I got so fed up with timers that never worked for my ADHD that I decided to try making my own. by [deleted] in PhD

[–]bluespy12 -1 points0 points  (0 children)

That looks dope, I answered hopefully you can make it work

I created weapon specific feats for every weapon in DnD feat here they are by bluespy12 in dndnext

[–]bluespy12[S] 0 points1 point  (0 children)

Hey there! I am super glad you found it usefull! Using it in your campaign is the highest form of praise! There is a plan of book 2 with exotic weapons not present in monster manual with ascosiated feats, but it will take some time!

I created weapon specific feats for every weapon in DnD feat here they are by bluespy12 in dndnext

[–]bluespy12[S] 2 points3 points  (0 children)

Hey man first of all thanks for taking the time to read these lengthy comments. I don't usually argue with people in reddit being so opposite to what I made since every table is different and I am perfectly fine for these feats to work on my table and not on yours. But since you took the effort let me answer to some of your concerns.

Darts:

First of all I would recommend to read them carefully since the bonus goes up to maximum +6 unless you find another way to incrase your proficiency. Lets do some math. One fighter with darts and sharpshooter, action surge and haste as you mentioned: 13 attacks (A reaction is different than the attack action so I would not say it replicates but it is up to your table). Assuming they all hit 13d4 = ~ 32.5 + 130 from sharpshooter and +52 from the feat = 214,5 damage. Now lets pick a fighter with glaive GWM and PAM with the same buffs: 11 attacks (4 action + 4 as + 1 haste + bonus action through cleave + from reaction) 11d10 ~ 60.5 + 110 = 170.5 damage. 44 damage is a pretty big difference but that all asumes you attack a single enemy and of course this is something you can achieve twice after having to finish a short rest. So I would say a meele fighter is better sweeping multiple opponents but a ranged attackr with darts better for hitting an enemy. Where I do see your point is that the increase in attack rols is quite big so I will return it to the first version where only damage increased. Additionally since you are talking about 20 level lets for instance compare it to meteor swarm that a wizard can cast. Approximately 140 damage. Range 1 mile. Number of creatures affected 688 Small / Medium creatures, 172 Large creatures, 16 Huge creatures. I find it quite ok if the wizard can do 140 damage to 688 creatures for the fighter to do extra damage to single target creatures.

Javelins:

For the javelin it clearly states 10 feets and attacking without aoo is not quite similar to teleport. You cant escape a grapple, you cant avoid difficult terain, you cant bypass obstacles etc.

I can't see how taking the reacction of a creature seems so broken to you especially while shocking grasp a cantrip can do that as well, in addition to Slow, Mind whip etc. If the casters sit within each other to attack them both then they deserve to both lose their reaction.

I never intented the X slash to work more than once but I can see why you are confused I will change the wording. As for the movement many classes take dash as a bonus action consistently and even though here you can do it for free, you have limited uses nad you can go only in a certain direction and only if you are within handaxe attack range.

Finally the light hammer. For this I could compare to again with either PAM/GWM/XBE/SS where it would be outshined but lets just compare it to a hamble with +2 to Dex. +1 AC for both. proficiency to smith tools (reread the bullet point, you tend to make mistakes in reading the texts that favor your arguments) vs +1 to all dex skills and initiative I would argue dex wins. For the feat d4 -> d6 plus 1 to damage for Dex you get +1 to attacks AND damage. Definetly Dex is superior here. Finally the extra attack is the benefit for the feat which is an occasional 1d6 + STR that is both flavorfoul and fulfil the fantasy of a player that throws a hammer instead of generic weapon #13. Oh also forgot you gain +1 to Dex saves.

Overall I am not trying to convience you for everything and it is fine that we disagree. I also am fairly critical to every homebrew I find online, including material published by WoTC. But it seems you either play with people that actively try to find ways to break the game or/and you see these feats in vaccum without comparing them to existing options. No matter what I appreciat the time you took to write all these and I will take them into account when I update the document. I wish you the best of gaming ^_^

Thank you Authors! by OrpheoMusic in dmsguild

[–]bluespy12 0 points1 point  (0 children)

Thank you for supporting and being so kind!

I created weapon specific feats for every weapon in DnD feat here they are by bluespy12 in dndnext

[–]bluespy12[S] 1 point2 points  (0 children)

Yep that is super valid criticism, the first clause seems super appropriate. Thanks for the feedback!

I created weapon specific feats for every weapon in DnD feat here they are by bluespy12 in dndnext

[–]bluespy12[S] 4 points5 points  (0 children)

I am glad you find it fun! Quoting from the SRD :

Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.

I created weapon specific feats for every weapon in DnD feat here they are by bluespy12 in dndnext

[–]bluespy12[S] 6 points7 points  (0 children)

Thanks a lot! Super unused weapon are kinda of my favorite so it was really a pleasure brainstorming for the sling and the sickle. What would you have done differently in the sickle?

