Tuesday, January 18, 2022

3.5e Homebrew Feats

 =Revised Feats=


===Able Learner [General]===

As in ''Races of Destiny'', except:


Special: This feat may be taken at any level. It does not apply retroactively to skill points already spent.


===Battle Blessing [General]===

As in ''Complete Champion'', except:


Prerequisite: Ability to cast paladin (any variant), ranger, hexblade, sohei, or blackguard spells.


Choose [[Ranger]], [[Hexblade]], [[Paladin]], [[Sohei]], or [[Blackguard]] spells. The benefit applies to spells cast as that class from that class's list (so it doesn't apply to Cleric spells cast by a Prestige Paladin or Druid spells cast by a Prestige Ranger).


Special: This feat can be taken more than once. Each time, select a new class from the list for the benefit to apply to.


===Dodge [Fighter]===

Prerequisite: Dex 13.


Benefit: You receive a +1 dodge bonus to Armor Class.


A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


For effects of other feats and class features that key off the target of your dodge, you must still pick one foe and can re-designate your target on any action.


Special: A fighter may select Dodge as one of his fighter bonus feats.


===Extra Spell [General]===

As in ''Complete Arcane'', except:


You may choose a spell from any class list. If the spell you choose isn't on your class list, then use the spell level of the first list it appears on of the following: sorcerer/wizard, cleric base list, druid, bard, paladin, ranger, any other base class, any cleric domain, any prestige class.


===Non-Living Meldshaper [Monstrous]===

Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.


Prerequisites: Intelligence 3, Constitution nonability


Effect: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld's save DC, use your Wisdom score instead. For the purpose of all [Incarnum] and other meldshaping-related feats (including all feats in ''Magic of Incarnum'') and meldshaper prestige classes, any Constitution prerequisites are instead Wisdom prerequisites for you.


Special: This feat updates and replaces Undead Meldshaper (''Magic of Incarnum'').


===Open Minded [General]===

You are naturally able to reroute your memory and skill expertise.


Benefit: You gain 5 skill points. For every Hit Die you possess beyond 5, you gain an additional 1 skill point. If you have more than 5 Hit Dice, you gain +1 skill point whenever you gain a Hit Die (such as when you gain a level). Spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.


Special: You cannot gain this feat multiple times.


===Vow of Poverty [General]===


As in [http://www.giantitp.com/forums/showthread.php?140428-Vow-of-Poverty-Fix this fix], except that bonuses accrue by HD instead of by ECL.


=New Feats=


==General Feats==


===Adept Shaman [General]===

<s>You have learned to merge two aspects of the dragon.


Prerequisite: dragon shaman level 3, dragonfire adept level 3, Knowledge (arcana) 8 ranks


Benefit: Your levels in dragon shaman and dragonfire adept stack for the purpose of dragonfire adept breath weapon damage (but not breath effects), draconic invocations known (but not level of invocation known), and draconic auras known.


Special: When you take this feat, you lose your Dragon Shaman breath weapon and any advances to it you may have gained.</s>


===Average Size [Racial]===

You are closer to the line between Medium and Small than most of your kin.


Prerequisite: Engineer, Dwarf throwback, or Gnome throwback, 1st level only


Benefit: If you are an Engineer or a Gnome throwback, you gain the benefits of Powerful Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.


If you are a Dwarf throwback, you gain the benefits of Slight Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.


=== Daguna/Ataratheh [Racial] ===

You are patrilineally descended from the great [[Locathah]] hero Dagon Daguna or matrilineally descended from the Locathah heroine Atargatis Ataratheh, giving you greater rights and prestige in Locathah society.


Prerequisite: Locathah or Seafolk Heritage(Locathah), father is Daguna or mother is Ataratheh


Benefit: You gain a +5 circumstance bonus to Diplomacy when interacting with Locathah. If your father is Daguna, you are Daguna, giving you the right to be elected Tanist. If instead your mother is Ataratheh, you are Ataratheh, giving you the right to vote at the Tanistmoot.


Special: If your father is Daguna ''and'' your mother is Ataratheh, you may gain this feat twice. The circumstance bonus to Diplomacy when interacting with Locathah stacks with itself, and you are both Daguna and Ataratheh, allowing you both to be elected Tanist and to vote at the Tanistmoot.


===Draconic Marshal [General]===

<s>You have merged two different aura traditions.


Prerequisites: 4 draconic auras known, 2 minor auras known, 1 major aura known, knowledge (arcana) 5 ranks, knowledge (history) 5 ranks


Benefit: Your marshal and dragon shaman levels stack for the purpose of determining minor, major, and draconic auras known. Any time you could select a new draconic aura, you may select from the major aura list; any time you could select a new major aura, you may select from the draconic aura list. Your aura bonus for both major and draconic auras is the higher of your two aura bonuses (for example, a level 2 marshal, level 5 dragon shaman has an aura bonus of +2 for both their major and draconic auras).


Normal: A marshal may select draconic auras for their major auras, but not vice versa.</s>


===Eldritch Adept [General]===

<s>You have learned to merge two invocation traditions. 


Prerequisite: eldritch blast 2d6, Dragonfire Adept breath weapon 2d6, knowledge (the planes) 5 ranks, knowledge (arcana) 5 ranks 


Benefit: Your Warlock and Dragonfire Adept levels stack for the purpose of determining the level of invocation you can learn at a new level, and the damage dice for your eldritch blast and dragonfire adept breath weapon.


In addition, any time you would learn a new Warlock invocation, you may instead learn a new Dragonfire Adept invocation. Any time you would learn a new Dragonfire Adept invocation, you may instead learn a new Warlock invocation. </s>


===Enginesoul [Racial]===

You have spent so much time in the engine rooms of submarines that repairing them is second nature to you.


Prerequisite: Engineer race


Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day – ''mending'', ''repair minor damage'', ''repair light damage''.


Special: You may select this feat multiple times. Each time you do, you may use each spell-like ability one additional time per day.


===Extra Favored Class Bonus [Racial]===

Benefit: You gain the other [[Favored Class Bonuses|favored class bonus]] for your racial favored class, in addition to the one you already selected.


===Grounded [Racial]===

Due to their dwarf heritage, engineers have a natural resistance to spells and spell-like abilities, as indicated by their racial bonus to saves. Occasionally, some fluke of engineer genetics causes this magic resistance to be more powerful than usual.


Prerequisite: Engineer race, base Fortitude save +5


Benefit: You gain spell resistance equal to 5 + your total hit dice.

If you already have spell resistance from some other source, your existing spell resistance increases by +2.


===Meditator Psicrystal [Psionic]===


Prerequisite: Psicrystal Affinity, Psicrystal Containment, your psicrystal must be a [psionic] creature, manifester level 5th


Benefit: Your psicrystal can take an action (normally a full-round action, or a move action if the psicrystal has the Psionic Meditation feat) to make a Concentration check at the usual difficulty (DC20) to focus for you the psionic focus you can store inside it. Focusing your psionic focus and focusing its own psionic focus are still separate actions for your psicrystal.


Normal: If you have Psicrystal Containment and your psicrystal is a [psionic] creature, but you do not have this feat, your psicrystal can use its action to focus only its own focus, not yours.


===Mer-Descended Triton [Racial]===

There is more Merfolk blood in your lineage than that of most Tritons.

Prerequisites: Triton race, first level only


Effect: Your type becomes Humanoid and you lose the Native subtype. Your Outsider hit dice become Humanoid hit dice.


You lose your Darkvision but retain Low-Light Vision. Your Base Attack Bonus from racial HD drops from +3 to +2. Your base Reflex save from racial HD remains +3, but your base Fortitude and Will saves drop to +1. Your skill points from racial HD drops from 8+int per level to 2+int per level.


Additionally, your Level Adjustment drops from +1 to +0.


===Part of That World [Racial]===

Increased interactions and interbreeding with other races (particularly yuan-ti and the rare selkies) have given some merfolk the innate ability to, with practice, work minor transformations on themselves.


Prerequisite: Merfolk race or Mer-Descended Triton.


Benefit: An innate talent for magic grants you the following spell-like ability at a caster level equal to your hit dice: 1/day - alter self.


