Post Modern DnD 2 Feats

These are all 4e or 5e feats, that you may use if you can't up with your own. Divine Feat Powers are near the middle of the Heroic Tier Feats. If you want the 3.5E feats, then go here for the feats that you decide fit your character. Think and remember you must have someone to work with or do things yourself, you may use a special ability in place of a feat but if you don't and try to use the 3.5E feat.

Then of you want, you must have some share of 3.5E Skills for them to work with the idea. So for free feats that cost 0 feat points, they are allowed up to 6 times for free feat picks. Any feat, unless otherwise stated, costs 5% energy to use by feel. Any free feat points can now be used for special abilities, so if you don't want to spend them on a free feat, you may use them for special abilities instead. Otherwise, you don't have have to spend any feat point and retain the points you have.

The choices of success is sometimes: rolling a magic check and get a 10 or above, or if diceless, this is using d20 as 10+skill rank or mod and get a 15 or above, if your not doing this online then either use a penny toss with a call or drawing straws, and then getting the longest or shortest straw. So if you use a 10+magic rank approach, then a 10 + 6 magic ranks (6) = 10+6=16 or automatic success. Otherwise 10 + 4 magic rank = 10+4=14 or automatic fail.

Tier Menu

Heroic Tier for levels 1 on up..
  1.Basic free feats section
  3.Proficiency-These don't use a feat point


Heroic Tier and Other Feats

Any feat in the following section is available to a character of 1st level or higher who meets the prerequisites (characters start with at least 1 feat at first level).

Name Prerequisites Benefit
Basic feats that don't use a feat point unless you think they do and they are allowed up to 6 times for feat picks per level raise time and time to pick feats..
The Ability feat This is a feat that you can decide to use anytime and create whatever result you want, and it allows you to do magic, too. Roll a 1d20+Int mod to see if you get a result, where a 10 or above is good result. So this feat allows double the damages to the targets, that's if you make use of it. As you use this feat, add +5 to all rolls. Also, you can use this feat to create your own special abilities. If the DM/GM allows it, list them in the special ability section on your character sheet.
Proficiency-These don't use a feat point
Armor Proficiency (Light) Str 13 You gain proficiency with any light armor.
Armor Proficiency (Heavy) Str 16 You gain proficiency with any heavy armor.
Shield Proficiency (Heavy) Str 15, Shield Proficiency (Light) You gain proficiency with heavy shields.
Shield Proficiency (Light) Str 13 You gain proficiency with light shields.
Weapon Proficiency (Accurate) - You gain an accuracy bonus of +3 in using Dagger, Rapier, etc.
Weapon Proficiency (Normal) - You gain a normal bonus of +2 in using Longsword, Long Bow, etc
Weapon Proficiency (Inaccurate) - You gain an innacurate bonus of +1 in using Axes and etc.
Gun handling Must have a gun Add a +3 marksmanship bonus for ranged weapons including any gun as a +3 to the ranged attack.
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