Brainstorm

feats should have a core ability that they offer

example feat: Sanctuary of Life. this feats core ability: the target receives a bonus to AC

This system will have feats comprised of premade components that behaviors alters

A basic feat for example would have

Source + Target + Behavior + Output

Higher level feats could add more behaviors to a feat to customize it further.

Classes will be limited as to which sources they can pull from. So a martial who doesn’t pick a subclass that allows for magic, can’t pull from magical sources.

Feat Types

Feat will have two types: Rudimentary and Flexible

Rudimentary feats cannot be changed and work as written.

Flexible feats can be changed or altered in some way (commonly by Sources or Behaviors).

TEML

All players start trained in a feat when they select it unless otherwise stated.

Source

The core of this new system is this Sources provide an additional effect for the feat.

Target: determines who the feat targets (normally determined by the feat)

Behavior: Alters how the feat works and determines its duration (if any)

Output - a constant effect that is unchanged and defines the feat

feat Tag

could provide different constant properties to feats with certain tags

Sanctuary of Life

Source:

Target: Selected, 30 feet.

Behavior

Output The target receives +2 Flat Modifier to AC for the duration.

Power Budget

Instead of points each source and behavior will be given a Degree of Power These will range from:

  • Minor
    • starts out as trained
  • Major
    • starts out as expert
  • Severe
    • starts out as master

System

Source

Divine

Life - Minor

Once per scene, when this feat affects a creature, you may restore a number of their Hit Dice determined by your training in this feat.

  • Trained: +2 Hit Dice + Class Level
  • Expert: +3 Hit Dice + Class Level. This feature can be used twice per scene instead of once.
  • Master: +4 Hit Dice + Class Level, you can remove any condition afflicting the creature.
  • Legendary: +6 Hit Dice + Class Level
Mercy - Minor

Removes conditions or does something with conditions Once per scene, when this feat affects a creature, you or the creature can attempt to remove a negative condition determined by your training in this feat.

  • Trained: The target can immediately attempt a saving throw against the afflicting condition as a free action.
  • Expert: The target gains Favoredthis saving throw. This feature can be used twice per scene instead of once.
  • Master:
  • Legendary:
Sanctuary - Minor

Once per scene, when this feat affects a creature, you provide a bonus to its AC determined by your training in this feat. This effect lasts until an attack is made against the target. Regardless if the attack misses or hits, the benefit is lost.

  • Trained: +3 AC
  • Expert: +4 AC. This feature can be used twice per scene instead of once.
  • Master: +5 AC, The effect now lasts until the end of your next turn.
  • Legendary: +7 AC
Persistence - Major

Once per scene, when this feat affects a creature, you may extend its Duration by a number of rounds determined by your training in this feat. This source has no effect on feats with no listed duration.

  • Expert: +2 Rounds. This feature can be used twice per scene instead of once.
  • Master: +2 Rounds, once per scene you may ignore the first attempt to end the effect early (WIP)
  • Legendary: +3 Rounds
Providence - Major

Once per scene, when this feat affects a creature, divine providence watches over them

  • Expert: Until the end of you or the targets next turn, if they fail or critically fail a d20 roll, they can reroll and must take the new result.
  • Master: The target gain [[F[Favored saving throw. This feature can be used twice per scene instead of once.
  • Legendary: The result of this reroll is treated as one degree of success better.
Note

legendary might need a new effect

Judgement - Major

Once per scene, when this feat affects a creature, mark an enemy with a Mark of Judgment. The next ally to roll damage against that enemy applies an additional effect determined by your training in this feat.

  • Expert: deal an additional 5 radiant damage
  • Master: deal an additional 10 radiant damage. Increase the die step of any damage dealing dice by one step (maximum of a d12). This feature can be used twice per scene instead of once.
  • Legendary: deal an additional 15 radiant damage. The triggering ally gains [[Favo[[Favoredxt d20 roll, and may apply Mark of Judgement to a different enemy they can see. This effect does not repeat again.
Zeal - Severe

Twice per scene, when this feat affects a creature, the next time that creature deals damage before the end of its next turn, it or an ally within 15 feet regains hit points equal to your training in this feat.

  • Master: regain 6d8 Hit Points.
  • Legendary: regain 8d8 Hit Points. The range increases to 30 feet and the healing effects two allies instead of one.
Consecration - Severe

Once per scene, when this feat affects a creature:

  • Master: Create a 15-foot consecrated area centered on the target until the end of its next turn. Allies in the area gain a +4 bonus to AC and gain 7 resistance to all sources of damage
  • Legendary: The area increases to 20 feet, and enemies entering the area are Hindered on their next d20 roll.

Nature

Flame - Major

This feat fires quickly and without warning. Once per scene when this effect is used, it resolves with less actions than normal determined by your training in this feat.

  • Trained: -1 Actions (Minimum of 0), you can choose to either deal 1d4 persistent fire damage to the target or have the targets next successful attack deal 1d4 persistent fire damage.
  • Expert: -1 Actions (Minimum of 0), this feature can be used twice per scene instead of once. The fire damage is increased to 1d8.
  • Master: -2 actions (Minimum of 0). The fire damage is increased to 1d12.
  • Legendary: Costs 0 actions or can be used as a reaction. The fire damage is increased to 2d12.
Frost - Minor

This feat halters the movement of others. Once per scene, when this feat affects a target, the target is Slowed until the start of your next turn..