Special: You may select this feat multiple times. Each time you do, you may use the spell-like ability one additional time per day.


===Polearm Precision [Fighter]===

Prerequisite: Weapon Focus with any reach weapon.


Benefit: You can strike with a reach weapon past a square containing a creature without taking the standard –4 penalty on your attack roll.


Special: A fighter may select Polearm Precision as one of his fighter bonus feats.


===Split Spell-Like Ray===

You can affect two targets with a single spell-like ray.


Prerequisite: character level 3, at least one qualifying spell-like ability


Benefit: Choose a single spell-like ability that specifies a single target, makes a ranged touch attack, and does damage. You can cause this spell-like ability to fire one additional ray beyond the number normally allowed. You can split this spell-like ability up to three times per day. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.


===Triton-Descended Mer [Racial]===

There is more Triton blood in your lineage than that of most Merfolk.


Prerequisite: Merfolk race, first level only


Benefit: Your type becomes Outsider and you gain the Native subtype.


You gain Darkvision 60 feet.


===Unholy Toughness===

Prerequisite: Undead type, must not have Unholy Toughness from another source


Benefit: You gain a bonus to your hit points equal to your Charisma bonus (minimum +1) times your Hit Dice.


===Versatile Alignment [General]===

You’ve picked up enough habits outside your alignment that you are able and willing to behave in ways that conflict with your true alignment, and can take levels in classes you otherwise wouldn’t due to your alignment.


Prerequisite: +3 Base Attack Bonus


Benefit: Choose one class or prestige class. You may take levels in this class even if your alignment is one step different on one axis than the requirement for that class. You never lose class features for being the wrong alignment in this class, as long as you are within one step of the correct alignment.


For example: You may take levels in the barbarian, bard, or druid class with this feat if you have any alignment. You may take levels in the monk class with this feat as long as you are not chaotic.


You may take levels in the cleric class if you are one additional step from your god. For example, a cleric of a lawful good god may now be chaotic good, neutral, or lawful evil, in addition to lawful neutral, neutral good, or lawful good. When doing a god’s work, you must still adhere in practice to that god’s alignment or risk losing your cleric powers.


You may take levels in the paladin class if you are neutral good or lawful neutral, but you must still adhere in practice to a lawful good code of conduct or lose your paladin powers.


Special: You may take this feat more than once. Each time you do, it applies to a different class.


==Mongrelfolk Feats==

===Aberrant Mongrel [Racial, Aberrant]===

Prerequisite: Mongrelfolk race, Aberration Blood (''Lords of Madness'')


Benefit: Pick any any aberration. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, you gain the Aberration type and the [Augmented Humanoid] subtype. You gain darkvision 60.


===Aligned Heritage [Racial]===

Your aligned heritage is particularly strong.


Prerequisite: Mongrelfolk race, Mongrel Subtype Heritage (Chaotic, Evil, Good, or Lawful)


Benefit: You gain all the traits of your alignment subtype. Any effect that depends on alignment affects you as though you have your subtype's alignment, no matter what your alignment actually is. You also suffer effects according to your actual alignment. You overcome damage reduction as if your natural weapons and any weapons you wield are aligned to your subtype.


===Built Heritage [Racial]===

You are descended from giants, ogres, minotaurs, or some other oversized creature.


Prerequisites: Mongrelfolk, Monkey Grip


Effect: Pick any Large or Huge aberration, dragon, fey, giant, humanoid, monstrous humanoid, or outsider. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.


In addition, you have a Powerful Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with effects of powers, abilities, and spells that change the subject's size category.


Special: This ability to use weapons designed for a creature one sized larger than your own does not stack with your Monkey Grip feat. You may not take both this feat and Small Heritage.


===Draconic Mongrel [Racial, Draconic]===

Prerequisite: Mongrelfolk race, Dragonblood subtype


Benefit: Pick any any Dragon. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, you gain the Dragon type and the [Augmented Humanoid] subtype. You gain darkvision 60, low-light vision, and immunity to magic sleep effects and paralysis effects.


===Elemental Heritage [Racial]===

Your elemental heritage is particularly strong.

Prerequisite: Mongrelfolk race, Mongrel Subtype Heritage (Air, Cold, Earth, or Fire)


Benefit: If you have Mongrel Subtype Heritage (Air), you gain a glide speed equal to your land speed. (You never take falling damage. When falling, you may move your glide speed horizontally for every 10 feet you fall.)


If you have Mongrel Subtype (Cold), you gain cold resistance 10 and vulnerability to fire.


If you have Mongrel Subtype (Earth), you gain a burrow speed of 5 feet. You can burrow only through substances with the consistency of loose dirt.


If you have Mongrel Subtype (Fire), you gain fire resistance 10 and vulnerability to cold.


===Extra Arm [Racial]===

Prerequisite: Mongrelfolk or Myconid race


Benefit: You have an extra arm.


Special: You may take this feat more than once. Each time you do, you sprout an extra arm.


===Extra Leg [Racial]===

Prerequisite: Mongrelfolk or Myconid race


Benefit: You have an extra leg. You can carry loads as a quadruped. You gain +2 to ability checks to resist being tripped when standing on the ground.


Special: You may take this feat more than once. Each time you do, you sprout an extra leg and gain an additional +2 to your checks to resist being tripped. You never gain the benefits of being a quadruped more than once. However, if you should happen to lose some of your legs for any reason, you still count as a quadruped as long as you have at least three legs.


===Fey Mongrel [Racial]===

Prerequisite: Mongrelfolk race


Benefit: Pick any any Fey. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits. In addition, your type changes to Fey, and you gain the [Augmented Humanoid] subtype.


===Large Heritage [Racial]===

You are descended from giants, ogres, minotaurs, or some other oversized creature.


Prerequisites: Mongrelfolk, Built Heritage, Monkey Grip


Effect: You lose the benefits of your Powerful Build and Monkey Grip feats, but you are naturally Large sized. Your height is doubled and your weight is multiplied by 8. You gain the following size modifiers: -1 to attack and armor class, +4 to Grapple, -4 to Hide, +2 to Strength, -2 to Dexterity (to a minimum of 1). You have a space of 10 feet and a natural reach of 10 feet. Your unarmed strikes do 1d4 instead of 1d3 damage. You use larger equipment, which is correspondingly more expensive, but your weapons also do more damage because of their size.


Special: Strongarm Bracers (Magic Item Compendium) ''do'' function with your new Large size category, and allow you to wield weapons of up to Huge size without penalty.


===Mongrel Subtype Heritage [Racial]===

You are descended from some specific manner of creature.


Prerequisite: Mongrelfolk race


Benefit: Choose any subtype, and choose a creature with that subtype. You are descended from that creature for the purpose of your Emulate Race and Diffuse Blood racial traits. You gain no traits of the subtype, but you are treated as possessing that subtype for all other purposes. (Unlike many mongrelfolk feats, you may not take this feat more than once.)


===Monstrous Mongrel [Racial]===

Your blood contains traces of something weird. There is no need to speculate on the exact mechanics of how it got there.


Prerequisite: Mongrelfolk race, level 1 only


Benefit: Pick any any aberration, animal, dragon, elemental, magical beast, monstrous humanoid, ooze, outsider, plant, undead, or vermin. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, your type changes to Monstrous Humanoid, and you gain the [Augmented Humanoid] subtype. You gain no new traits or features.


===Outsider Mongrel [Racial]===

Prerequisite: Mongrelfolk race, level 1 only


Benefit: Pick any any Outsider. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, your type changes to Outsider, and you gain the [Augmented Humanoid] and [Native] subtypes. You gain Darkvision 60. You can be raised, reincarnated, or resurrected as other living creatures can be. You still need to breathe, eat and sleep.


===Seafolk Heritage [Racial]===

You count one of the races of the sea among your ancestors. This can manifest even late in life.


Prerequisite: Mongrelfolk race


Benefit: Pick any creature with the [aquatic] or [water] subtype. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.


In addition, you can breathe both air and water. You gain the [aquatic] subtype. You gain +8 to Swim checks to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.


Special: You may take this feat more than once. Each time you do, you are descended from an additional seafolk race. You recieve no other benefits for taking this feat more than once.


