Magic the Gathering Based Feats and Such
Posted: Fri Oct 07, 2016 9:38 am
Decided to use D&D for my zombie one shot and run it in Innistrad. Because why not, you know?
I've got some feats I've worked up based on D&D mechanics. I'm well aware that these are not likely to be balanced with existing feats, but as I'm going to be providing premade characters that's not super important. What I do want is some feedback on the power level between the feats.
The feats are tagged to Magic colors, and I'm making two characters for each color. I'm toying with the idea of actually bringing mana into the game, something like 1 per level, color chosen at level up, and possibly linked to class (Bard allows red or blue, barbarian allows red, druid green, fighter any etc), but that wasn't built into these feats.
Vigilance [White]
You are always ready to protect yourself even as you press the attack.
Benefit: You gain Uncanny Dodge as a rogue of your level. In addition, attacking you provokes an attack of opportunity from you.
Pacify [White]
You're a novice in heiromancy, able to lock down opponents for short periods of time.
Prerequisite: Detain
Benefit: As a full round action, you may make a ranged touch action against an enemy within 30'. If you succeed, they make a Will save (Wis or Cha based, choose when you take this feat). If they fail, they are Stunned for a number of rounds equal to your (Wis or Cha) modifier. You may use this ability a number of times per day equal to your (Wis or Cha) mod.
(yes, it's better than Stunning Fist. Is that a big deal? SF is pretty fucking terrible.)
Detain [White, Blue]
You can temporarily halt an enemy in it's tracks
Benefit: When an encounter starts (an enemy you're aware of attacks you or you initiate combat), you may take an immediate action and force a single opponent to make a Will save (Int or Wis based, choose when you take this feat). If they fail, they are dazed for one round.
First Strike [White, Red]
You can hit your opponent before they hit you
Benefit: When targeted by an opponent in combat, if you haven't already taken your turn you may take an immediate action to take your turn before them that round.
(Maybe a per-day limit?)
Disenchant [White, Green]
You may manipulate magic effects already in place, unweaving them
Benefit: You may make a special sunder attempt to remove spell effects in place. Your target makes a caster check instead of the typical attack roll (use the stats of the originator of the effect if that's not the target). Unless you have some way of knowing the exact effects in place, the targeted effect is determined at random. Spells in place have hardness equal to their level, and hp equal to the caster's level.
Counter [Blue]
You are able to stifle enemy actions.
Benefit: So long as you have a free hand or a ranged attack ready, you may take an immediate action to Daze another creature for 1 round on their turn by making a ranged touch attack. If successful, the target must make a Will save (DC is Int or Cha based, your choice when you take the feat). If the save fails, you deal no damage, and the target is dazed. If the save succeeds, the target is not dazed, and may take their action, but you deal your attack's normal damage. This feat's ability is usable 3+(Int or Cha) times per day.
Bounce [Blue]
You can manipulate time and space to fuck with your opponents.
Benefit: 2+(Int or Cha mod) times per day, you may target an opponent and teleport them 5' per (int or cha mod). You cannot teleport your opponent into a position that will cause them harm, but may otherwise choose the direction and placement. A Will save (Int or Cha based) negates this.
Transmute [Blue, Black]
You're able to manipulate magic to gain exactly the spell you need in a pinch.
Benefit: A number of times per day equal to your Int mod, you may change a prepared spell into any other spell you would normally be able to prepare of the same or lower level as a Swift action.
Prowess [Blue, Red]
The energy of magic empowers you even when not directed at you.
Benefit: When an ally casts a spell within 30' of you you may take an immediate action to gain a bonus on attack and damage rolls equal to the spell's level until the end of your next turn.
Shroud [Blue, Green]
You can manipulate magic to make yourself difficult to target.
Benefit: You may take a move action to gain total concealment until your next turn.
Fear [Black]
Your frightful visage gives those aligned to other colors pause.
Benefit: When using Intimidate to demoralize a foe, you may do so as a full round action. If you do, you may target any non-black enemy within 30', and additionally, take a -4 penalty to your check to Frighten the target.
Miasmic Gasp [Black]
You can sap an opponent's strength through the use of Black magic.
Benefit: A number of times per day equal to your (Int or Cha) mod, you can take a full round action to afflict an opponent within touch range with a curse that confers a -2 penalty to attacks, saves, checks and weapon damage. A Fort save negates this curse. If not negated, the curse lasts a number of rounds equal to (Int or Cha) mod.
Unleash [Black, Red]
You are very excited about killing, so excited, you can hardly contain yourself. Or protect yourself.
Benefit: You may rage as a (phb) barbarian of your level with the following exceptions- instead of -2 AC, you are considered flatfooted so long as you rage; you do not gain Greater Rage, Tireless Rage or Mighty Rage.
Regenerate [Black, Green]
Your refusal to accept death is so strong that it actually enables you to deny it.
