Curated Feats
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Transcript of Curated Feats
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D&D HOMEB R EW C OMPENDIUM | FEATS
Feats
This section contains a compiled list of homebrew feats.
Keep in mind that the following content is entirely
experimental and subject to change at the DMs slightest
desire.
Axeman
You’re a master of the axe and your heavy blows cleave
through your foes. The following benefits apply only to
the handaxe, battleaxe, and greataxe.
When you reduce a creature to 0 hit points or score a
critical hit with an axe, you can use your bonus action
to make a single attack with an axe.
When the weapon damage die result of an attack made
with an axe does not show a maximum result, you deal
an additional 1 point of damage with the attack.
Blunt Weapon Master
You’re a master of blunt weaponry and know exactlywhere to land heavy blows. The following benefits apply
only to the club, greatclub, mace, flail, maul, and
warhammer.
When you damage a creature with any of the listed
weapons, their speed is reduced by 5 feet until they
regain hit points. The effect of this feature is not
cumulative with itself.
When you roll damage for any of the listed weapons,
you deal an additional 1 damage if a damage die
shows maximum result.
If a damage die of any of the listed weapons shows a
result of 1, you can instead treat the result as the
maximum of the die. You can use this feature 3 timesand you regain all expended uses when you complete a
long rest. You must choose to use this feature before
the DM announces the result of the damage.
Brawler
You have fists of iron and your enemies won’t be
forgetting any time soon.
Your unarmed strike deals 1d6 + your Strength
modifier damage, rather than 1 + your Strength
modifier.
After initiative is rolled, you gain advantage when
attacking with your unarmed strikes. You lose this
benefit after you hit a creature with your unarmed
strike or 1 minute has passed.
Brutal Killer
You’re piss ugly and that’s scary.
You gain proficiency in Charisma (Intimidation)
A negative Charisma modifier functions as a positive
Charisma modifier on Charisma (Intimidation) checks.
When an attack you make reduces a creature to hit
points less than or equal to twice your proficiency
bonus, it is instead reduced to 0 hit points.
Caller
Prerequisite: The ability to cast 3rd-level spells
You’re well-studied in the varieties of conjuration magic. You add the spell Conjure Animal s to the list of spells
you know or can prepare.
You can expend your bonus action to teleport an
unattended object you can see within 30 feet, weighing
5 pounds or less, to your hand.
Creatures summoned by you gain a +1 bonus to attack
rolls.
Charismatic
Rooms never go unalerted to your presence. Spells and
other effects infrequently override your force of will.
Your Charisma score increases by 1, to a maximum of20.
When you would make a Wisdom saving throw, you
can instead make a Charisma saving throw. You can
use this feature a number of times equal to you
Charisma modifier. You regain all expended uses of
this feature when you complete a long rest.
Deadly Illusionist
Prerequisite: The ability to cast at least one spell
Your illusions invade the deepest crevice of your
enemies’ minds and leave them scarred.
You add one Illusion spell of a level you can cast,from your class spell list to the list of spells you can
prepare or cast.
Creatures who fail their initial saving throw or ability
check against an Illusion spells of 1st level or higher
you cast take psychic damage equal to the spell’s level
+ your spell casting ability modifier, if the spell does
not already deal damage.
Dervish
Standing still is boring! You’re always on the move.
Your speed increases by 5 feet.
When you hit a creature with a melee attack, you canmove 5 feet at no movement cost as part of the attack.
When you hit a creature with a melee attack that you
have not already attacked on your current turn, you
deal 2 additional points of damage.
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D&D HOMEB R EW C OMPENDIUM | FEATS
Dexterous Grappler
You don’t waste any time when apprehending criminals,
monster or a combination of the two.
When you attempt to grapple a creature on your turn,
you can use a bonus action to attempt to grapple the
target.
Your speed increases by 10 feet while you are
grappling another creature.
You can use Dexterity (Acrobatics) to grapple, not just
to resist or escape a grapple.
Diehard
It’s never quite your time. You refuse to die.
You gain a +1 bonus to death saving throws.
When you are reduced to 0 hit points, you can
immediately move half your speed. Movement due to
this feature does not provoke attacks of opportunity.
Duelist
One on one is the name of the game and when you excel.
You gain a +2 to melee damage rolls when only one
creature (excluding yourself) is within 5 feet of you.
Your dueling prowess is apparent or known and many
are willing to settle their disputes with you by duel.
Once between rests, when a creature misses you with a
melee attack they provoke an attack of opportunity
from you.
Einhander
The hot blood of a duelist flows through your veins. Even
your misses are placed with intention and you slowly but
surely lure your opponent into the perfect position for the
perfect strike. You become more mobile and can present a narrower
profile with one hand empty. When wielding a
longsword or rapier in one hand, and nothing in the
other, you gain a +2 bonus to armor class.
You deal 1 additional point of damage when you hit
for every attack you miss before hitting a single
creature, while wielding a longsword or rapier in one
hand and nothing in the other. If you attack a different
target, damage your target or spend your turn not
attacking the target, you lose any accumulated bonus
damage. The extra damage cannot exceed your
proficiency bonus.