===Small Heritage [Racial]===

You are descended from kobolds, halflings, fey, or some other undersized humanoid.


Prerequisites: Mongrelfolk, 1st level only


Effect: Pick any Small or Tiny aberration, dragon, fey, humanoid, monstrous humanoid, or outsider. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.


In addition, you are naturally Small sized. Your height is halved and your weight is divided by 8. You gain the following as size modifiers: +1 to attack and armor class, -4 to Grapple, +4 to Hide, -2 to Strength (to a minimum of 1), +2 to Dexterity. Your unarmed strikes do 1d2 instead of 1d3damage. You use smaller equipment, which is correspondingly less expensive, but your weapons also do less damage because of their size. 


Special: You may take this feat more than once. If you do, you may choose a second creature from which you are descended. You receive no other benefits for taking this feat more than once. You may not take both this feat and Built Heritage.


==Initiate Feats==


===Initiate of the Ancestor Spirits [Initiate]===

Prerequisites: Cleric level 3rd, patron Ancestor Spirits


Benefit: Add Iaijutsu Focus and Autohypnosis to your list of cleric class skills.


In addition, you may add the following spells to your cleric spell list:


1: Trance (OA)


2: Ancestral Vengeance (OA)


3: Castigate (OA)


3: Terra Cotta Warrior (OA)


5: Advice (OA)


===Initiate of the Burning Hate [Initiate]===

Prerequisites: Cleric level 6th, patron Burning Hate


Benefit: You can rebuke or command [Fire] creatures as an evil cleric rebukes or commands undead. You may do this a number of times per day equal to 3 + your Charisma modifier.


In addition, you may add the following spells to your cleric spell list:


1: Burning Hands


2: Scorching Ray


3: Fireball


4: Blast of Flame (SpC)


5: Inferno (PGtF)


===Initiate of Dalya [Initiate]===

Prerequisites: Cleric level 3rd, patron Dalya


Benefit: You gain a +4 sacred bonus to saves against ingested poisons. In addition, you add Perform to your list of cleric class skills.


In addition, you may add the following spells to your cleric spell list:


1: Goodberry


2: (Tasha’s) Hideous Laughter


3: Plant Growth


4: Confusion


7: (Otto’s) Irresistible Dance


===Initiate of Hafgufa [Initiate]===

Prerequisites: Cleric or Druid level 3rd, patron Hafgufa


Benefit: You gain the ability to hold your breath for a number of rounds equal to 8 x your constitution score before you risk drowning.


In addition, you may add the following spells to your cleric or druid spell list:


2: Fog Cloud


2: Gust of Wind


2: Swim (OA)


5: Control Winds 


7: Waterspout (SpC)


===Initiate of Inglip [Initiate]===

Prerequisites: Cleric level 3rd, patron Inglip


Benefit: You deal an extra +1d4 damage when wielding a falchion.


Additionally, if you have the Madness domain, add +2 to your Insanity score.


In addition, you may add the following spells to your cleric spell list:


1: Lesser Confusion


2: Touch of Madness


4: Chaos Hammer


4: Confusion


7: Insanity


===Initiate of Mirk [Initiate]===

Prerequisites: Cleric or Archivist level 3rd, patron Mirk


Benefit: Add all Knowledge skills to your list of cleric class skills. In addition, you cast [Darkness] spells at +2 caster level.


In addition, you may add the following spells to your cleric or archivist spell list:


1: (Nystul’s) Magic Aura


2: Detect Thoughts


2: Identify


3: Clairaudience/Clairvoyance


6: Probe Thoughts (SpC)


===Initiate of Numiel [Initiate]===

Prerequisites: Cleric or Paladin level 6th, patron Numiel


Benefit: You treat your level as 2 higher for the purpose of determining if undead are Destroyed rather than Turned when you use Turn Undead.


In addition, you may add the following spells to your cleric or paladin spell list:


1: Disrupt Undead


1: Nimbus of Light (SpC)


2: Deific Vengeance (SpC)


3: Good Hope


4: Voice of the Dragon (SpC)


===Initiate of Quasxthe [Initiate]===

Prerequisites: Cleric level 6th, patron Quasxthe


Benefit: You can rebuke or command Oozes as an evil cleric rebukes or commands Undead. You may do this a number of times per day equal to 3 + your Charisma modifier.


In addition, you may add the following spells to your cleric spell list:


1: Grease


2: (Melf’s) Acid Arrow


4: (Evard’s) Black Tentacles


4: Crushing Despair


4: Unholy Blight


===Initiate of Sequoia [Initiate]===

Prerequisites: Cleric or Druid level 3rd, patron Sequoia


Benefit: If you are a cleric, you may use Wild Empathy on Plant creatures as a druid can on Animals, treating your cleric level as your druid level.


If you are a druid, you may use your Wild Empathy on Plant creatures, and you also don’t take the -4 penalty when using Wild Empathy on Magical Beasts.


In addition, you may add the following spells to your cleric or druid spell list: 


2: Brilliant Energy Arrow (CoR)


2: Moonbeam (SpC) 


3: Dominate Animal


3: Moon Blade (SpC)


4: Blinding Beauty (BoED)


4: Command Plants


5: Moon Path (SpC)


===Initiate of Urmaggr [Initiate]===

Prerequisites: Cleric level 6th, patron Urmaggr


Benefit: You may rebuke or command Constructs as a normal cleric rebukes or commands Undead. You may do this a number of times per day equal to 3 + your Charisma modifier.


In addition, you may add the following spells to your cleric spell list:


1: Create Trap (RotD)


4: Minor Creation


5: Fabricate


5: Major Creation


6: Fantastic Machine (SpC)


==Leadership Feats==

Without the following feats, cohorts and thralls are limited to Aristocrat, Warrior, Commoner, or racial hit dice (and level adjustment). Followers and believers are always limited to those classes. Cohorts and thralls may always take any prestige class for which they qualify; followers and believers may never take prestige classes. Cohorts, thralls, followers, and believers otherwise follow the usual character creation rules.


===Improved Cohort I===

Prerequisite: Must have a cohort or thrall


Benefit: Your cohort or thrall may take levels in Samurai, Expert, Magewright, Battle Dancer, Monk, Mountebank, Soulknife, Truenamer, Hexblade, or Sohei


===Improved Cohort II===

Prerequisite: Improved Cohort I


Benefit: Your cohort or thrall may take levels in Barbarian, Fighter, Ninja, Rogue, Scout, Savant, Adept, Shadowcaster, Paladin, Ranger, or Spellthief


===Improved Cohort III===

Prerequisite: Improved Cohort I-II


Benefit: Your cohort or thrall may take levels in Warmage, Wild Shape Ranger, Bard, Factotum, Jester, Crusader, Swordsage, Warblade, Shugenja, Binder, Dragonfire Adept, Warlock, Duskblade, or [[Healer]]


===Improved Cohort IV===

Prerequisite: Improved Cohort I-III


Benefit: Your cohort or thrall may take levels in Beguiler, Dread Necromancer, Spirit Shaman, Urban Druid, Death Master, Sorcerer, Evangelist, Favored Soul, Mystic, or Spontaneous Cleric


===Improved Cohort V===

Prerequisite: Improved Cohort I-IV


Benefit: Your cohort or thrall may take levels in Archivist, Artificer, Cleric, Druid/Spontaneous Druid, Sha'ir, Wizard, Shaman, or Wu Jen

Sunday, January 16, 2022

3.5e Homebrew Items

 ==Armor==

*Diving Suit

This is an articulated suit of armor which contains a high-pressure oxygen tank and can be pressurized to maintain one atmosphere of pressure for the wearer. Normal movement is extremely difficult in this suit, but it has the advantage of protecting the wearer from hostile environments, particularly the depths of the ocean. While wearing this suit, a character can always breathe normally and takes no damage from water pressure. If the diving suit is punctured, for example by a piercing or slashing weapon which does damage through the suit, then its pressure-resistant properties are lost.

A diving suit costs 2,750 gp, has an armor bonus of +7, a max dexterity of +1, an armor check penalty of -10, an arcane spell failure chance of 75%, a speed of 20 (for a character whose base land speed is 30) or 15 (for a character whose base land speed is 20), and weighs 150 lbs.


