Saturday, August 20, 2022

One DnD - Backgrounds and Feats

Backgrounds – Variety is the Spice.

Everyone gets the same:

·         +2/+1 to ability scores.

·         Add two proficient skills.

·         Add a tool proficiency.

·         Select one Standard and one Rare language.

·         Select a Feat.

·         Have fun with 50 gp.

The big move here is the Feat. Personally, I love the flexibility and the inventiveness the backgrounds bring to the table.

However, think on this – a Human could have four proficient skills, add two more from the background (for six out of 18 – so a third of the skills the human is proficient), and get a feat.

Feats.

Love them. Hate them. Totally unbalance them. Feats are going to be strongly back. Homebrew Feats and third party feats are going to make this crazy. For now, lets look at the “new” feats.

Alert – Ruling: Nerfed

·         Alert was +5 to Initiative. Now it is Proficiency Bonus. Must wait until level 13 to get the old bonus. Nerf.

·         Removed cannot be surprised or advantage for hidden attackers. NERF.

·         May swap Initiative with a willing ally. Ok.

Crafter – Ruling: New

·         Gain Tool Proficiency with three different Artisan Tools.

·         Automatic 20% discount on nonmagical items. Goblin from Warcraft what?

·         Faster Crafting – reduce crafting time by 20 percent. Ok.

Healer – Ruling: Buffed.

·         Battle Medic allows an Action within 5 feet for a creature to use its own Hit Dice plus your Proficiency Bonus. Was 1d6+4 plus the number of the creatures Hit Dice. So Paladin level 3 from a level 3 compatriot with this Feat would get 1d10+3+2 (10). Previously the paladin received 1d6+4+3 (10). At level 10 the paladin from a level 10 compatriot would receive 1d10+10+4 (19) instead of 1d6+4+4 (10), so a buff at higher levels.

·         Healing Rerolls – allows a reroll of any 1 when casting a spell that adds hit points or the Battle Medic benefit.

·         Removes the addition of 1 hp when stabilizing. However, the Battle Medic would override.

Lucky – Ruling: Buffed.

·         Luck Points increased from 3 to Proficiency Bonus. Buff.

·         Advantage – limited to on a d20 Test. Same.

·         Disadvantage – May impose a disadvantage on an attack against you. Previously would allow you to roll the die. Also removes the notation on the usage of more than one luck point (fun at halfling get togethers).

Magic Initiate – Ruling: No material change.

·         Two cantrips. Same

·         Add one first level spell. Reworked language for a similar effect.

Musician – New and Strong

·         Gain Tool Proficiency with three Musical Instruments.

·         After a Short or Long Rest may play a song to give Inspiration to a number of allies up to Proficiency Bonus. (Raining Blood anyone?).

Savage Attacker – Ruling: No material change.

·         Reworked language for the same effect.

Skilled – Ruling: Mild nerf.

·         Changed to limit to Skills in which a character lacks Proficiency.

Tavern Brawler – Ruling: Buffed.

·         Does not increase Strength or Constitution.

·         Enhanced Unarmed Strike modified to the new version of Unarmed Strike. Still grants a 1d4 for damage.

·         Damage Rerolls – new and allows a re-roll of 1. Buff.

·         Shove – allows a Shove on top of damage. Buff.

·         Furniture as Weapons – Jackie Chan is proud. Specifies Club and Greatclub instead of an improvised weapon.

Tough – Ruling: No material change.

·         Reworked language for the same effect.

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