Benefit: 1+Cha mod/day when you would be reduced to -10 hp or otherwise killed, you may instead enter a state of suspended animation. When you do, your hp is immediately raised to 0, and you suffer the disabled condition (instead of dead). While in this state, you can be killed if an opponent reduces you to 0 hp or subjects you to a Death effect again and you have no more uses of this ability for the day (or you chose not to use it). If you haven't been killed, at the end of the encounter you lose the Disabled condition and heal HP equal to (1/2 CharLv)d6.
Haste [Red]
Your aggression enables you to strike even when given little warning
Benefit: At the beginning of combat, you may act first. If you are surprised, you may take a single action or perform a charge, and then roll initiative as normal. If you aren't surprised, you take your full turn at the top of initiative.
After the first round, your turn is taken in its normal initiative order.
Pyromancer [Red]
You can tap into red magic to enhance your attacks with conjured flame
Benefit: As a standard action, you may cause a held weapon to erupt in flame. This flame lasts for a number of rounds equal to your con or cha mod (chosen when you take this feat), and deals fire damage equal to your character level on a successful attack.
Special: Instead of a pyromancer, you may be an Sparkmage (dealing electricity damage), Frostmage (dealing cold damage), or Chemage (dealing acid damage).
Landstalker [Green]
You're innately in tune with the land, allowing you to slip past the guard of others.
Benefit: Choose a terrain type when you select this feat. When in the chosen terrain, you may ignore the threatened area of other creatures for movement and treat enemies as flat-footed.
Ground Ambush [Green]
You can surprise flying creatures and bring them down for short periods of time.
Benefit: If you have a ranged weapon or threaten a flying creature, you may make a special attack as a full-round action. If you hit, roll damage as normal. You may trade damage for rounds in which the creature cannot use its fly speed at a rate of 5:1.
Lure [Red, Green]
You may issue a challenge to enemies, forcing them to attack you and ignore your allies.
Benefit: As a full-round action, you may challenge or otherwise provoke an enemy (choose at the time you take this feat whether the challenge is visual or aural). The target must make a Will save (cha based). If they fail, they must target you with any and all effects until you or they die (multi-target attacks must target you, but they can be used as normal otherwise).
Lifelink [White, Black]
Through manipulation of the magic or life or death, you may heal yourself at the expense of others.
Benefit: As a full round action, you may make a single attack, if you hit, your enemy must make a Fort save (Cha or Wis based). If the target fails, you heal hp equal to half the damage you dealt.
I've got some feats I've worked up based on D&D mechanics. I'm well aware that these are not likely to be balanced with existing feats, but as I'm going to be providing premade characters that's not super important. What I do want is some feedback on the power level between the feats.
The feats are tagged to Magic colors, and I'm making two characters for each color. I'm toying with the idea of actually bringing mana into the game, something like 1 per level, color chosen at level up, and possibly linked to class (Bard allows red or blue, barbarian allows red, druid green, fighter any etc), but that wasn't built into these feats.
Vigilance [White]
You are always ready to protect yourself even as you press the attack.
Benefit: You gain Uncanny Dodge as a rogue of your level. In addition, attacking you provokes an attack of opportunity from you.
Pacify [White]
You're a novice in heiromancy, able to lock down opponents for short periods of time.
Prerequisite: Detain
Benefit: As a full round action, you may make a ranged touch action against an enemy within 30'. If you succeed, they make a Will save (Wis or Cha based, choose when you take this feat). If they fail, they are Stunned for a number of rounds equal to your (Wis or Cha) modifier. You may use this ability a number of times per day equal to your (Wis or Cha) mod.
(yes, it's better than Stunning Fist. Is that a big deal? SF is pretty fucking terrible.)
Detain [White, Blue]
You can temporarily halt an enemy in it's tracks
Benefit: When an encounter starts (an enemy you're aware of attacks you or you initiate combat), you may take an immediate action and force a single opponent to make a Will save (Int or Wis based, choose when you take this feat). If they fail, they are dazed for one round.
First Strike [White, Red]
You can hit your opponent before they hit you
Benefit: When targeted by an opponent in combat, if you haven't already taken your turn you may take an immediate action to take your turn before them that round.
(Maybe a per-day limit?)
Disenchant [White, Green]
You may manipulate magic effects already in place, unweaving them
Benefit: You may make a special sunder attempt to remove spell effects in place. Your target makes a caster check instead of the typical attack roll (use the stats of the originator of the effect if that's not the target). Unless you have some way of knowing the exact effects in place, the targeted effect is determined at random. Spells in place have hardness equal to their level, and hp equal to the caster's level.
Counter [Blue]
You are able to stifle enemy actions.