==Wondrous Items==

*Baggie of Holding

Baggies of Holding, sometimes called Bags of Holding Type 0 and -1, act as normal bags of holding, but are even smaller and cheaper.

Bag Bag Weight Contents Weight Limit Contents Volume Limit Market Price

Lesser Baggie of Holding 2 20 2 250

Greater Baggie of Holding 7 90 10 1000


*Helm Of Opposite Alignment, Greater

As Helm of Opposite Alignment, but functions 10 times before running out of charges, and save DC is 17.

Strong transmutation; CL 12th; Craft Wondrous Item, creator must be 12th level; Price 50,000 gp; Weight 3 lb.


*Questmaster's Box

This ornately-decorated 12"x7"x4" wooden box is frequently used by guildmasters to send items to random places, so that low-ranking guild members may be tested by requiring them to find the item.

The front of the box has two buttons and a dial. The buttons are labeled "Send Object" and "Retrieve Locating Stone"; the dial is labeled "Radius" and may be set to 5 feet, 50 feet, 500 feet, 1 mile, 10 miles, 100 miles, and 1000 miles. If the box is closed and "Retrieve Locating Stone" button is pressed, the locating stone (a non-magical and otherwise uninteresting pebble) appears inside the box. If the box is closed and "Send Object" is pressed, anything inside the box is sent to a random location within the dial-specified radius of the locating stone. The locating stone can be sent away by the box like any object. If the locating stone is destroyed, the box keys off the last known location of the locating stone, before it was destroyed, and creates a new locating stone if "Retrieve Locating Stone" is pressed.

Moderate conjuration; CL 10th; Craft Wondrous Item, locate object, teleport; price 1500 gp; weight 5 lb.


*Restraining Bolt

This item comes in two parts. The main part is a coin-sized disc that can be affixed to the outer shell of a seaforged or warforged with a touch attack. The other part is a remote control, a short metal wand.

The bearer of the remote control may issue orders to the affected seaforged, who is compelled as if under the effects of a suggestion spell. The save DC to resist this compulsion is 18.

Moderate enchantment; CL 10th; Craft Wondrous Item; suggestion; price 11,000.


==Universal Items==

*Goblet of True Mind Switching

If this jeweled silver cup is filled with any liquid, and two creatures drink from it in succession, the minds of the two creatures are swapped, as with a True Mind Switch power. Neither individual loses a level. This ability functions once per week. If one of the bodies later dies, that body's current occupant dies, and the other immediately loses one level.

Strong telepathy; ML 17th; Craft Universal Item, True Mind Switch; Price 200,000 gp.


==Warforged Components==

*Swim Bladder and Propeller (Embedded Component)

This warforged component takes the form of an air-filled sac which can be expanded or contracted at will and a propeller or set of propellers which allow you to move underwater as if you were naturally aquatic.

This component grants you a swim speed equal to your land speed. Because of this, you gain +8 to Swim checks to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. And you can use the run action while swimming, provided you swim in a straight line. You still do not need to breathe.

Moderate transmutation, CL 7th, Craft Magic Arms and Armor, swim (Spell Compendium), price 10,000gp, weight 10 lb.


*Rustproof Coating (Attached Component)

You have been equipped with a special coating that makes your armor more resistant to rust.

You gain +4 to saving throws vs all spells with the water descriptor and all spells or effects which rust metal, such as rusting grasp or the touch of a rust monster.

Moreover, you suffer no rust-related ill effects from prolonged exposure to water or moisture.

Faint abjuration, CL 3rd, Craft Magic Arms and Armor, resistance, price 2,000gp, weight 1 lb.

Friday, January 14, 2022

3.5e Homebrew Traits

 Traits may be taken only at first level. A character may have at most one trait.


==Alternate Favored Class [Trait]==

Benefit: Choose any Favored Class. This is now your Favored Class, and you acquire a Favored Class Bonus for it.


Drawback: You lose your existing Favored Class. In addition, choose any Flaw for which you qualify. You gain the effect of this Flaw, even if you already have the maximum number of Flaws. However, you do not gain the free bonus feat for taking this Flaw.


==Balanced Heritage [Trait]==

You are descended from a more balanced mix of races, so you are more comely but less hardy.


Prerequisite: Mongrelfolk race

Benefit: Your racial penalty to Charisma is reduced by 2.

Drawback: Your racial bonus to Constitution is reduced by 2.

This brings your racial modifiers to a total of +2 Constitution, -2 Intelligence, -2 Charisma.


==Differently Specialized [Trait]==

Your learning took a slightly different path than most of your peers.


Drawback: Choose two skills which are currently class skills for you. These skills are never class skills for you, no matter what classes or feats you take. Craft, Perform, Profession, and Knowledge count as one skill each for this purpose.


Benefit: Choose one skill which is not currently a class skill. This skill is now always a class skill for you, no matter what classes you take. If you select Craft, Perform, Profession, or Knowledge, the benefit of this trait applies only to one sub-skill, such as Knowledge(Dungeoneering) or Craft(Basketweaving).


==Unarmored Body [Trait]==

As the feat in Races of Eberron, but as a trait instead of a feat.

Wednesday, January 12, 2022

3.5e Homebrew Flaws

 Each flaw allows that character to take one additional feat. Flaws may be taken only at first level. A character may have at most two flaws. In addition to the following and the base flaws in Unearthed Arcana, consider the flaws published in Dragon Magazine issues #324-329 and #333.


==Chicken Infested [Flaw]==

You’ve got chickens.


Effect: Whenever you draw a weapon or pull an item out of a container, you have a 50% chance of drawing a live chicken instead.


The chicken is Indifferent to you. Drawing a chicken is always a move action. Drawn chickens are worth no experience points. If you pull too many chickens in an attempt to abuse your curse, some of them may be more powerful, hostile chickens.


(Treat chickens as ravens, but replace Fly 40 with Glide 20.)


==Mode Lock [Flaw]==

After entering an animal form you were unable to leave it.


Prerequisite: Wild shape ability


Drawback: Select one form you can assume with your wild shape ability. You are permanently wildshaped into that creature, except that this is an Extraordinary ability which cannot be negated or dispelled. In all other ways this functions as a normal use of wildshape; for instance you cannot wildshape into other creatures, and you can no longer cast spells without the Natural Spell or Surrogate Spellcasting feat.


Special: You may change the form in which you are locked whenever you gain a character level. You may select this flaw at any level, as long as it does not cause you to exceed the normal number of flaws you can possess.


==Unlucky [Flaw]==

You just plum have bad luck.


Drawback: You can't benefit from Luck bonuses, luck-based rerolls, or luck-based "roll twice and take the better result". Any Luck penalties you suffer are doubled. Any time a luck-based effect has you roll twice and take the worse result, you instead automatically fail.

Monday, January 10, 2022

3.5e Prestige Classes

 ==Psionic Unseen Seer==

As Unseen Seer in Complete Mage, except:


Entry Requirements

Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Psicraft 4 ranks, Spot 8 ranks

Manifesting: Ability to manifest 1st-level psionic powers, including at least two clairvoyance powers.

Class Skills

Remove Spellcraft, add Psicraft

Class Features

Change all instances of "spellcasting" to "manifesting", "arcane" to "psionic", "spell" to "power", "divination" to "clairsentience", and "cast" to "manifest".

In place of Silent Spell, the psionic unseen seer gains Subtle Manifesting

Subtle Manifesting: at 2nd level, all your powers manifest without display, with no need for a concentration check to dispense with displays. You may still manifest a power with a display if you choose.


==Survivor==

Requirements:

Base Save Bonus: Highest base save bonus must be lower than character level.

Class Traits

Hit Die: d12

Base Attack Bonus: Average

Saves: All Good

The class skills for the survivor are: Balance (Dex), Climb (Str), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Wis), and Tumble (Dex)

Skill Points at Each Level: 2 + Int modifier

Class Features

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +0 +2 +2 +2 DR 1/-, Uncanny Dodge

2nd +1 +3 +3 +3 DR 2/-, Evasion

3rd +1 +3 +3 +3 DR 3/-, Improved Uncanny Dodge, Mettle

4th +2 +4 +4 +4 DR 4/-, Improved Evasion

5th +2 +4 +4 +4 DR 5/-, Slippery

Weapon and Armor Proficiency: A survivor gains proficiency with all armor and all shields (excluding tower shields). He neither gains nor loses proficiency with any weapon.

