Get your Greek on |
I think I might hit on this topic one more time, perhaps to talk about class-specific feature enhancements that could reflect a godly level of power within the confines of each standard class. This would be a wizard getting a bonus directly from the god of magic, or a fighter getting a blessing directly from the god of war. I think there could be a neat feature that could reflect that.
Anyway, really, this article isn't going to be me rambling. I promise. In fact, since we already know the premise, let's just get on with it.
Greater Feats
Aegis (based on Shield Master): Attacks rarely strike you, you move a shield in the way with supernatural speed.
- If you take the Attack action on your turn, you can use a bonus action to try to attack or shove a creature within 5 feet of you with your shield. The attack deals 1d6 bludgeoning damage.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
- You may take a reaction on every turn of combat to use the above ability.
- Increase your Strength or Dexterity score by 2, to a maximum of 22.
- You gain proficiency with all simple and martial weapons.
- While wielding a weapon, you deal +2 damage of that weapon's type.
- Once per turn, you may deal maximum damage instead of rolling damage dice.
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- While mounted, you gain all the senses of your mount and can communicate simple ideas telepathically with your mount.
- If your mount has a swimming speed, you gain the ability to breathe underwater while mounted.
- If your mount has a burrowing or climbing speed, you can remain mounted while it moves in this way without making a check.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- You ignore the loading property of weapons you are proficient in.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +15 to the attack’s damage.
Always look forward to greatness! |
- When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder
- Spells you cast ignore resistance to damage of the chosen type, and treat immunity to the chosen type as resistance.
- When you roll damage for a spell you cast that deals damage of that type, you may treat any 1 or 2 on a damage die as a 3.
- You may select this feat multiple times, but you must chose a different damage type each time.
- When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- When you cast a spell that requires an enemy to make a saving throw, the spell’s area of effect is doubled by it's largest dimension.
- Creatures don't gain the benefits of half cover and three-quarters cover when making Dexterity saving throws against your spells.
- When you roll a 1 on an attack, ability check, or saving throw, you may reroll the die. You must keep the new result.
- If an attack roll made against you scores a critical hit, you may use your reaction to force your opponent to reroll the die.
- Whenever you find treasure or loot a group of defeated enemies, you find an additional amount of gold pieces equal to your level.
- Choose three ability scores. Each one is increased by 1, to a maximum of 22.
- You gain proficiency in all saving throws.
- While wielding a heavy or two-handed weapon, you may use a bonus action on your turn to make one melee weapon attack.
- Before you make a melee attack with a heavy or two-handed weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +15 to the attack’s damage.
Let's make some big things happen. |
- You may spend 10 minutes speaking to your companions, shoring up their resolve to fight. When you do so, choose up to 100 creatures (which can include yourself) within 120 feet of you who can see or hear you and who can understand you. They gain the following benefits:
- Temporary hit points equal to twice your level + twice your Charisma modifier
- Advantage on a type of creature or race of humanoid of your choosing for one hour.
- A creature can't benefit from this effect again until it has finished a short or long rest.
- You gain proficiency in the medicine skill. When you make a medicine check to diagnose or stabilize a creature, you may double your proficiency bonus for the check.
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1d6 + 4 hit points, plus additional hit points equal to the creature's level.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore 4d6 + 10 hit points to it, plus additional hit points equal to twice its level. The creature can't regain hit points from this feat again until it finishes a short or long rest.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
- If an effect would force you to move, you can use your reaction to reduce the distance by 15 feet.
- You may take a reaction on every turn of combat to use the above abilities.
- Your hit point maximum doubles when you take this feat.
- Whenever you gain a level after, your hit point maximum increases by twice as much as it normally would have.
- Increase your Strength or Constitution score by 2, to a maximum of 22.
- You are proficient with unarmed strikes.
- Your unarmed strike uses a 1d8 for damage.
- You deal double damage to objects.
- You have advantage on attack rolls and grapple checks against a creature you are grappling.
- You can use your action to perform a perfect pin on your opponent. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.
- While you have a creature in a perfect pin, you may use a bonus action to tighten your grip on the creature. To do so, make another grapple check. If you succeed, the creature takes bludgeoning damage equal to 1d6 + your Strength modifier.
- Increase your Strength score by 2, to a maximum of 22.
- You gain proficiency with heavy armor.
- While you are wearing heavy armor, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
- Your speed increases by 20 feet.
