D&D 5E - A Couple Homebrew Feats For Discussion
So my philosophy for feats is that your PC gets 1 from level 1 to 7 (at level 4). And in that period you should be picking feats that define your PC.This means that many of the existing core 5e feats don't measure up. The ones that do are the strong ones, like SS/GWM/XBE/PAM/Healer/Lucky/War Caster/Alert/Magic Initiate/Sentinal/Mobile. All of them basically change how you play part of the game, or veto part of the environment in somewhat interesting ways.
In addition, from this perspective, feats are rare; I think they should be something you invoke and do, not just things that passively change numbers on your character sheet. (this is why feats that grant combat styles are a bit meh to me)
"I wear put armor off and on faster" doesn't define a PC. And Light Armor Master just changes a number on your character sheet.
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We can replicate the feel of Light Armor Master, where you are harder to hit in light armor.
While wearing light armor, when Y you can expend a reaction to do X. You can do this a number of times equal to your dexterity modifier (min 1) before completing a long rest.
Example Y/X pair:
"When hit by an attack"/"Gain resistance against the damage (this is a weakened charge-counted Rogue 5)
"When hit by an attack"/"Force the target to reroll the attack. If the attack hits regardless, you have resistance against the damage".
"When hit by an attack"/"Force add half proficiency modifier (round up) to your AC against the attack."
"When hit by an attack"/"make an acrobatics check opposing the attack roll. If it beats the attack roll, the attack misses".
"When hit by less than your dex bonus"/"gain resistance against the damage".
Note I'm using "resistance" here instead of half damage; that is weaker than Rogue 5, because it doesn't stack with resistance from other sources (barbarian rage for example).
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Armor Training has the additional downside that it is worse for people who have heavy armor skill already than for those who don't.
What I did was (a) boost the value of heavy armor, and (b) rework light/medium armor training.
Shields (not a feat) When you take damage you can block it with your shield. Your shield loses 1 AC and you gain resistance against the damage. You cannot do this if you are unable to take reactions or freely choose your action on your turn, or if your shield has been reduced to 0 AC. Magic shields repair themselves over a short rest, regaining 1 AC, and fully repair over a long rest.
This makes being able to have, and having, a shield really nice. A bit less so for barbarians. Disposable shields are also useful.
Lightly Armored (feat)
You gain 1 strength and 1 dexterity, and are proficient in light armor.
Str and Dex have horrible synergy in 5e. A feat that gives +1 to both and a feature is not overpowered. I don't like it that much because it doesn't fit the requirements I have above, so maybe I can do better.
Heavy Armor (not a feat)
Heavy Armor can be custom-fit; if mundane, this costs 1/2 of its base price. When custom fit, it grants the person wearing it +1 additional AC. Magic Armor custom-fits itself when you attune it, and loses the benefit when you unattune it. (you can attune heavy armor that usually doesn't require attunement to gain this benefit).
The goal is to make the Heavy Armor feature a better one, which might make the feat worth taking.
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But, balance wise, I don't see anything abusive with your stuff.
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