Damage Reduction (Ex): A survivor gains damage reduction/- equal to his survivor level. This damage reduction stacks with any other damage reduction of the "x/-" type (such as the damage reduction that is a class feature of the barbarian).

Uncanny Dodge (Ex): At 1st level, a survivor retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a survivor already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Evasion (Ex): At 2nd level, a survivor gains the ability to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the survivor is wearing light armor or no armor. A helpless survivor does not gain the benefit of evasion.

Improved Uncanny Dodge (Ex): At 3rd level, a survivor can no longer be flanked. This defense denies a rogue the ability to sneak attack the survivor by flanking him, unless the attacker has at least four more rogue levels than the target has survivor levels. The levels from the classes that grant improved uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Mettle (Ex): At 3rd level, a survivor can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping survivor does not gain the benefit of mettle.

Improved Evasion (Ex): This ability, gained at 4th level, works like evasion, except that while the survivor still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless survivor does not gain the benefit of improved evasion.

Slippery (Ex): If 5th-level survivor is affected by any effect lasting more than 1 round and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw. If the second save succeeds, it does not undo damage taken in the first round of the effect, but it applies to all other conditions applied by the effect.

Saturday, January 8, 2022

3.5e Homebrew Base Classes

 ==Healer==

As in Miniatures Handbook, except:


Alignment: Any non-Evil

Healers cast spontaneously from any spell they know, and they know their entire spell list, like e.g. a Warmage or Beguiler.

At fourth level, a healer may choose either a domain or Turn Undead:

If she chooses to gain a domain, she selects any domain granted by her deity or cause. She may choose the healing domain even if her deity does not offer it. She gains the granted power of the chosen domain and adds its spells to her spells known.

If she chooses to turn undead, she may do so as a cleric a number of times per day equal to 3+her charisma modifier. She turns undead as a cleric of three levels lower would.

Healers may spontaneously cast any Sanctified spell.

Unicorn Companion: Non-Unicorn companions associated with healing and of the proper CR are available, but the alignment of the Healer's companion must match that of the Healer on at least one axis (before and after application of the template). The template applied to the Healer's companion depends on the Healer's alignment:

Lawful Good, Neutral Good, and Chaotic Good Healers may choose the Celestial Creature template (Monster Manual I/SRD).

Lawful Good and Lawful Neutral Healers may choose the Axiomatic Creature template (Planar Handbook).

Chaotic Good and Chaotic Neutral Healers may choose the Anarchic Creature Template (Planar Handbook).

Non-Lawful Healers may choose the Radiant Creature template (Dragon Magazine #321)

A Healer of any alignment may choose the Vivacious Creature template (Planar Handbook).

Only one of the above templates may be applied to the Healer's companion. If the Healer's alignment changes to be incompatible with her companion's alignment, the companion departs forever and the Healer may choose a new companion after 30 days or once she gains a new Healer level, whichever comes first, as if her companion had died. She does not, however, take the -4 penalty to attack and damage rolls she would if her companion had died.

The healer's spell list is as follows:

0th: create water (PHb), cure light wounds (PHb), cure minor wounds (PHb), deathwatch (PHb), detect magic (PHb), detect poison (PHb), faith healing (SpC), healthful rest (SpC), lesser vigor (SpC), light (PHb), mending (PHb), purify food and drink (PHb), preserve organ (BoVD), read magic (PHb), resistance (PHb)

1st: bless (PHb), bless water (PHb), close wounds (SpC), conduit of life (CC), cure moderate wounds (PHb), delay disease (SpC), delay poison (PHb), ease pain (BoED), endure elements (PHb), Estanna's stew (BoED), goodberry (PHb), hydrate (SS), mage armor (PHb), peacebond (CtyS), protection from evil (PHb), ray of hope (BoED), remove addiction (BoED), remove fear (PHb), remove paralysis (PHb), lesser restoration (PHb), resurgence (CDiv), sanctuary (PHb), shield (PHb), speak with animals (PHb), stabilize (SpC)

2nd: aid (PHb), avoid planar effects (PHb), body ward (CC), calm emotions (PHb), cure serious wounds (PHb), gentle repose (PHb), insignia of healing (RoD), protection from arrows (PHb), refreshment (BoED), remove blindness/deafness (PHb), remove disease (PHb), remove nausea (BoED), rigor mortis (HoH), vigor (SpC), mass lesser vigor (SpC)

3rd: blood of the martyr (BoED) channeled divine health (PHb2), create food and water (PHb), cure critical wounds (PHb), heal mount (PhB), hoard life (RotD), magic circle against evil (PHb), mass aid (PHb), neutralize poison (PHb), positive energy aura (SpC), protection from energy (PHb), regroup (PhB2), remove curse (PHb), resist energy (PHb), restoration (PHb), revenance (SpC), seed of life (CC), seek eternal rest (SpC), status (PHb), unicorn horn (CM)

4th: death ward (PHb), delay death (PHb) mass cure light wounds (PHb), darts of life (CC), energetic healing (BoED), freedom of movement (PHb), healing circle (CC), magic convalescence (PHb2), panacea (SpC), raise dead (PHb), remove fatigue (BoED), rejuvenation coccoon (SpC), revivify (SpC), sustain (BoED), tree healing (PGtF), greater vigor (SpC), sheltered vitality (SpC), warding gems (BoED)

5th: atonement (PHb), break enchantment (PHb), convert wand (BoED), dance of the unicorn (SpC), hibernate (FB), ice to flesh (FB), mass cure moderate wounds (PHb), heal (PHb), revive outsider (SpC), stone to flesh (PHb), stoneskin (PHb), true seeing (PHb), unicorn blood (CM), vigorous circle (SpC), warding gems (BoED), zone of peace (CS)

6th: mass cure serious wounds (PHb), fortunate fate (SpC), greater status (BoED), heroes' feast (PHb), regenerate (PHb), rejuvenating light (CC), renewal pact (SpC), greater restoration (PHb), mass restoration (SpC), resurrection (PHb), secure corpse (BoED)

7th: mass cure critical wounds (PHb), detoxify (ECS), repulsion (PHb), spell turning (PHb), unicorn heart (CM)

8th: discern location (PHb), holy aura (PHb), mass death ward (SpC), mass heal (PHb), mind blank (PHb), protection from spells (PHb), true resurrection (PHb), spread of contentment (BoED)

9th: foresight (PHb), freedom (PHb), gate (PHb)


==Mongrelfolk Paragon==

Game Rule Information

Mongrelfolk paragons have the following game statistics:


Alignment: Any

Hit Die: d8

Class Skills: The mongrelfolk paragon can choose any ten skills as class skills. (Knowledge skills must be selected individually.)

Skill Points at 1st level: (4 + Int modifier) x 4

Skills Points at each additional level: 4 + Int modifier

Table: The Mongrelfolk Paragon

Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +0 +2 +2 +0 Divided Ancestry, Sneak Attack

2nd +1 +3 +3 +0 Bonus Feat

3rd +2 +3 +3 +1 Flawed Paragon, Ability Boost (Dex +2)

Class Features

Weapon and Armor Proficiency: Mongrelfolk paragons are proficient with all simple weapons and with light armor. In addition, a mongrelfolk paragon is proficient with any one martial weapon of their choice.

Divided Ancestry (Ex): Unlike other racial paragons, mongrelfolk paragons can take levels in more than one racial paragon class. After gaining at least one level as a mongrelfolk paragon, a character can take levels in any one other racial paragon class.

Sneak Attack (Ex): Mongrelfolk paragon levels stack with rogue levels to determine sneak attack dice. If a mongrelfolk paragon has no rogue levels, he gains sneak attack 1d6 at first level and 2d6 at third level.

Bonus Feat (Ex): At 2nd level, a mongrelfolk paragon may select any heritage or deformity feat they qualify for as a bonus feat.