Enchanting Illusionist
Prerequisite: The ability to cast at least one spell
You’ve unlocked the true potential of mixing Illusion and
Enchantment magic.
You can add 1 Illusion spell and 1 Enchantment spell
from your class spell list, of a spell level you can cast,
to the list of spells you know or can prepare.
When you make a Charisma (Persuasion) or Charisma
(Intimidation) ability check, you can replace your
Charisma modifier with your spellcasting ability
modifier.
A creature charmed or frightened by a spell you cast
gains disadvantage on the next saving throw or ability
check made to resist an Illusion spell of equal or
higher level you cast.
Escape Artist
Your pursuers swear you bath in grease; no one can keep
their hands on you.
If you add your proficiency bonus to an ability check
made to end the grappled or restrained condition on
yourself, you can instead add twice your proficiency
bonus.
When you escape a creature’s grapple on your turn,
you can immediately use your bonus action to attack
the creature you escaped.
Expert Grappler
Prerequisite: Proficiency in Strength (Athletics)
Every part of your body is a weapon and you wield it
expertly.
When you add your proficiency bonus to an ability
check made to grapple, you can instead add twice your
proficiency bonus.
You benefit from half cover while you grapple a
creature.
You can expend your bonus action to deal your
Strength modifier in damage to any creature youcurrently grapple.
Field Medic
You’re an expert of saving people in the direst of
circumstances.
Allies within 50 feet of you must fail an additional
death saving throw to die.
You can use your bonus action to move half your
speed towards an unstable creature. This movement
does not provoke attacks of opportunity.
You automatically succeed on the Wisdom check to
stabilize a dying creature, even if you do not have ahealer’s kit.
Hemophobic
Prerequisite: Not immune to fear effects
You have a large number of phobias and fears but your
greatest is seeing your own blood.
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D&D HOMEB R EW C OMPENDIUM | FEATS
When you take damage, you can use your reaction to
move 5 feet away from the source. This movement
does not provoke attacks of opportunity.
Your speed increases by 10 feet while you are at or
below half hit points.
You deal an additional 1 point of damage with melee
attacks while at or below half hit points.
Light Armor Master
Prerequisite: Proficiency with light armor
You know how best to use the thin armor that protects
you.
Your speed increases by 5 feet while wearing light or
no armor.
While wearing light armor, you gain a +1 bonus to
armor class whenever you are at least 20 feet from
where you started your turn. This bonus lasts until the
start of your next turn.
Light Weapon Master
Light weapons are weightless in your hands, allowingthem be exactly where you need them.
When you make a weapon attack, you can
immediately draw a light weapon and make the attack
with it, without expending your interaction to draw the
weapon.
When the result of a light weapon damage die is 1, you
can roll a d6 and add it to the damage result.
Master Swordsman
Your expertise with the blade is unmatched and few rival
your skill.
While wielding a sword, when you take the dodgeaction, you can use your bonus action to make a single
melee attack at disadvantage.
While wielding a sword and attacking at disadvantage,
you can choose to ignore the disadvantage and instead
attack with advantage. Once you use this feature you
must complete a long rest before you can use it again.
When attacking with a sword, you can choose to deal
bludgeoning, piercing, or slashing damage, rather than
the normal damage type. You must choose the damage
type of the attack before making the attack roll.
Metamagician
Prerequisite: The ability to cast at least one spell
You gain a deeper understanding of the functioning of
metamagic.
You gain 1 sorcery point. You can only use this
sorcery point on metamagic unless you have another
feature that allows you to use sorcery points.
You gain one sorcerer metamagic option.
Metamagic Reservoir
Prerequisite: The ability to cast at least one spell
Your metamagic pool increases in size or you gain a
metamagic pool if you did not have one.
You gain 2 sorcery points.
Mind Breaker
Prerequisite: The ability to cast at least one spell
Your enchantments scar their victim’s minds. The wound
left behind is easily recognizable by those who know
where to look.
You are aware of all creatures within 10 feet that have
been affected by a 1st level or higher Enchantment
spell you cast.
When the effects of a 1st level or higher Enchantment
spell, with duration 1 minute or greater, end on a
creature, it takes psychic damage equal to the spell’s
level + your spellcasting ability modifier. You can
choose not to inflict the damage.
When all creatures affected by an Enchantment spell
you cast, succeed on a saving throw to resist the spelland the spell has no effect, you do not expend the spell
slot used to cast the spell. Once you use this feature,
you must complete a long rest before you can use it
again.
Mystic Reservoir
Prerequisite: The ability to cast at least one spell
You have tucked away a bit of extra magic in the back of
your mind, ready to be used in dire straits.
You gain an additional spell slot of the second highest
level you can cast, to a maximum of 4th level. This
bonus spell slot changes as the highest level spell you
can cast changes. The spell slot given by this feature
can only be used to cast a single spell, designated
when you regain spell slots after a long rest.
Necromantic
Prerequisite: The ability to cast at least one spell
You’ve recently got in touch with your dead side. Aside
from slowly rotting, things are pretty great.