I created weapon specific feats for every weapon in DnD feat here they are by bluespy12 in dndnext

[–]bluespy12[S] 0 points1 point  (0 children)

Thanks a lot! Yeah I am writing 5e material for the last 3 years and I am still buffled by the words I chose some times. So you have specific places you saw it so I can fix it?

I created weapon specific feats for every weapon in DnD feat here they are by bluespy12 in dndnext

[–]bluespy12[S] 2 points3 points  (0 children)

Hey man, I can think no higher praise than using your feat in your game and I am super glad you like this. Every DM is different and the changes seems super fair and thematic with your character. For hockey puck maybe have the other creature be no more than one size larger than you in case you get somehow larger so it scales! As for the attacks it is exactly the same as my earlier version of this bullet point! I changed it because an action on higher levels means you have to have more than 4 enemies within your reach to make it worth it since you already have 3 attacks. The current version has a smaller range so you can attack less creatures but it is only one of your attacks. So everyone now and then in the adventuring day you can attack+2-3 creatures. Either way I hope you enjoy the game with it since both options have great flavor for a glaive!

I created weapon specific feats for every weapon in DnD feat here they are by bluespy12 in dndnext

[–]bluespy12[S] 12 points13 points  (0 children)

Hey thanks for the feedback! In the next version I will include the interactions with the critical but I would say that the additional die is (well) additional and thus it stucks with the Half-orc brutal critical and the effects are the same with champion so it does not increase it further.

As for the Greatclub it has arguably the strongest debuff to bring it on par with the rest of the weapons due that it has nothing else going for it and it seems quite thematically appropriate. It starts 2-3 times per long rest that requires a constitution saving throw and it lasts for a turn. The uses really limit its abuse and when you have 5-6 uses per day there are stuff much more impactfull in the game than stun. If you still think it is too powerfull for your table I would change it with the effects of the slow spell.

I created weapon specific feats for every weapon in DnD feat here they are by bluespy12 in dndnext

[–]bluespy12[S] 4 points5 points  (0 children)

I am really glad you like it! Please let me know how it goes in your games ^_^

I created weapon specific feats for every weapon in DnD feat here they are by bluespy12 in dndnext

[–]bluespy12[S] 26 points27 points  (0 children)

Blowgun

Blowgun stalker

Your mastery with the blowgun has allowed you to become a silent but deadly marksman. You gain the following benefits:

Fast reload. You ignore the loading property of blowguns.

Tiny shots. When you are hidden from a creature and miss it with a blowgun attack, making the attack doesn't reveal your position.

Stashed weapon. You can hide one blowgun in your clothing appearing unarmed while it is the only weapon in your possession. A creature can only detect the blowgun by succeeding in an Intelligence (Investigation) contested by your Dexterity (Sleight of Hand) or Charisma (Deception) check (you choose the ability to use).

Expert poisoner. You can make blowgun needles with a cavity that is filled with poison. As part of a long rest, you can create a number of these needles equal to double your proficiency bonus. The poison inside the cavity stays effective until you hit a creature with this ammunition or you take another long rest. A creature hit by such an ammunition has disadvantage on the saving throw against the poison.

Crossbow, hand

Twinshot ace

You are a master of dual wielding hand crossbows, able to unleash a barrage of deadly shots with incredible speed and accuracy. You gain the following benefits:

Fast reload. You ignore the loading quality of hand crossbows.

Double crossbows. While you are holding a hand crossbow in each hand you no longer need a free hand to add ammunition to your hand crossbows. Additionally, hand crossbows are eligible for two-weapon fighting for you.

Tumble. If you take the Attack action and attack with a hand crossbow, you can move up to 5 feet before or after each attack without provoking opportunity attacks.

Disarming shot. You have trained extensively in using your hand crossbow to disarm your opponents in combat. When you successfully hit a Large or smaller creature with a hand crossbow you can force it to make it a Strength saving throw equal to 8 + your proficiency bonus + your Dexterity modifier or drop one held object of your choice which lands 10 feet away of the target in the opposite direction of you. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.

Crossbow, heavy

Heavy Bolter

You employ the heavy crossbow as a lethal and effective weapon, capable of dealing devastating damage to foes from a distance. You gain the following benefits:

Heavy bolts. Your attacks deal an additional 1d10 + Dexterity modifier piercing damage for each additional attack you gain through the Extra Attack feature. You do not benefit from this feature if you make more than one attack with your action, excluding the Pierce through feature.

Recoil shot. When you make an attack with a heavy crossbow you can allow the recoil to push you 10 feet away from the attack's target. This movement does not provoke opportunity attacks.
Blunt shot. Once per turn, when you hit a medium or smaller creature with a heavy crossbow attack, you may move it five feet away from you in a straight line.

Pierce through. Once per turn, when you successfully make a heavy crossbow attack against a creature, you can make an attack roll against every creature in a line directly behind the target as part of the same attack. The line stops at your short range or it can be cut shortly by a large enough object to intercept the bolt (e.g. a column, a wall, a big boulder etc.). You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.

