Difference between revisions of "Divergent Traditions (3.5e Feat)"

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|author_name=Leziad
 
|author_name=Leziad
 
|date_created=3 July 2012
 
|date_created=3 July 2012
|status=Finished
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|status=Complete
|balance=Very High
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|balance=High}}
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<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name= Unusual Traditions
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|name=Divergent Traditions
 
|types=
 
|types=
|summary=Switch an ability score for another for class features and spellcasting and gain some benefits based on the chosen ability score.
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|summary=You choose a class and alter one of its key ability scores.
|prereqs=1st Level
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|prereqs=1st level only
|fluff=You have strange and unusual traditions.
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|fluff=You have learned your methods from an unusual teacher, in a far-away land or in a secluded community. This leads to your abilities being quite different than the norm.
|benefit= Select a spellcasting class which has a class feature dependent on an ability score (such as spellcasting, manifesting, maneuvers, etc.) You may change the ability score this feature is based on to a different one. You gain a secondary benefit based on the score that you chose, as described below:
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|benefit=Upon taking this feat choose a class, an ability score and a second ability score of the same type (physical or mental). All class features of the chosen class that depend on the chosen ability score instead depend on the second chosen ability score.
* Strength: You deal additional damage with touch-range spells equal to one-and-a-half times your Strength bonus.
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* Dexterity: Whenever you cast a spell that increases your AC, you gain 5% miss chance times your Dexterity bonus to a maximum of 30%.
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In addition your methods are foreign and unusual, increasing the DC to identify or counter any ability you use by 4 if applicable. This does not apply to another creature with this feat.
* Constitution: Whenever a spell or ability heals you or grants you temporary hit points, add your Constitution bonus as extra hit points to the effect.
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|example=You choose Sorcerer and Charisma-Intelligence, your spellcasting is now keyed to your [[Intelligence]] instead of your [[Charisma]].
* Intelligence: You gain +1 skill point per level.
 
* Wisdom: Whenever you cast a spell or use an ability with a duration of 1 round/level on yourself, its duration increases to 1 minute/level.
 
* Charisma: You may [[SRD:Extend Spell|extend]] the effects of [[SRD:Charm|charm]] spells you cast for free.
 
|example=
 
 
|normal=
 
|normal=
 
|special=
 
|special=
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{{3.5e Feats Breadcrumb}}
 
{{3.5e Feats Breadcrumb}}
 
 
[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User]]
 
[[Category:Feat]]
 
[[Category:Feat]]
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Latest revision as of 23:48, 16 May 2021

Homebrew.png
Author: Leziad (talk)
Date Created: 3 July 2012
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
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Divergent Traditions [General] You have learned your methods from an unusual teacher, in a far-away land or in a secluded community. This leads to your abilities being quite different than the norm.Prerequisites: 1st level onlyBenefit: Upon taking this feat choose a class, an ability score and a second ability score of the same type (physical or mental). All class features of the chosen class that depend on the chosen ability score instead depend on the second chosen ability score.

In addition your methods are foreign and unusual, increasing the DC to identify or counter any ability you use by 4 if applicable. This does not apply to another creature with this feat. Example: You choose Sorcerer and Charisma-Intelligence, your spellcasting is now keyed to your Intelligence instead of your Charisma.



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Leziad's Homebrew (4445 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
Identifier3.5e Feat +
Prerequisite1st level only +
Rated ByThe bluez in the dungeon + and Foxdownfarms3100 +
RatingRating Pending +
SummaryYou choose a class and alter one of its key ability scores. +
TitleDivergent Traditions +
TypeGeneral +