Divergent Traditions (3.5e Feat)
From Dungeons and Dragons Wiki
| |||||||||
| |||||||||
| |||||||||
Rate this article Discuss this article |
Unusual Traditions [General]
You have strange and unusual traditions.Prerequisites: 1st LevelBenefit: 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 to a difference one. You gain one benefits based on the new ability score.
- Strength: You may add 1.5x your strength to touch attack as extra damages.
- Dexterity: Whenever you cats a spell that increase your AC you gain 5% miss chance for every point of dexterity modifier you have (Maximum 30%).
- Constitution: Whenever a spell or ability would heal you or grant temporary hit points you may add your constitution modifier as extra hit points for that effect.
- Intelligence: You gain +1 skill point per level.
- Wisdom: Whenever you cast spell or ability with an effect of round/level on yourself it extend to round/minute.
- Charisma: You may extend the effects of charm spell for free.
Back to Main Page → 3.5e Homebrew → Character Options → Feats
Facts about "Divergent Traditions (3.5e Feat)"
Article Balance | Very High + |
Identifier | 3.5e Feat + |
Prerequisite | 1st Level + |
Rated By | The bluez in the dungeon + and Foxdownfarms3100 + |
Rating | Rating Pending + |
Summary | Switch an ability score for another for class features and spellcasting and gain some benefits based on the chosen ability score. + |
Title | Divergent Traditions + |
Type | General + |