Benefit: So long as you have a free hand or a ranged attack ready, you may take an immediate action to Daze another creature for 1 round on their turn by making a ranged touch attack. If successful, the target must make a Will save (DC is Int or Cha based, your choice when you take the feat). If the save fails, you deal no damage, and the target is dazed. If the save succeeds, the target is not dazed, and may take their action, but you deal your attack's normal damage. This feat's ability is usable 3+(Int or Cha) times per day.
Bounce [Blue]
You can manipulate time and space to fuck with your opponents.
Benefit: 2+(Int or Cha mod) times per day, you may target an opponent and teleport them 5' per (int or cha mod). You cannot teleport your opponent into a position that will cause them harm, but may otherwise choose the direction and placement. A Will save (Int or Cha based) negates this.
Transmute [Blue, Black]
You're able to manipulate magic to gain exactly the spell you need in a pinch.
Benefit: A number of times per day equal to your Int mod, you may change a prepared spell into any other spell you would normally be able to prepare of the same or lower level as a Swift action.
Prowess [Blue, Red]
The energy of magic empowers you even when not directed at you.
Benefit: When an ally casts a spell within 30' of you you may take an immediate action to gain a bonus on attack and damage rolls equal to the spell's level until the end of your next turn.
Shroud [Blue, Green]
You can manipulate magic to make yourself difficult to target.
Benefit: You may take a move action to gain total concealment until your next turn.
Fear [Black]
Your frightful visage gives those aligned to other colors pause.
Benefit: When using Intimidate to demoralize a foe, you may do so as a full round action. If you do, you may target any non-black enemy within 30', and additionally, take a -4 penalty to your check to Frighten the target.
Miasmic Gasp [Black]
You can sap an opponent's strength through the use of Black magic.
Benefit: A number of times per day equal to your (Int or Cha) mod, you can take a full round action to afflict an opponent within touch range with a curse that confers a -2 penalty to attacks, saves, checks and weapon damage. A Fort save negates this curse. If not negated, the curse lasts a number of rounds equal to (Int or Cha) mod.
Unleash [Black, Red]
You are very excited about killing, so excited, you can hardly contain yourself. Or protect yourself.
Benefit: You may rage as a (phb) barbarian of your level with the following exceptions- instead of -2 AC, you are considered flatfooted so long as you rage; you do not gain Greater Rage, Tireless Rage or Mighty Rage.
Regenerate [Black, Green]
Your refusal to accept death is so strong that it actually enables you to deny it.
Benefit: 1+Cha mod/day when you would be reduced to -10 hp or otherwise killed, you may instead enter a state of suspended animation. When you do, your hp is immediately raised to 0, and you suffer the disabled condition (instead of dead). While in this state, you can be killed if an opponent reduces you to 0 hp or subjects you to a Death effect again and you have no more uses of this ability for the day (or you chose not to use it). If you haven't been killed, at the end of the encounter you lose the Disabled condition and heal HP equal to (1/2 CharLv)d6.
Haste [Red]
Your aggression enables you to strike even when given little warning
Benefit: At the beginning of combat, you may act first. If you are surprised, you may take a single action or perform a charge, and then roll initiative as normal. If you aren't surprised, you take your full turn at the top of initiative.
After the first round, your turn is taken in its normal initiative order.
Pyromancer [Red]
You can tap into red magic to enhance your attacks with conjured flame
Benefit: As a standard action, you may cause a held weapon to erupt in flame. This flame lasts for a number of rounds equal to your con or cha mod (chosen when you take this feat), and deals fire damage equal to your character level on a successful attack.
Special: Instead of a pyromancer, you may be an Sparkmage (dealing electricity damage), Frostmage (dealing cold damage), or Chemage (dealing acid damage).
Landstalker [Green]
You're innately in tune with the land, allowing you to slip past the guard of others.
Benefit: Choose a terrain type when you select this feat. When in the chosen terrain, you may ignore the threatened area of other creatures for movement and treat enemies as flat-footed.
Ground Ambush [Green]
You can surprise flying creatures and bring them down for short periods of time.
Benefit: If you have a ranged weapon or threaten a flying creature, you may make a special attack as a full-round action. If you hit, roll damage as normal. You may trade damage for rounds in which the creature cannot use its fly speed at a rate of 5:1.
Lure [Red, Green]
You may issue a challenge to enemies, forcing them to attack you and ignore your allies.
Benefit: As a full-round action, you may challenge or otherwise provoke an enemy (choose at the time you take this feat whether the challenge is visual or aural). The target must make a Will save (cha based). If they fail, they must target you with any and all effects until you or they die (multi-target attacks must target you, but they can be used as normal otherwise).
Lifelink [White, Black]
Through manipulation of the magic or life or death, you may heal yourself at the expense of others.
Benefit: As a full round action, you may make a single attack, if you hit, your enemy must make a Fort save (Cha or Wis based). If the target fails, you heal hp equal to half the damage you dealt.