User:Mkill/Charmed Feats

From D&D Wiki
Jump to navigation Jump to search

Charmed Feats[edit]

The Charmed feats form an entire feat tree, and each feat becomes more powerful the more charmed feats a character possesses.

The first feat of the tree is Mark of the Charmed, this feat leads the way to the others. Characters with this feat are born under a lucky stellar and planar constellation (which should be created by the player using the astrology of the game world the character plays in).

As for game design considerations, the idea behind this feat tree was to create a feat tree that makes use of charisma and that is useful to a broader range of classes, i.e. not only focused on Bards, Sorcerers and Paladins. Charisma is a dump stat for the majority of character classes. And what's worse, while you could still make something out of other dump stats (a cleric with a high dex can get a nice AC by using mithril full plate, for example, or use a bow efficiently), most classes couldn't use a high charisma even if they had it, as they either lack skill points or all charisma-based skills are cross-class, the Knight being the worst offender here.

MARK OF THE CHARMED [Charmed][edit]

You were born under a promising stellar constellation, and you are foretold to become a great hero.

Prerequisite[edit]

Humanoid, Cha 13+

Benefit[edit]

At first level, you gain a number of bonus hit points equal to your Charisma bonus (if any), plus one each time you select a Charmed feat.

Special[edit]

This feat must be selected at first level. You have a birthmark on your body that is connected to the stars that you were born under.

CHARMED ACROBATICS [Charmed][edit]

You have an innate talent to move with the grace of a dancer.

Prerequisite[edit]

Cha 13+, Mark of the Charmed

Benefit[edit]

Once per day per charmed feat that you possess, you may add your charisma bonus to any dexterity-based skill check.

CHARMED AURA [Charmed][edit]

Your lucky star protects you from harmful magic.

Prerequisite[edit]

Cha 13+, Mark of the Charmed

Benefit[edit]

You gain a +1 luck bonus to all saves against spells and spell-like effects for every Charmed feat that you have. This bonus cannot be higher than your Charisma bonus.

CHARMED BARDIC MUSIC [Charmed][edit]

Your Bardic Music is stronger than other bards can dream of.

Prerequisite[edit]

Cha 13+, Mark of the Charmed, bardic music ability

Benefit[edit]

You may add the number of Charmed feats that you have to your Bard level when determining the strength of your Bardic Music. This applies to the number of uses per day, access to new abilities and the power of individual abilities.

[I]Note: You still need to fulfill the Perform ranks requirement to access new bardic music abilities.[/I]

CHARMED GUARD [Charmed][edit]

Prerequisite[edit]

Cha 13+, Mark of the Charmed

Benefit[edit]

You can rely on your charmed birth to protect you. If you activate this power as a swift action, melee and ranged attacks against you have a 20% miss chance, +5% per Charmed feat that you possess. You may use this ability for a number of rounds per day equal to your Charisma bonus. You can end the duration as a free action and you can split it between several uses. Charmed Guard is a supernatural ability.

CHARMED LUCK [Charmed][edit]

Your charmed birth can push your luck in the right direction.

Prerequisite[edit]

Cha 13+, Mark of the Charmed

Benefit[edit]

Once per day, you may repeat any d20 roll immediately, taking the second roll. This second roll is modified by your charisma bonus.

Special[edit]

If you have four or more Charmed feats, you may choose to keep the first roll instead when you use this ability.

CHARMED MANEUVER [Charmed][edit]

Your heroic destiny gives you an innate talent for combat.

Prerequisite[edit]

Cha 13+, Mark of the Charmed, base attack bonus 1+

Benefit[edit]

If you activate this feat as a swift action, you may add your Charisma bonus to all attacks made that round. You may use this ability once per day per Charmed feat that you possess.

CHARMED SMILE [Charmed][edit]

You have an innate talent to make others feel positive towards you.

Prerequisite[edit]

Cha 13+, Mark of the Charmed, Diplomacy 1 rank

Benefit[edit]

You may make fast Diplomacy checks as a full-round action, but at a -4 penalty.

Special[edit]

If you have more than four Charmed feats, you no longer suffer the -4 penalty.

Normal[edit]

Diplomacy checks take at least one minute.

CHARMED SPELLCASTING [Charmed][edit]

Your enchantment and illusion spells benefit from your strong personality.

Prerequisite[edit]

Cha 13+, Mark of the Charmed, spellcaster

Benefit[edit]

You may use Charisma as the attribute to determine the save DC of your Enchantment and Illusion spells instead of the usual attribute for any of your spellcasting classes.

CHARMED SUMMONS [Charmed][edit]

Creatures you summon share your heroic aura.

Prerequisite[edit]

Cha 13+, Mark of the Charmed, Spell Focus (conjuration) or Conjurer level 1

Benefit[edit]

Creatures you summon gain a +2 bonus to their Charisma score and a +1 luck bonus to all saving throws.

Special[edit]

These bonuses are doubled if you have four or more Charmed feats.

CHARMED TALENTS [Charmed][edit]

With your strong personality you have a natural way with animals and people that needs no training.

Prerequisite[edit]

Cha 13+, Mark of the Charmed

Benefit[edit]

For each Charmed feat that you possess, you may select one Charisma-based skill. This skill always counts as a class skill for you.

INTUITIVE CHARM [Charmed][edit]

You your birthmark makes casting Charm spells second nature to you.

Prerequisite[edit]

Mark of the Charmed, ability to cast 1st level spells (any type)

Benefit[edit]

Add the following spells to your class list, at the level given in brackets: Charm Person (1st), Suggestion (3rd), Charm Monster (4th), Suggestion, Mass (6th), Charm Monster, Mass (8th) You know these spells as bonus spells as soon as you are able to cast spells of the given level. If you normally prepare spells, you can prepare the spells on this list without using a spell book.