Monday, November 17, 2014

5th Edition Builds: New Feats (Advanced Healer, Martial Arts Training, Survivalist)

Artwork drawn from the Danish gaming site Mythtonia.
As always, please link over and check it out.

Advanced Healer
The Healer feat includes some basic skills that I feel should be included as a part of every healer's kit. As a house rule, any individual can use a healer's kit to stabilize a companion without medical training. If you have training in the Medicine skill, you gain the benefits listed under the current Healer feat (a stabilized character also regains 1hp; as an action you may expend one use of a healer's kit to heal 1d6+4hp, though I would remove the extra healing equal to HD). The Advanced Healer feat replaces the standard Healer feat.

If you do not wish to use this house rule, you may include the current Healer feat as a prerequisite to the Advanced Healer feat with no additional changes.

Prerequisite: Proficiency with Medicine checks (and/or Healer feat, see above)
You are a skilled herbalist, healer and surgeon and gain the following benefits:
  • Proficiency with Herbalism kits.
  • Whenever you spend a use of a healer's kit to heal hit point damage, you may add a number of hit points equal to the maximum hit dice of the creature healed. [If you use the Healer feat as a prerequisite for Advanced Healer, this benefit becomes: You may add either your Intelligence or Wisdom modifier (your choice) to the amount of damage healed.]
  • Whenever you spend a use of a healer's kit to stabilize a dying creature, that creature regains a number of hit points equal to either your Intelligence or Wisdom modifier (your choice).
  • During a short rest, you may expend a use of a healer's kit to grant a creature a saving throw against one disease or one condition currently affecting it at the end of that short rest. The condition can be blinded, deafened, paralyzed, or poisoned. The DC of the saving throw equals the DC of the spell or effect that initiated the disease or condition. Only one use of a healer's kit may be used in such a way per short rest. If used during a long rest, you may grant this benefit to a number of creatures equal to either your Intelligence or Wisdom modifier (your choice). Each creature treated during a long rest requires one use of a healer's kit.

Martial Arts Training
There are numerous feats that duplicate certain class features, such as the battle master's combat maneuvers, ritual casting and limited spell casting. This feat is designed both for melee-combatants who are trained in weaponless techniques such as fighters with a samurai theme, non-magical ninja-like rogues, and both arcane and divine casters who believe the mind, body and spirit should work together in balance.

You are trained in weaponless combat techniques and gain the following benefits:
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • Your unarmed damage increases by one step. For example, from 1 point to 1d4, or 1d10 to 1d12.
  • When you use the Attack action with an unarmed strike or any simple melee weapon for which you have proficiency, you may make one unarmed strike as a bonus action. 

Martial Arts Training, Advanced
Many of the maneuvers listed under the Battle Master archetype for the fighter work beautifully as martial arts techniques. Any monk may benefit from the Martial Adept feat. With the limited number of feats that grant an ability score increase to Wisdom, the Advanced Martial Arts feat is an excellent alternative, if not companion, to the Martial Adept feat.

Prerequisite: Strength or Dexterity of 13 or higher, Martial Arts Training (or Martial Arts class feature)
You are trained in advanced weaponless combat techniques and gain the following benefits:
  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain one maneuver 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 equal 8 + proficiency bonus + either your Strength or Dexterity modifier (your choice).
  • If you already have a superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. 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.

Survivalist
There are numerous feats that duplicate certain class features, such as the battle master's combat maneuvers, ritual casting and limited spell casting. This feat is designed for non-ranger characters with the hermit, outlander or soldier backgrounds who have spent significant time in the wilds. Though similar in many aspects to the ranger's Natural Explorer class feature, Survivalists possess neither the tracking skills nor the multitasking abilities of a true ranger.

You have spent extensive time in the wild, communing with its inhabitants and confronting its dangers. Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. If your campaign is entirely aquatic, you may instead select from: arctic, coastal, the Deep, open ocean, or tropical. You gain the following benefits:
  • When you make an Intelligence or Wisdom check related to your chosen terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
  • While traveling for an hour or more in your chosen terrain, difficult terrain does not slow your group's progress.
  • If you are traveling alone for one hour or more, you may move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • If you are a ranger, this feat grants you an additional favored terrain instead of its normal benefits.



ADDENDUM

I received great feedback from posts on the various 5th ed D&D Facebook and G+ groups. The following edits were made:

Advanced Healer
  • The HD bonus to damage healed by a healer's kit removed for the house rule option.
  • "Damage healed" benefit updated.
  • The Intelligence/Wisdom bonus to the short-rest-save removed.
Martial Arts Training
  • The Strength or Dexterity option was removed for simple weapons.
  • An alternate effect for monks was added to make it applicable to any class.
Advance Martial Arts Training
  • Typo corrected: "Increase your Strength, Dexterity or Wisdom score by 1, to a maximum of 20" changed to "Increase your Wisdom score by 1, to a maximum of 20"

4 comments:

  1. I like all of these! Advanced Healer is especially cool.

    ReplyDelete
    Replies
    1. Thanks. A few tweaks have been suggested that I'm contemplating. A minor edit or two may be upcoming.

      Delete
  2. Very nice -- I will probably use all three in my house rules. Thanks for sharing these!

    ReplyDelete
    Replies
    1. Glad to hear. Let me know how they play out at your table.

      Delete