Homebrew Advantages

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Giant2005
Ungern
Posts: 94
Joined: Sat Nov 26, 2016 3:06 pm

Homebrew Advantages

Post by Giant2005 »

Are there any obvious balance concerns I am missing regarding these?

Class and Three-Quarters
Prerequisite: None
If you have attained any of the following abilities via Multiclassing, taking this advantage allows you to choose a maximum of two of them to progress at the same rate as your main class: case target, climb, disguise, hide, listen, move silently, poisons, traps, decipher script, legend lore, deerstalker, horsemanship, conceal, delay/neutralize poison, scale, survival, track, open lock, and pick pocket.

Improved Dominance
Prerequisite: The Fighter class, BtH: 10
After taking this advantage, you can treat creatures with 2 hit dice as if they had only 1 hit die, with respect to your Combat Dominance ability.

Weapon Generalization
Prerequisite: The Fighter class
After taking this advantage, the bonuses gained from your Weapon Specialization ability now apply to all weapons.

Diversity of the Hunted
Prerequisite: The Ranger class
Taking this advantage allows you to choose one more creature type which your Combat Marauder ability will apply to.

Natural Talent
Prerequisite: The Rogue class
By taking this advantage, a rogue becomes naturally proficient in all of his class abilities. All of the rogue class abilities are treated as if they were prime regardless of which of the character's attributes are prime.

Hustled Murder
Prerequisite: The Assassin class
An assassin that takes this advantage becomes even more adept at murder. With this advantage, the Death Attack ability only requires 2 rounds of study.

Endless Winds
Prerequisite: The Barbarian class
By taking this advantage, a barbarian becomes capable of using his Whirlwind Attack a number of times equal to 1 + his Constitution modifier per day, in addition to the once every combat encounter.

Offensive Focus
Prerequisite: The Monk class
A monk with this advantage is considered 2 levels higher for the purposes of his Hand-To-Hand Combat and Iron Fists abilities. However, the Monk is considered 2 levels lower for the purposes of his Deflect Arrows ability.

Studious Mage
Prerequisite: The Wizard class
A wizard with this advantage can choose twice as many bonus spells as normal.

Disguise Mastery
Prerequisite: The Illusionist class
An illusionist with this advantage suffers no negative modifiers when using their Disguise ability.

Benefactor's Favored
Prerequisite: The Cleric class
A cleric with this advantage is considered favored by the deity he worships. As a consequence, the cleric can choose 1 level 1 spell from any class list to be added to his clerical spell options. The spell must be relevant to the capabilities of the deity and the Castle Keeper is the final arbiter of that decision.

Nature Savant
Prerequisite: The Druid class
A druid with this advantage is proficient in some of the more laborious aspects of nature. He gains the Track ability as per the ranger class.

Grand Inspiration
Prerequisite: The Knight class
A knight with this advantage is capable of inspiring his allies to be simultaneously under the effects of any 2 of Inspire, Embolden, and Demoralize. Each still requires a separate action to activate.

Endless Smites
Prerequisite: The Paladin class
This advantage increases the number of times a Paladin can use his Smite Evil ability to 1 + his Charisma modifer per day.

Extended Aura
Prerequisite: The Paladin class
A Paladin with this advantage has a more powerful form of Divine Aura. Their Divine Aura extends to a 10' radius, any allies that fall within that radius receive half of the usual bonuses Divine Aura bestows upon the Paladin himself. This ability does not stack if multiple paladins are allied and within 10' of one another.

Loremaster
Prerequisite: The Bard class
A Bard with this advantage has taken his studies beyond mere theory and in to the realm of the practical. He can choose any 1 of the following class abilities and progress in them as if he were a member of the class the skill belongs to: case target, climb, disguise, hide, listen, move silently, poisons, traps, decipher script, legend lore, deerstalker, horsemanship, conceal, delay/neutralize poison, scale, survival, track, open lock, and pick pocket.

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Re: Homebrew Advantages

Post by Treebore »

Considering a lot of these are "built in" by my house rules, I think they will work just fine.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

lobocastle
Red Cap
Posts: 272
Joined: Fri Jun 26, 2009 7:00 am

Re: Homebrew Advantages

Post by lobocastle »

They are interesting and feel balanced. I would suggest a few more for the Druid and Paladin.

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