DnD Experimental Rules Playtest Pages


Amended Feats

When reading official rules for 'unchanged' feats, ignore all references to class bonus feats and classes acting as if they have feats. Convert all ability score prerequisites to equivalent ability modifiers. Take references to AC (in Combat Expertise and Mobility) as being to Evasion.

Note that Weapon Finesse disappears, as melee attack rolls are to be modified by Dexterity anyway.

The following magic-related feats or aspects of feats are NYIP:

Note the following feat mergers:

Minor amendments:

Feats with amended descriptions, and new feats based closely on existing feats:

DODGE [COMBAT]
Prerequisite: Dexterity modifier +1. You cannot gain a bonus by gaining this feat multiple times better than half your BEB.
Benefit: You gain a +1 dodge bonus to Evasion. You can gain this feat multiple times; its effects stack, up to a maximum bonus of half your BEB (you can gain the feat once for a bonus of +1, regardless of your BEB).

GREAT FORTITUDE [BODY]
Prerequisite: +2 natural Fortitude save
Benefit: Your natural Fortitude save increases by +2 (subject to a maximum of half your normal natural Fortitude save).
Normal: Your natural Fortitude save is your base Fortitude save calculated from weight, plus your Constitution modifier.
Special: You can gain this feat multiple times; its effects stack but remain subject to the maximum of half your normal natural Fortitude save.

GREATER WEAPON SPECIALIZATION [COMBAT]
Choose one type of weapon (which may be unarmed strike or grapple). You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Greater [Selected Weapon] Focus, [Selected Weapon] Focus, [Selected Weapon] Specialization, BAB +12.
Benefit: You gain a +1 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialisation.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

IMPROVED UNARMED STRIKE [COMBAT]
Prerequisite: Weapon Proficiency (unarmed strike)
Benefits: You are considered to be armed even when unarmed - that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
Your attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that you may even make unarmed strikes with your hands full. There is no such thing as an off-hand attack for you striking unarmed. You may thus apply your full Strength bonus on damage rolls for all your unarmed strikes.
In addition, your unarmed strikes deal normal damage (body point damage by default, subject to normal damage reduction), but can deal resilience damage at your option. You have the same choice to deal normal or resilience damage while grappling.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only resilience damage with such an attack.

INURED TO HARM [COMBAT]
Prerequisite: 9 resilience points
Benefit: You gain a +2 bonus to Fortitude saves, to a maximum bonus of 1/9 your normal resilience point total.
Special: You can gain this feat multiple times; its effects stack, but remain subject to the maximum of 1/9 your normal resilience point total.

IRON DISCIPLINE [EXPERTISE]
Prerequisite: Concentration 6 ranks
Benefit: You gain a +2 bonus to Will saves, to a maximum bonus of 1/6 your ranks in Concentration.
Special: You can gain this feat multiple times; its effects stack, but remain subject to the maximum of 1/6 your ranks in Concentration.

IRON WILL [MIND]
Prerequisite: +2 natural Will save
Benefit: You gain a +2 bonus to your natural Will, to a maximum bonus of half your normal natural Will save.
Normal: Your natural Will save is your base Will save calculated from mental abilities, plus your Wisdom modifier.
Special: You can gain this feat multiple times; its effects stack but remain subject to the maximum of half your normal natural Will save.

POWER ATTACK [COMBAT]
Prerequisite: +1 Strength bonus
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to your Strength bonus to melee damage, and therefore to your melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and increase to Strength bonus to damage apply until your next turn.
Special: If you are applying one and a half times your Strength bonus (for example because you are attacking with a two-handed weapon), or half your Strength bonus (for example if you are attacking with a light weapon in your off hand), you multiply your increased Strength bonus from Power Attack in the same way. (You generally treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

RESILIENCE [COMBAT]
Prerequisite: 2 resilience points
Benefit: You gain 3 resilience points (subject to a maximum of half your normal resilience points).
Special: You can gain this feat multiple times; its effects stack, but the total resilience point gain remains subject to the maximum of half your normal resilience points.

STUNNING FIST [COMBAT]
Prerequisites: Dex mod +1, Wis mod +1, Mighty Fist, Improved Unarmed Strike, Weapon Proficiency (unarmed strike), base attack bonus +4 (per time you wish to gain the feat).
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 14 + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to Evasion, and loses his Dexterity bonus to Evasion. You may attempt a stunning attack once per day. Unnatural creatures and creatures immune to critical hits cannot be stunned.
You may gain this feat more than once, with the base attack bonus prerequisite increasing by 4 each time. For each additional time you take the feat, you may use it one additional time per day (but no more than once per round), and the DC for the save against the stunning effect increases by 2.

TOUGHNESS [BODY]
Prerequisite: 2 body points
Benefit: You gain 3 body points (subject to a maximum of half your normal body points).
Special: You can gain this feat multiple times; its effects stack, but remain subject to the maximum of half your normal body points.

[WEAPON GROUP] PROFICIENCY [COMBAT]
You can gain the following weapon group proficiency feats, listed under their prerequisites and granting proficiency with the indicated groups of weapons:

Notes
Hand weapon and spear proficiencies apply to melee use only, even if the weapon can also be thrown.
Thrown weapon proficiencies apply to ranged use only, even if the weapon can also be used in melee.
Long spear proficiency applies to use two-handed on foot only - not to mounted use of a lance.
To set a spear-pointed weapon against a charge requires spear proficiency, though some such weapons (eg halberd) do not require spear proficiency for ordinary use.
Staves proficiency by itself does not allow full proficiency in the quarterstaff as a double weapon.

Non-proficiency penalty
Use of a weapon without the applicable proficiency normally imposes -4 to hit. Some weapon proficiencies reduce the non-proficiency penalty for related weapons to -2.

Proficiency: Nonproficiency penalty reduced to -2 for:
Axes Greataxe, glaive, guisarme, halberd, waraxe
Flail Heavy flail
Simple hand weapons Greatclub, quarterstaff, handaxe, shortsword, sap, light hammer
Simple shooting weapons Archery, sling
Simple spears Long spears
Long spears Mounted lance
Simple throwing weapons End-over-end throwing weapons
Swords Bastard sword, greatsword

[WEAPON] SPECIALIZATION [COMBAT]
Choose one specific type of weapon (which may be unarmed strike or grapple). You deal extra damage when using this weapon.
Prerequisites: Weapon group proficiency covering selected weapon, [Selected Weapon] Focus, BAB +4.
Benefit: You gain a +1 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.