Dagon dead!"

OK, I've changed it so now it is both silly AND creepy at the same time, and definitely leaves the body intact. :P

On a related note, I think you could probably make up something else instead of sparkles since that is pretty uber Feyish. Maybe eh?

I could, yes. I think I showed some restraint in not describing the powder as "rainbow-hued" myself :D

You can make it pitch black ash, white smoke, doesn't matter.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Enhanced Repretoire might be too powerful as written. I think you mean to say "1st level at-will power" rather than just "at-will power."

Some classes (notably the Rogue) have higher-level at-wills.

You're right, thanks for noticing. I've changed it to 1st level attack powers only, which was my original intention.


Forester
bleh, way to campaign variable. From useless to super OP

I based it off of the paragon feat "Back to the Wall" from the Player's Handbook, but changed it to ranged attacks in a forest environment instead of melee attacks when adjacent to a wall.

It is somewhat specific, but I think most campaigns feature walls much more frequently than any kind of forest; so I figured it evened out about the same. It's a "sometimes" feat rather than the "quite frequently" feat that Back to the Wall is. Also gives a little bit more Elf or Ranger-like options.

Maybe if you could point out what is worse about it as written. I can think of things like Concealment or Cover coming into play more in the forest, when using ranged attacks, but like I said this is only occasionally useful in most campaigns, so if you invest in something you should get returns when the chance arises.

Protecting Hands
I'd like it better as a feat bonus.

Power bonuses are described as being from powers and class features (sidebar PH 275), so it seemed to fit the best. Also, if it were a feat bonus it wouldn't stack with things like Lightning Reflexes or Armor Specialization, and that seemed to make less sense than preventing it from stacking with cleric powers and such.

It still is more versatile than most any power you could be affected by, so you are pretty much guaranteed to get some kind of bonus out of it regardless of what powers are on you at the time.

Entangling Blast
seems a bit too powerful

This is basically making Eldritch Blast into a slightly more damaging Ray of Frost for the cost of a feat (2 damage higher than Ray of Frost on average at heroic). Warlocks also suffer a bit more from Multiple Ability Dependency so their attack stat is quite likely not as high as a Wizard's Intelligence.

Would Paragon level be better so it doesn't intrude upon a Wizard as soon?
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Haha, oh wow. So you did change it. Nicely done on meeting the requirements of being silly and creepy. Kudos to you.
I based it off of the paragon feat "Back to the Wall" from the Player's Handbook, but changed it to ranged attacks in a forest environment instead of melee attacks when adjacent to a wall.

The think about back to the wall is that it's a tactile option 95% of the time. As such it will often come up during fights, but it will rarely be active for the majority of any fight.

Forester either on the whole fight or off the whole fight (with rare exceptions)

Also, if it were a feat bonus it wouldn't stack with things like Lightning Reflexes or Armor Specialization, and that seemed to make less sense than preventing it from stacking with cleric powers and such.

as a heroic feat, I don't see that as too much of an issue.

This is basically making Eldritch Blast into a slightly more damaging Ray of Frost for the cost of a feat (2 damage higher than Ray of Frost on average at heroic). Warlocks also suffer a bit more from Multiple Ability Dependency so their attack stat is quite likely not as high as a Wizard's Intelligence.

don't forget, warlocks also have their curse.
The think about back to the wall is that it's a tactile option 95% of the time. As such it will often come up during fights, but it will rarely be active for the majority of any fight.

Forester either on the whole fight or off the whole fight (with rare exceptions)

That's a good point. For now, I removed the damage bonus, but I will think on this feat further.

don't forget, warlocks also have their curse.

I have changed Entangling Blast to be once per encounter on a successful hit, so it doesn't negate Ray of Frost. I think that should be a decent ability still, but not incredibly great.


Changed: Divine Spirit (General), Forester (General), Entangling Blast (Warlock).

Added: Deep Dweller (Dwarf), Great Step (Eladrin), Better Safe Than Sorry (Gnome), Figment Master (Gnome), Gnome Trickster (Gnome), Tunnelrunner (Gnome), Warrenguard (Gnome).

Please keep the comments coming!
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
the new ones look good to me
One thing you may want to consider are the feats that allow cleric and warlord to use their healing abilities once more per encounter will also technically allow a multi-classed character to turn a daily ability into an encounter power. If this is the intention, it might be a little too powerful. However if it is not, the wording should be changed to indicate that multi-class characters either cannot get this feat, or it only gives them an additional daily use of the power.
One thing you may want to consider are the feats that allow cleric and warlord to use their healing abilities once more per encounter will also technically allow a multi-classed character to turn a daily ability into an encounter power. If this is the intention, it might be a little too powerful. However if it is not, the wording should be changed to indicate that multi-class characters either cannot get this feat, or it only gives them an additional daily use of the power.

It was my understanding that the feats would only function for main-class characters, as those abilities are not really class features of multiclass-characters -- multiclass-characters are just allowed to use them once a day.

However, I have changed the language so that even multiclass characters can gain benefit from them once more per day.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
the rogue shouldnt be able to sneak attack with any weapon he isnt proficient in, though i know that the rogue as written can do just that by choosing to use another light blade, say the sickle.

but he surely shouldnt be able to sneak attack with a whole additional weapon group. I can understand maybe saying a specific additional weapon or two, such as the shortbow or club, especially if you grant them proficiency in them.

maybe you could just have the feats that add the bow and club, and have them also grant proficiency in them.

or if you said "you may sneak attack with any weapon you are proficient in" so that the rogue could get some action from its racial weapons... but i think its likely that this could be too strong with the better racial weapons.
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