Ability Boost (Ex): At 3rd level, a mongrelfolk paragon's Dexterity score increases by 2 points.

Flawed Paragon (Ex): At 3rd level, a mongrelfolk paragon gains the ability to take additional traits and flaws. You are no longer limited to only one trait and two flaws, and you are no longer limited to taking these only at first level. Instead, you may have a total number of traits plus flaws equal to your hit dice. You may gain one additional trait or flaw each time you gain a new hit die. Each time you gain a new flaw, you gain a new feat that you qualify for to go with it.

Thursday, January 6, 2022

3.5e Homebrew Spells

 ==Cofniben's Darkwave==

Evocation [Darkness, Evil]

Level: Blackguard 3, Dread Necromancer 5, Hexblade 3, Sor/Wiz 5, Ur-Priest 5

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25 ft. + 5ft./2 levels)

Target: 30 ft. cone

Duration: Instantaneous

Saving Throw: Reflex Half and Fortitude Partial; see text

Spell Resistance: Yes


The caster launches a wave of cold darkness from his left hand. The wave deals 1d8 points of damage per two caster levels (maximum 10d8). Half the damage is cold, and the other half has no specific type. A successful Reflex save halves this damage.

When struck, targets must also succeed at a fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkwave. (If a character takes no damage from the spell, such as if they make the Reflex save and have Evasion, then they are not stunned and need not make the Fortitude save.)


==Desalinate==

Transmutation

Level: Brd 0, Pal 1, Rgr 1, Sor/Wiz 0

Components: V, S

Casting Time: 1 standard action

Range: 10 ft

Target: 1 cu. ft./ level of salt water

Duration: Instantaneous

Saving Throw: None

Spell resistance: No


Aside from that collected in the form of rain water, fresh water did not, for a long time, exist. Thus, it became necessary to come up with a simple spell which can be cast by nearly anyone to create fresh water from salt water. To that end, some of the most talented wizards and other spellcasters in the world simplified purify food or drink so that any caster (aside from those who can already cast the original spell) can use it with a minimum of learning or talent.

Desalinate works as purify food or drink, but it serves only to remove the salt and impurities from seawater. It has no effect on any object other than water, and it has no effect on any object that is already affected by any spell or magical effect.


==Genocide of the Dead==

Evocation [Good]

Level: Sanctified 7

Components: V, S, Sacrifice

Casting Time: 1 Standard Action

Range: Touch and 1 mile (see text)

Target: Undead creature touched and its spawn

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes


You invoke ancient and terrible powers hostile to the undead to call down destruction upon your target's entire twisted, misbegotten lineage.

The target must succeed at a Will save or immediately be destroyed.

If the target is destroyed, all spawn within one mile created by the target with a Create Spawn ability must also succeed at Will saves or immediately be destroyed.

For each spawn destroyed, all spawn within one mile created by that spawn must succeed at Will saves or immediately be destroyed, and so on until all descendants of the original target have been destroyed, succeeded at Will saves, or had an ancestor succeed at their Will save.


Sacrifice: 1d6 nonlethal damage per undead creature destroyed by the spell


==Megiddo's Smashing Pumpkin==

Necromancy

Level: Blackguard 4, Druid 6, Duskblade 5, Hexblade 4, Sorcerer/Wizard 5

Components: M, S, V

Casting Time: 1 standard action

Range: Close

Target: One creature

Duration: Instantaneous

Saving Throw: Fortitude half

Spell Resistance: Yes


A moldy, rotten pumpkin flies from your hands and beats your opponent about the head and shoulders before crumbling into nothing.

Make a ranged touch attack. If it hits, the target is mysteriously reduced to half of its current hit points (rounded down). A successful fortitude saving throw leaves the target instead with 3/4 of his previous hit point total (rounded down).


Material Component: A single pumpkin seed.


==Youth Drain, Least==

Necromancy [Evil]

Level: Blighter 1, Clr 1, Dread Necromancer 1, Sor/Wiz 1


As youth drain, except the target ages only 1 year.


Material Component: Any manmade object greater than 1 year old.


==Youth Drain, Lesser==

Necromancy [Evil]

Level: Blackguard 1, Blighter 2, Clr 2, Dread Necromancer 2, Hexblade 1, Mortal Hunter 1, Sor/Wiz 2


As youth drain, except the target ages only 1d4 years.


Material Component: Any manmade object greater than 5 years old.


==Youth Drain==

Necromancy [Evil]

Level: Blackguard 2, Blighter 3, Clr 3, Dread Necromancer 3, Hexblade 2, Mortal Hunter 2, Sor/Wiz 3

Components: V, S, M

Casting Time: 1 standard action

Range: Short (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes


You point at your target and years evaporate from their lifespan. They age 1d6 years per 4 caster levels (minimum 1 die, maximum 3 dice). This is never beneficial to the target.

In addition, you gain 1 temporary hit point for each year the target loses. These temporary hit points last for 1 hour.


Material Component: Any manmade object greater than 10 years old.


==Youth Drain, Greater==

Necromancy [Evil]

Level: Blackguard 3, Blighter 5, Clr 5, Dread Necromancer 5, Hexblade 3, Mortal Hunter 3, Sor/Wiz 5


As youth drain, except the target ages 1d10 years per 3 caster levels (minimum 1 die, maximum 6 dice).


Material Component: Any manmade object greater than 25 years old.


==Youth Drain, Dark==

Necromancy [Evil]

Level: Blackguard 4, Blighter 7, Clr 7, Dread Necromancer 7, Hexblade 4, Mortal Hunter 4, Sor/Wiz 7


As youth drain, except the target ages 1d12 years per 2 caster levels (minimum 1 die, maximum 12 dice).


Material Component: Any manmade object greater than 75 years old.


==Youth Drain, True==

Necromancy [Evil]

Level: Blighter 9, Clr 9, Dread Necromancer 9, Sor/Wiz 9


As youth drain, except the target ages 1d20 years per caster level (minimum 1 die, maximum 24 dice).


Material Component: Any manmade object greater than 250 years old.

Tuesday, January 4, 2022

Alternate Bonuses For Racial Favored Class

Choose your racial favored class from the left-hand column. You gain your choice of one of the bonuses from that row in other two columns. If your favored class is listed as "Any", or is your monster class, or one is not given, your favored class is whatever class you take for your first base class level. You gain this favored class bonus even if you take no levels in your favored class.

This choice between two options is among the choices you may choose to retrain at level up using the retraining rules found in Player's Handbook II, like a feat or a spell known or what-have-you. However, you may not retrain to an option you would not have qualified for at level 1.

