Region Feats (Looking for some feedback)


Homebrew and House Rules

Shadow Lodge

I'm running a homebrew world with adaptations from the Forgotten Realms. My adaptations are using the regional system. I've changed regional traits to regional feats. Every character at creation gets a regional feat as a bonus feat. In accordance, I've buffed a lot of regional traits I liked to feat level and copied a few regional feats from Eberron as well as a few of my own I've written.

I've followed the math from the rich parents trait, which gives the character 900 gold. I've turned it into a feat, at request of one of my players with limitations from his request. I wanted to see what you all think.

Ancestral Arms and Armor [regional]
You have inherited the arms and armor of an ancestor. Typically this equipment is gained from a dead father or grandfather.
Prerequisite: Nornheim or the Jade Empires
Benefit: If from Nornheim, the character starts with a masterwork throwing axe, a masterwork battle axe, longsword or warhammer, and a masterwork set of banded mail armor, a masterwork heavy steel shield and a masterwork greatsword or masterwork greataxe, and an inheritance of 315gp. If originating for the Jade Empires, the character starts with masterwork mountain pattern armor and a masterwork katana and masterwork wakizashi, he may also choose a masterwork nodachi or masterwork naginata and he starts with an inheritance of 350gp. Alternatively, a character starting from the Jade Empires can choose to start with the following set of equipment: masterwork lamellar armor, masterwork katana, masterwork wakizashi, an inheritance of 300gp, and either a masterwork kusarigama or a masterwork composite shortbow (+2).
Special: A character with this regional feat may never sell their ancestral arms or armor. The gold inheritance gained at first level replaces your starting gold. You may not select the rich parents trait and have this regional feat. You may select this feat only as a 1st-level character. You may only have one regional feat.


Gear as a feat is always a bad idea. Either because their valuable "Feat" Can be stolen. and usually after a few adventures the Gear is Worthless amounting to a wasted feat. Flavor wise i think its cool though.

Shadow Lodge

I've only stolen/destroyed loot from the player characters when I've messed up and given them something I shouldn't have.

DMs do make mistakes. Thankfully, disenchanters and rust monsters help correct those mistakes.

Flavor wise, its what I'm trying to reinforce with my players. They're all newbies and I'm trying to get them to role play vs roll play. So far, stuff like this encourages them.


I think it is great. It isn't that big of a deal if stuff like this gets stolen. Weapons are unique. Their makers - master smiths, can be seen in the blade. If someone steals your sword, and it is a masterwork older weapon, you can put a bounty up, use diplomacy to gather information, and find out who has it or sold it.

Getting back your missing katana instead of killing yourself is an awesome plot. It isn't like a samurai / bushi would be able to let go of having a random sword stolen from them: it being master work just makes it easier to track.

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