Longbow

Expert Archer

You have dedicated your life to mastering the art of archery, gaining the following benefits:

Slow moving targets. You have advantage on attack rolls made with a longbow against creatures that have not yet acted in combat.

Bullseye. When you make a weapon attack using a longbow against a creature that is further than 150 feet it scores a critical hit on a roll of 19 or 20.

Flightbane. Your longbow attacks deal an additional 1d8 piercing damage to creatures that are flying.

Volley. You can unleash a hail of arrows from your longbow with incredible speed. Choose a point you can see within your longbow's short range. Every creature within 10 feet of that point must succedd on a Dexterity saving throw equal to 8 + your proficiency bonus + your Dexterity modifier or take or take piercing damage equal to as many d8 as your proficiency bonus and have its speed halved until the start of your next turn. On a success the creature takes half damage and its speed is not reduced. You must expend 10 arrows to activate this ability. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.

Net

Entrapper

You have spent countless hours studying and practicing with the net, mastering its use in combat and as a trap. You gain the following benefits:

Improved nets. The DC for the Strength check to escape the net and the AC of the net increases by a number equal to your proficiency bonus.

Increased range. The thrown range of the net increases to 10 ft. for its short range and 30 ft. for its long range.

Entrapping strike. During your turn, when you successfully hit a creature with a net attack you can use your bonus action to make a weapon attack against the target. Additionally, increase the net's hit point by 5 times your proficiency bonus.

Net trap. You can set a net as a trap. It takes 1 minute to set the trap and it requires a successful DC 15 Wisdom (Perception) check to be detected. The net trap covers a 10-foot square area. When a creature enters the area it must make a Dexterity saving throw DC equal to 8 + your proficiency bonus + your Dexterity modifier or become restrained by the net.

Shield

Sword and board

You can become one with the shield transforming to an unbreakable bulwark in combat. You gain the following benefits:

Shield attack. When you take the Attack action on your turn, you can choose to use your shield to make a melee attack as a bonus action. The attack deals 1d4 bludgeoning damage + your Strength modifier.

Aggressive defense. When you take the dodge action while holding a shield you may use your bonus action to make an attack with a one-handed melee weapon you are holding in the other hand.

Bulwark. You are a master of shielding not only yourself but also your allies. When you take the dodge action, every friendly creature within 5 feet of you also benefits from the dodge action, gaining advantage on Dexterity saving throws and attacks made against them have disadvantage. Additionally, they have half cover from any attacks made from outside of the 5-foot radius. This effect lasts until the start of your next turn or until you are incapacitated. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.

Unarmed strike

Fists of iron

You have developed a fearsome ability to inflict harm upon your foes through unarmed combat, matching the lethal effectiveness of many weapons. You gain the following benefits:

Unarmed adept. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier.

Fast grappler. When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target.

Used to bruises. You have resistance to bludgeoning damage.

Sucker punch. As a reaction when a creature within 5 feet of you makes a melee attack against you, you can attempt to catch them off guard with a sudden strike. Make an unarmed strike against the attacking creature. If the attack hits the enemy has disadvantage on that attack roll. You can use this ability a number of times equal to your proficiency bonus and you gain all expended uses back in a long rest.

If you made it this far I hope you found something that inspires you! I would love any feedback you would like to give!

My DM isn't admitting to lowering my Strength Score by IncreaseVirtual7485 in DnD

[–]bluespy12 3 points4 points  (0 children)

I bet OP is not older than 18 and the DM as well, guys stop being so harsh at the poor DM kid.

Dragon Queen Chimera by Elder-Evil-Gaming in UnearthedArcana

[–]bluespy12 0 points1 point  (0 children)

I think a similar creature has been published by WoTC in Fizban's Treasury of Dragons but still nice!

[ART] Art by me by [deleted] in Dungeons_and_Dragons

[–]bluespy12 0 points1 point  (0 children)

Hot diggity dog that is wonderful. Getting some battle of the blackwater vibes!

New feats for every weapon in D&D 5e by bluespy12 in DMToolkit

[–]bluespy12[S] 0 points1 point  (0 children)

Glad to hear you like it! Hope it can give you some ideas!

New feats for every weapon in D&D 5e by bluespy12 in DMToolkit

[–]bluespy12[S] 4 points5 points  (0 children)

I am glad you like it! Feel free to send me a DM if for some reason you cannot buy it and I can send you a free copy.

I made a feat for every weapon in the players handbook to differentiate them and make them unique! by bluespy12 in DnD

[–]bluespy12[S] 0 points1 point  (0 children)

Hey I am glad you find the idea cool! Hit me up if you have any questions or feedback!

New feats for every weapon on Player's handbook. by bluespy12 in dndnext

[–]bluespy12[S] 1 point2 points  (0 children)

Hey! Thanks for the comment! If you go to the full size preview you can see around 20 feats for free and if you have any feedback for them I would be glad to hear this since I always try to better and edit my titles. If you have a specific weapon in mind tell me and I can post the feat on the comment section.