Favored Class Option 1 Option 2
Archivist Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Archivist spell. You can use that spell as an SLA 1/day. (CL=HD, save DC based on INT)
Ardent Gain any psionic feat you qualify for as a bonus feat Choose a 1st level Ardent power. You can use that power as a PLA 1/day (ML=HD, save DC based on WIS)
Artificer +3 Racial bonus to Use Magic Device Use Magic Device is always a class skill for you.
Barbarian You may Rage as a 1st level barbarian 1/day (If you are a Barbarian, instead gain 1 additional use of your regular rage per day) Gain a fighter bonus feat you qualify for of your choice
Bard You may use Bardic Music as a 1st level Bard 1/day (if you are a Bard, instead gain 1 additional use of your regular Bardic Music per day) Choose a 1st level Bard spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Battle Dancer Your Unarmed Strike is treated as one size category larger for damage (this stacks with Battle Dancer's Unarmed Strike progression) Gain a fighter bonus feat you qualify for of your choice
Beguiler Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Beguiler spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on INT)
Binder +3 Racial bonus to binding checks Gain Bind Vestige as a bonus feat
Cleric Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Cleric spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on WIS)
Crusader Gain a fighter bonus feat you qualify for of your choice Gain Mettle of Will: If you are conscious and make a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), you instead completely negate the effect.
Death Master Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Death Master spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on INT)
Divine Mind Gain any psionic feat you qualify for as a bonus feat Choose a 1st level Divine Mind power. You can use that power as a PLA 1/day (ML=HD, save DC based on WIS)
Dragon Shaman Gain Dragontouched or any draconic feat that you qualify for as a bonus feat Gain Draconic Aura as a bonus feat, even if you don't qualify
Dragonfire Adept Gain Dragontouched or any draconic feat that you qualify for as a bonus feat Choose a least Dragonfire Adept invocation. You can use that invocation as an SLA 1/day (CL=HD, save DC based on CHA)
Dread Necromancer Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Dread Necromancer spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Druid Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Druid spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on WIS)
Duskblade Gain a fighter bonus feat you qualify for of your choice Choose a 1st level Duskblade spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on INT)
Factotum Gain Font of Inspiration as a bonus feat Choose any skill. That skill is now always a class skill for you.
Favored Soul Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Favored Soul spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Fighter You can move at your normal speed while wearing Medium armor Gain a fighter bonus feat you qualify for of your choice
Healer Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Healer spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on WIS)
Hexblade Gain a fighter bonus feat you qualify for of your choice Choose a 1st level Hexblade spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Incarnate Gain +1 Essentia Gain Shape Soulmeld as a bonus feat
Jester You may use Jester's Performance as a 1st level Jester 1/day (if you are a Jester, instead gain 1 additional use of your regular Jester's Performance per day) Choose a 1st level Jester spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Knight You may use Knight's Challenge as a 1st level Knight 1/day (If you are a Knight, instead gain 1 additional use of your regular Knight's Challenge per day) Gain a fighter bonus feat you qualify for of your choice
Lurk Gain any psionic feat you qualify for as a bonus feat Choose a 1st level Lurk power. You can use that power as a PLA 1/day (ML=HD, save DC based on INT)
Marshal You may project any minor martial aura as a 1st level Marshal (If you are a Marshal, you instead gain an additional minor aura) Gain a fighter bonus feat you qualify for of your choice
Monk Your Unarmed Strike is treated as one size category larger for damage (this stacks with Monk's Unarmed Strike progression) Gain a fighter bonus feat you qualify for of your choice
Mountebank Gain any vile feat that you qualify for as a bonus feat You can use Beguiling Stare as a 1st level Mountebank 1/day
Ninja Gain a fighter bonus feat you qualify for of your choice Choose any skill. That skill is now always a class skill for you.
Paladin Gain a fighter bonus feat you qualify for of your choice Choose a 1st level Paladin spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on WIS)
Psion Gain any psionic feat you qualify for as a bonus feat Choose a 1st level Psion power (but not a power from one of the discipline-only lists like Seer or Shaper). You can use that power as a PLA 1/day (ML=HD, save DC based on INT)
Psychic Warrior Gain any psionic feat you qualify for as a bonus feat Choose a 1st level Psychic Warrior power. You can use that power as a PLA 1/day (ML=HD, save DC based on WIS)
Ranger Gain a fighter bonus feat you qualify for of your choice Choose a 1st level Ranger spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on WIS)
Rogue Gain Skill Focus(any skill of your choice) as a bonus feat Choose any skill. That skill is now always a class skill for you.
Samurai +3 Racial bonus to Intimidate Gain a fighter bonus feat you qualify for of your choice
Savant Gain Skill Focus(any skill of your choice) as a bonus feat Choose any skill. That skill is now always a class skill for you.
Scout Gain a fighter bonus feat you qualify for of your choice Choose any skill. That skill is now always a class skill for you.
Shadowcaster Gain any metashadow feat you qualify for as a bonus feat Choose a 1st level Shadowcaster mystery. You can use that mystery as an SLA 1/day (CL=HD, save DC based on INT)
Sha'ir Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Sha'ir spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Shaman Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Shaman spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on WIS)
Shugenja Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Shugenja spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Sohei Gain a fighter bonus feat you qualify for of your choice Choose a 1st level Sohei spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on WIS)
Sorcerer Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Sorcerer spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Soulborn Gain +1 Essentia Gain Shape Soulmeld as a bonus feat
Soulknife Gain any psionic feat you qualify for as a bonus feat Gain a fighter bonus feat you qualify for of your choice
Spellthief Gain Skill Focus(any skill of your choice) as a bonus feat Choose a 1st level Spellthief spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Spirit Shaman Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Spirit Shaman spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on WIS)
Swashbuckler Gain any luck feat you qualify for as a bonus feat Gain a fighter bonus feat you qualify for of your choice
Swordsage Gain a fighter bonus feat you qualify for of your choice Gain Evasion: If you are wearing light or no armor and are not helpless and make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage.
Totemist Gain +1 Essentia Gain Shape Soulmeld as a bonus feat
Truenamer +3 Racial bonus to Truespeak Choose one 1st level utterance from the Lexicon of the Evolving Mind. You can use that utterance as an SLA 1/day (CL=HD, save DC based on INT)
Urban Druid Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Urban Druid spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Warblade Gain a fighter bonus feat you qualify for of your choice Gain Mettle of Fortitude: If you are conscious and make a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), you instead completely negate the effect. If you make your initial save against poison, this negates the secondary effect without having to roll a second save.
Warlock Gain an extra least invocation known. Choose a least Warlock invocation. You can use that invocation as an SLA 1/day (CL=HD, save DC based on CHA)
Warmage Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Warmage spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on CHA)
Wilder Gain any psionic feat you qualify for as a bonus feat Choose a 1st level Wilder power. You can use that power as a PLA 1/day (ML=HD, save DC based on CHA)
Wizard Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Wizard spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on INT)
Wu Jen Gain any metamagic feat you qualify for as a bonus feat Choose a 1st level Wu Jen spell. You can use that spell as an SLA 1/day (CL=HD, save DC based on INT)

Sunday, January 2, 2022

My Final 3.5e Houserules

I'm fully shifting over (up?) from 3.5e/PF to 5e, so most of my houserules are now obsolete! Here, for your perusal, is my final houserule setup, complete and moved on from after ten years of tinkering.

 ==Characters and Character Creation==
*Ability scores: point buy 30, starting at 8, as on page 169 of the Dungeon Master’s Guide.
*All characters begin with 1,000 gold and an adventurer's kit containing a backpack, 5 torches, flint & steel, 50' hempen rope, a waterskin, and clothing of your choice (excluding courtier's outfit, noble's outfit, and royal outfit). (21 lb., not counting gold and clothing.)
**Characters beginning at higher than 1st level start with standard WBL for their ECL or 1,000 gold, whichever is higher.
*Characters begin at minimum XP for the ECL of the lowest-level member of the party they join.
**If your character dies and is not resurrected (or retires, or becomes an NPC, or is otherwise unplayable), you may begin a new character at 75% of the previous character's experience total.
**In either case, new characters are limited to 5 class levels by default, with the remainder of their ECL taken up by racial hit dice and level adjustment.
**However, new characters may, under some circumstances, begin with more than 5 class levels provided they have a backstory that explains their exceptional skill and power relative to the rest of the setting (very few NPCs ever exceed level 6-8), and why history hasn't heard of them before now, in a satisfying way.
*Hit dice are maximized at first level. At each level after first, you gain half your hit die, plus 1 (plus your Constitution modifier), as follows: d12 = 7; d10 = 6; d8 = 5; d6 = 4; d4 = 3
*A character may have up to 2 flaws and up to 1 trait. In addition to the base flaws in Unearthed Arcana, consider the flaws published in Dragon Magazine issues #324-329 and #333.
*Characters take no experience penalties for multiclassing. Instead, they gain a minor bonus based on their racial favored class.
*For the purpose of the epic-level prerequisite for [epic] feats, prestige classes, and other options, a character is considered epic at 10th level instead of 20th level. After 10th level, regular feat slots may be used to acquire [epic] feats. All other prerequisites still apply.
**All [epic] options (feats, prestige classes, and so on) with skill prerequisites have those skill prerequisites reduced by 10, to a minimum of 13 and a maximum of 21. Similarly, [epic] options with base attack bonus prerequisites have those prerequisites reduced by 10, to a minimum of 10 and a maximum of 18.
**There are no epic spells. If you take the Epic Spellcasting feat, you may use your epic spell slots only to prepare or use non-epic spells, with or without metamagic applied.
*You may ignore regional requirements for feats, prestige classes, and other options, except that you may not select two options that have conflicting regional requirements.
*Fractional BAB and fractional saves may be used if you so desire.
*Animal companions, special mounts, familiars, and psicrystals all gain feats and ability score increases by their (effective or actual) HD.
*Caster level equal to half class level (e.g. ranger, paladin, etc.) is no longer a thing. Such classes have a caster level equal to their class level.
*Any class, race, or template that grants a Smite special attack (e.g. Paladin, Soulborn, Fiendish Creature, etc.) with uses per day instead grants the same number of uses per encounter.
*A few classes have been tweaked.
*Any prestige class that advances spellcasting from another class ("+1 level of existing spellcasting class" and the like) advances the full suite of: spells per day, spells known, and caster level; even if the text for the prestige class omits one or more of those aspects.
*If you have the ability to learn a spell from any spell list (e.g. by taking the Extra Spell feat), and the spell you wish to select appears on multiple lists, use the spell level of the first list it appears on of the following: sorcerer/wizard, cleric base list, druid, bard, paladin, ranger, any other base class, any cleric domain, any prestige class.
*Characters gain retroactive skill points when their Intelligence modifier increases.