  • Trained: The target’s next attack is [[Favored[[FHinderedl the targets attacks are [[Favored an[[FaHinderedyour next turn. This feature can be used twice per scene instead of once.
  • Master: The target is Stunned as well as Slowed until the start of your next turn..
  • Legendary: All the targets d20 rolls are [[Favored and H[[FavHindered next turn.
Stone - Minor

You stand steadfast like a stone (sick wording me). Once per scene when this effect is used, as a reaction, you can stand your ground against an effect that would try to reposition, grapple, restrain or otherwise impeded your movement. Attempts to do so must succeed on an athletics check vs a DC determined by your Training in this feat. If they fail, their effect is wasted.

  • Trained: DC = Your fortitude save +5
  • Expert: DC =Your fortitude save +7, you can only be moved on a critical success. This feature can be used twice per scene instead of once.
  • Master: DC = Your fortitude save +9, if a creature tries to move you and critically succeeds on their athletics check, they can only move you 5 feet.
  • Legendary: DC = Your fortitude save +11
Storm - Major

You move swiftly and unpredictively, like a storm you might say. Twice per scene, when this feat affects a target(s), you may immediately reposition the target(s) or yourself up to their speed as part of the effect. If the target is unwilling, they must make a Fortitude Save vs your Class DC. On a failure, they are repositioned up to half their movement speed. Full speed on a critical fail.

  • Expert: This movement ignores Strained Movement, Impeded Movement and you can move up to double your speed.
  • Master: You can reposition two creatures instead of one.
  • Legendary: You can move any number of creatures within 30 feet of the original target. Each targets next d20 roll also gains [[Favored and Hind[[FavoFavoredw the reposition save works.
Flood - Major

Flavor Text. Once per scene, when this feat affects a target, it applies lingering effects around the target determined by your training in this feat.

  • Trained:
  • Expert:
  • Master:
  • Legendary:
Verdant
  • Trained:
  • Expert:
  • Master:
  • Legendary:
Decay - Severe
  • Trained: When you use this feat, pick a creature within 30 feet of the original target. This creature becomes Weakened until the start of your next turn and they take 2d6 void damage.
  • Expert: The damage increases to 3d6. This feature can be used twice per scene instead of once.
  • Master: The damage increases to 4d6. The target is also Drained until the start of your next turn.
  • Legendary: The damage increases to 6d6. If this damage would reduce the target to 0 Hit Points, deal 6d6 void damage to an adjacent target within 30 feet. Repeat this effect if the new target is also reduced to 0 Hit Points.

Occult

Occult sources draw on hidden, unsettling forces that lie beyond ordinary understanding. Rather than pulling from the deities above or the nature around you, these powers come from forbidden knowledge and the macabre and strange aspects of the world. These sources your features with bizarre phenomena.

Void
Shadow
Dream
Sigil
Flesh
Grave

Physical

Brawn - Major

Once per scene, when you use this feat, you or your target gain [[Favored and Hindran[[FavorFavoredow and it does a thing based on training.

  • Trained: either the user or the target gains a bonus 1d8 Strike Die on its next Strike until the end of its next turn.
  • Expert: The bonus Strike Die applies to the next two Strikes made this turn. This feature can be used twice per scene instead of once.
  • Master: If the target hits with an attack benefiting from Brawn, it counts as one degree of success better.
  • Legendary: Once per scene, after the targets hits with an attack benefiting from Brawn, it may immediately make another Strike as a free action against the same target. This incurs Multiple Attack Penalty but only after the attack is made.
Fortitude - Minor

Once per scene, when you use this feat, you or your target gain [[Favored and Hindered [[FavoredFavoredw and it does a thing based on training.

  • Trained: The creature also gains temporary Hit Points equal to your class level.
  • Expert: The temporary Hit Points increase to twice your class level. This feature can be used twice per scene instead of once.
  • Master: End one condition on yourself.
  • Legendary: Until the start of your next turn, you treat all non attack d20 rolls as one degree of success better.
Reflex - Minor

Once per scene, when you use this feat, you or your target gain [[Favored and Hindered (Ad[[Favored aFavored does a thing based on training.

  • Trained: the next attack roll until the start of your next turn against you is [[Favored and Hindered (Advan[[Favored andHinderederity saving throw, you can choose to make it a crit instead.
  • Legendary:
Blood

Mental

Will

Once per scene, when you use this feat, you or your target gain [[Favored and Hindered (Advantag[[Favored and HFavoredharm Once per scene, when you use this feat, you or your target gain [[Favored and Hindered (Advantage S[[Favored and HinFavoredOnce per scene, when you use this feat, you or your target gain [[Favored and Hindered (Advantage Syst[[Favored and HindeFavored

Target

The range of the feat, how the feat manifests, and what it can affect. If the feat has an area, it affects every creature in the area defined by the feat. If it has targets, it affects the specific targets described by the feat. A feat can have only one target facet.