- You ignore difficult terrain.
- When you use the Dash action, you don't provoke opportunity attacks from creatures.
- When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- When a creature casts a spell targeting you, you may use your reaction to make an attack against that creature before the spell's effects take place.
- When you damage a creature that is concentrating on a spell, that creature's saving throw to maintain is equal to the full amount of damage you dealt, or 10, whichever is greater.
- You have advantage on saving throw against spells.
They must be GREATER! |
- Choose a class: Bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
- Choose two 1st-level spells and one 2nd-level spell from the same list. You learn those spells and cast them at their lowest level. Once you cast each spell, you must finish a long rest before you can cast that spell again.
- Your spellcasting ability can be Intelligence, Wisdom, or Charisma.
- You learn four maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- If you already have superiority dice, you gain two more; otherwise, you have two superiority die, which is a d8. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- You may take a reaction on every turn of combat.
- When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
- You learn two 1st-level spells and one 2nd-level spell of your choice. The spells may be from any class, but the spells you choose must have the ritual tag.
- Your spellcasting ability for these spells can be Intelligence, Wisdom, or Charisma.
- If you come across a ritual spell in written form, you may learn it. The spell’s level can be no higher than your level.
- You may cast a ritual spell in one minute instead of ten minutes. You cannot use this feature again until you finish a long rest.
- Increase your Charisma score by 2, to a maximum of 22.
- When you roll a Charisma (Deception) or Charisma (Performance) check to pass yourself off as another person, you may treat a roll of 9 or lower as a 10.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 round. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
- Increase your Strength or Dexterity score by 2, to a maximum of 22.
- You gain proficiency with medium armor and shields.
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you may add the full value of your Dexterity modifier to your AC.
- Increase your Intelligence score by 2, to a maximum of 22.
- You can't get lost.
- You always know the number of hours left before the next sunrise or sunset.
- If you are a wizard, you do not need to use a spellbook. You may prepare a number of extra spells each day equal to half your level, rounded down.
- You can accurately recall anything you have seen or heard within the past year.
- When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is equal to the damage die of the weapon, and the attack deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
- You may take a reaction on every turn of combat to use the above ability.
- You gain a +10 bonus to initiative.
- You can't be surprised, even if you are unconscious when a combat begins.
- When a creature attempts to attack you while hiding from you, it is instead surprised and you learn of its position.
But, like... a SUPER Grappler |
- When you take a hide action, you may become invisible until the end of your turn, automatically succeeding on your Dexterity (Stealth) check until you reappear.
- When you are hidden from a creature and miss it with a weapon attack, making the attack doesn't reveal your position.
- If you are hidden and make a melee attack against a target within 5 feet of you, a hit automatically becomes a critical hit.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
- Increase your Intelligence or Wisdom score by 2, to a maximum of 22.
- If you can see a creature, you may make a Wisdom (Insight) check with a DC equal to the creature's Charisma score. If you succeed, you learn that creatures' surface thoughts as if you had cast the spell Detect Thoughts.
- You have a +10 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
- You may use a bonus action to take the Dash action.
- If you use your bonus action to dash, then make an attack action, you may shove any number of creatures within 5ft of you up to 10ft away from you in a straight line.
- Increase your Strength or Dexterity score by 2, to a maximum of 22.
- You may stand up from prone as a free action on your turn.
- Climbing doesn't halve your speed.
- Your standing long jump and high jump cover the full distance of a running leap.
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting with any weapon, even those that have the Two-Handed property.
- You can draw or stow any two weapons when you would normally be able to draw or stow only one.
- Increase your constitution score by 2, to a maximum of 22.
- When you roll a hit die to regain hit points, you automatically gain the maximum amount of hit points you could gain from that die.
- When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
- You gain proficiency in all skills and any tools you use.
- Increase your Intelligence score by 2, to a maximum of 22.
- You understand all languages, including Thieves' Cant and Druidic.
- You can cast the Message cantrip at will.
- You can ably create written ciphers. Others can’t decipher
a code you create unless you teach them, or they
succeed on an Intelligence check (DC equal to your
Intelligence score + your proficiency bonus), even if they
use magic to decipher it.
Later, mortals!
Thanks for reading!
I love the ideas here! Not exactly going to use them for demigod blessings, but I'm planning to introduce the Ring of Exponential Value to them, and these seem like excellent boons to give to my two dear players who just took Polearm Mastery and Shield Master.
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