===Level Adjustment===
*All listed level adjustments are divided by 2 (rounded down, but with a minimum of 1 for LAs that aren't already zero). Sum your character's total LA before dividing.
*Monster class progressions (e.g., from Savage Species) may be used. Most will need to be adjusted to fit the race's new level adjustment (see previous rule). A character is not required to finish their monster class progression before entering another class; however, a character may not have more class levels than monster levels unless their monster class progression is complete. Once you have completed your progression in a monster class, the “empty levels” that do not add hit dice may be reduced like level adjustment, as below.
*A character may have one bloodline (from Unearthed Arcana). A bloodline level counts as a level adjustment and nothing more; it does not count as a class level for any purpose. However, once you have taken all the bloodline levels you are required to take (1 for Minor, 2 for Intermediate, 3 for Major), they may be reduced like level adjustment, as below.
*Level adjustments may be reduced or "paid off" as per the Unearthed Arcana/SRD rules.

==Situational==
*If a PC or a major (e.g., named) NPC confirms a critical hit, they draw from Paizo's critical hit deck. All others simply multiply the damage as usual.
*If any character rolls a total of 0 or lower on an attack roll, it is an automatic critical fumble, and they draw from Paizo's critical fumble deck.
*The experience of dying and returning to life leaves a person drained of vitality even beyond the loss of a level. Upon resurrection, a character is aged a number of years equal to 1d20 minus their Constitution modifier (minimum 0. A negative Constitution modifier can increase the number of years aged). The true resurrection and true reincarnate spells negate this effect. These years are added to the base adult age in the case of the reincarnate spell.
*A character is considered dead if he reaches negative his Constitution score or negative 10 hit points, whichever is further from zero.
*Characters have a mental age and a physical age. If they are subjected to an artificial aging, youthening, or aging-prevention effect, it normally affects only their physical age. Physical age penalties apply (or are removed) when the character's physical age advances (or reverses) an age category; mental age bonuses apply (or are removed) when the character's mental age advances (or reverses) an age category. Death from old age only occurs when physical age reaches a maximum; one cannot die of old mental age.
*The Giant's diplomacy fix is in effect.
*You may split actual movement around a non-moving move action. Example: move 15' to a door, open it, and then go through the doorway that same round using the rest of your movement.
*All Trained Only skills can be used untrained at a -10 penalty.
*Spellcraft may be used in place of Psicraft, and vice versa, at a -10 penalty. Use Magic Device may be used in place of Use Psionic Device, and vice versa, at a -10 penalty.
*If a temporary source with a duration grants a Constitution bonus (e.g. Barbarian Rage, Bear's Endurance, etc., but not Amulet of Health), the extra hit points granted are temporary hit points which expire when the Constitution bonus goes away. They are lost first, and no real hit points are lost when the duration expires.
*When a spell almost can but can't quite achieve a desired effect, or achieves the desired effect with the most generous reading but not a narrower reading (for example, using heal to cure natural insanity, or using protection from evil to ward off a [compulsion] that only grants control over the target in the broadest sense), a caster of spells or SLAs can alter a spell's effect slightly on the fly. This requires a caster level check or spellcraft check at a difficulty of 15 plus twice the level of the spell to modify.
**Manifesters of powers and PLAs can do the same with a manifester level check or psicraft check against DC of 15 plus twice the power level. Initiators of maneuvers can do the same with an initiator level check or a martial lore check against a DC of 15 plus the maneuver level. Users of natural, extraordinary, and supernatural abilities that aren't included in the above can do the same with a HD check against DC20.
*The soft cover and shooting-into-melee rules are amended/clarified in the following way:
**Using a ranged weapon, if you shoot into somebody in melee combat with somebody else, or there's somebody between you and your target, you get -4 to your attack. These penalties do not stack. Precise Shot negates both penalties.
**Using a reach weapon, you get a -4 to your attack if there's somebody between you and your target, but not if your target is merely in melee with other folks who aren't in the way. The new Polearm Precision feat negates this penalty.
**You can use a reach weapon to attack a Large or larger creature even if it is adjacent to you, by targeting a non-adjacent square occupied by the creature. However, this attack takes the -4 penalty for attacking through a creature.
*You may level up immediately when you gain enough experience to do so, no matter where you are. You immediately gain your full new hit points (i.e., your current hit points go up, but your damage remains the same), but you don't immediately gain anything that you would need a rest for (such as new spell slots, new spells prepared, additional power points, etc). You may elect to delay leveling up as long as you wish, but for the purpose of XP awards you are treated as being whatever level you've earned (so if, e.g., an artificer delays leveling up from 2 to 3 to use up their craft reserve, they're still treated as an ECL3 character for the purpose of future XP awards), you must still apply your levels in the correct order, and you must apply each level in its entirety at the same time.

==Complete List of Permitted Sources==
===Explicitly Permitted Sources===
*The d20 System Reference Document
*The High Seas Reference Document
*Arms and Equipment Guide
*Book of Exalted Deeds
*Book of Vile Darkness
*Cityscape
*Complete Adventurer
*Complete Arcane
*Complete Champion
*Complete Divine
*Complete Mage
*Complete Psionic
*Complete Scoundrel
*Complete Warrior
*Deities & Demigods
*Draconomicon
*Dragon Compendium (except Dvati)
*Dragon Magic
*Drow of the Underdark
*Dungeon Master's Guide I
*Dungeon Master's Guide II
*Dungeonscape
*Eberron Campaign Setting
*Epic Level Handbook
*Expanded Psionics Handbook
*Fiend Folio
*Fiendish Codex I: Hordes of the Abyss
*Fiendish Codex II: Tyrants of the Nine Hells
*Frostburn
*The Giant's Articles (excluding the Polymorph rules)
*Heroes of Battle
*Heroes of Horror
*Libris Mortis
*Lords of Madness
*Magic Item Compendium
*Magic of Incarnum
*Manual of the Planes
*Miniatures Handbook
*Monster Manual I
*Monster Manual II
*Monster Manual III
*Monster Manual IV
*Monster Manual V
*Oriental Adventures
*Planar Handbook
*Player's Handbook I
*Player's Handbook II
*Races of Destiny
*Races of Eberron
*Races of Faerun
*Races of Stone
*Races of the Dragon
*Races of the Wild
*Sandstorm
*Savage Species
*Spell Compendium
*Stormwrack
*Tome of Battle - Book of Nine Swords
*Tome of Horrors, Revised Edition
*Tome of Magic

===Sources Sometimes Permitted With DM Review===
*Dragon Magazine
*Ghostwalk
*Unearthed Arcana (some elements used, some elements not used)
*Weapons of Legacy
*3.5e content on http://www.wizards.com
*most other 3.5e Wizards of the Coast-published sources
*most 3.0e Wizards of the Coast-published sources (content that hasn't been updated to 3.5 only)
*some third-party sources
*some Pathfinder material
*some reputable GitP-vetted homebrew

===Explicitly Banned Sources===
*http://www.dandwiki.com (use the hypertext d20 SRD instead to be sure of avoiding homebrew)
*most other homebrew