Here is a list of every possible target type a feat could have:

NameDescription
BarrierCreates a visible barrier that is 10 feet long per caster level and 10 feet high.
BurstAffects everything it catches in a 10-foot-radius burst.
ConeAffects everything in a 10-foot coneshaped burst.
LineAffects everything in a 20-foot line.
TouchAffects a a single target within 5ft.
SelectedAffects a single target within range.

Behaviors

How does this feat behave or react. This facet determines the alterations made to the feat when it is used. Maybe its effects linger for an extended duration or effect others in a violent ways. Listed below are all the available behaviors a feat can have.

You don’t start with all behaviors at your disposal. Instead, you start with a limited amount determined by your class.
Behaviors will increase in power as you level up, as listed in your class. Reference these newer value provided by your class over the ones listed here.

Behaviors should always list a duration for the effect under them

Anchoring - Severe

The effect hinders movement.

Alters:

  • Trained: On a failure, the target is Restrained until the start of its next turn.
  • Expert: On a failure, the target is Restrained until the end of its next turn. This feature can be used twice per scene instead of once.
  • Master: On a failure, the target also falls Prone.
  • Legendary: On a critical failure, the target is also Paralyzed until the start of its next turn.

Chaining

After affecting the initial target, the effect jumps to another valid target. If the feat required an attack roll, the second attack is made with Multiple Attack Penalty. This range is 30 feet.

Alters

  • Scope: Targets 1 additional creature
  • Strike Dice: Secondary target reduces die step of Strike Dice by 1 (min d4)
  • Vitality Dice: Secondary target reduces die step of Strike Dice by 1 (min d4)
  • Flat Modifier: Secondary target receives half the modifier (rounded down)
  • Cost: +1 action (cannot be selected if the Cost is already 3 actions)

Creeping - minor

The effect is delayed, but intensified. The feat resolves at the start of your next turn instead of immediately. You must still pay its full action cost this turn.

Alters

  • Strike Dice: Increase all Strike Dice by 1 step (to a maximum of a d12).
  • Vitality Dice: Increase all Vitality Dice by 1 step (to a maximum of a d12).
  • Flat Modifier: The bonus is increased by half (rounded down).

Draining - Minor

The feat siphons strength from its targets.

Alters

  • Vitality Dice: You heal half the damage dealt as vitality.

Echoing

The effect repeats at reduced strength on the following round.

Alters:

  • Strike Dice: Repeat the effect on your following turn at -1 action cost (min 0); reduce die step by 1 (min d4)
  • Vitality Dice: Repeat the effect on your following turn at -1 action cost (min 0); reduce die step by 1 (min d4)
  • Flat Modifier: Repeat the effect on your following turn at -1 action cost (min 0); the Flat Modifier is halved (rounded down).

Extended

The feat reaches farther than normal.

Alters
Reach: The range of this effect is doubled. If it normally has a range of touch, it is instead 30 feet.

Focused

  • Prerequisite: The feat would affect multiple targets.

The effect is narrowed for precision.

Alters:

  • Scope: This feats targets only 1 creature
  • Strike Dice: Increase die step by 1 (maximum of 12)
  • Vitality Dice: Increase die step by 1 (maximum of 12)

Grasping

The target(s) is Slowed

Hardened

ooga defense

Alters:

  • Flat Modifier: Increase targets AC by 1

Inverted

The feat produces the opposite outcome, but is weakened.

Strike Dice: Roll as vitality instead.
Vitality Dice: Roll as void instead. All Rolls: Halved (rounded down)

Lingering

The feat lasts for 1 additional round after it would normally end.

Alters:

  • Duration: Increase the duration by 1 round.

Mobile - Major

The effect follows its target.

Alters:

  • Duration: The feat now requires the Focus action and it lasts 1 minute. Effect lasts as long as the target remains within the casting range

Overwhelming

The feat pushes through defenses.

Flat Modifier: Reduce the targets cover by one level. If the target is not benefiting from Cover, they are Off-Guard instead.

Protecting

Pick a target within 30 feet.

The next attack against that creature until the start of your next turn is [[Favored and Hindered (Advantage System)[[Favored and HindereHinderedcally.

Strike Dice: Roll one additional strike dice die and deal either physical damage or mental, the opposite of what the feat did.

Rending

The feat tears at the target over time.

Deal 1d4 persistence damage on the target. The damage type is the same as the feats Strike Dice. If no strike dice is listed, deal bleed damage.

Sacrificial

The feat feeds on the user.

Alters:

  • Strike Dice: Increase die step by 1 and add 1 Strike Dice
  • Vitality Dice: Increase die step by 1 and add 1 Vitality Dice
  • User takes damage equal to 1 Strike Die

Violent

  • Prerequisite: The feat is volatile or unstable.

Strike Dice: Roll one additional Strike Dice.


Action Cost

How many actions the feat will cost to cast. More actions results in a more target options while less actions means the feat will be more limited.

1 action

Target Types:

  • Touch

2 action

Target Types:

  • Touch
  • Selected
  • Burst

3 action

Target Types:

  • All