You add 1 Necromancy spell from your class spell list,
of a spell level you can cast, to the list of spells you
know or can prepare. When below one quarter of your maximum hit points,
you can reduce incoming damage by half the spell
level of the highest level Necromancy spell you know
or have prepared.
As an action, you can detach or reattach one of your
hands. While detached, your hand functions as a
Crawling Claw (Monster Manual, pg. 44) that obeys
your commands.
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D&D HOMEB R EW C OMPENDIUM | FEATS
One Step Ahead
You are fast and smart; not only can you predict your
enemies’ movements but you can act on your predictions
too.
You can shift your initiative up enough to act before
the creature that acts before you in the initiative count.
Once you use this feature you must complete a long
rest to use this feature again.
You gain a +5 bonus to initiative rolls.
Hooked Weapon Master
While unconventional weapons, you have found picks and
sickles suit your fighting style well
You do not need a free hand to grapple while you are
wielding a war pick or sickle.
When you hit a creature with a war pick or sickle on
your turn, you can use your bonus action to attempt to
grapple the targeted creature.
If you successfully grapple the creature while wielding
a sickle or a war pick, the creature takes damage equal
to your Strength modifier. The damage is slashing if
you use a sickle and bludgeoning if you use a war pick.
Point Blank Shooter
You’ve been in tighter situations and a lack of range
never prevents you from striking true.
You are not at disadvantage when making a ranged
attack while an enemy is within 5 feet.
When a damage die of a ranged weapon you wield
show a result of 1 or 2, the result is instead treated as a
3 if the target is within 5 feet of you.
Quick Witted
Great ideas come to you naturally, often when they would
save your life.
Your Intelligence score increases by 1, to a maximum
of 20.
When you would make a Dexterity saving throw, you
can instead make an Intelligence saving throw. You
can use this feature a number of times equal to you
Intelligence modifier. You regain all expended uses of
this feature when you complete a long rest.
Savant
You’ve discovered a natural gift in a single skill
You gain proficiency in a skill of your choice.
You gain a +1 bonus to any ability check to which you
apply your chosen skill’s proficiency.
The ability score most relevant to the skill increases by
1, to a maximum of 20.
School Specialist
Prerequisite: The ability to cast at least one spell
You’ve spent most of your time researching a specific
school of magic.
When you cast a spell of a chosen school of magic at a
higher level, the saving throws and attack rolls gain a
+1 bonus.
You add 1 spell from your class spell list, of a level
you can cast, of the school of magic chosen, to the listof spells you know or can prepare.
You can cast a spell from your chosen school as one
level higher at no additional cost. You must be able to
cast spells of the new, higher, level. Once you use this
feature, you must complete a long rest before you can
use it again.
Scribe
You may not possess any spellcasting ability but you
know much of arcane scripture.
You learn two spells of 1st level or below. This does
not grant you the ability to cast spells. You can inscribe a scroll of a spell you know by
spending hours equal to the spell level of the scroll
being inscribed. If combined level of your scrolls
exceeds one quarter of your level (round up) or the
number of scrolls you have exceeds your Intelligence
modifier at any time or the oldest scroll you have turns
to dust until the limit is reached.
Shadow Caster
Prerequisite: The ability to cast at least one spell
You draw your magic from the shadow weave and may
have pledged yourself to one of its dark patrons. Your physical appearance shifts to mimic the plane of shadow.
When you cast a spell while in dim light or darker,
you can gain a +2 bonus to a single attack roll made as
part of the spell. Once you use this feature, you must
complete a long rest before you can use it again.
The bodies of creatures slain by your spells are
transported to the shadow plane in tribute to your
dread lord. You can optionally send their equipment.
You can cause a spell you cast to require a Wisdom
saving throw, rather than its normal type. Once you
use this feature, you must complete a long rest before
you can use it again.
You can see normally in magical darkness out to 5feet.
Shadow Rogue
You signed a pact with a Shadow Lord and at the charge
of ferrying him your victims you gain the powers of
darkness.
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You can see normally in magical darkness out to 5
feet.
The bodies of creatures slain by you are transported to
the shadow plane in tribute to your dread lord. You
can optionally send their equipment.
You can attempt to hide even in dim light.
You can use your action to extinguish a lantern or any
similarly or less bright light source that you can see
within 50 feet.
Shadow Warrior
You signed a pact with a Shadow Lord and at the charge
of ferrying him your victims you gain the powers of
darkness.
The bodies of creatures slain by you are transported to
the shadow plane in tribute to your dread lord. You
can optionally send their equipment.
You gain 5 temporary hit points when you start your
turn in dim light or darker. These temporary hit points
fade as soon as you enter bright light.
You gain Darkvision out to 60 feet.
Shield Bearer
Sometimes others can benefit from your skill with a
shield more than you could.
Your Strength or Constitution score increases by 1, to
a maximum of 20.
You can choose to impose disadvantage on any attack
of opportunity made against a creature within 5 feet of
you.
Skirmisher
Your uncanny dexterity pervades throughout your combat
style.
Your speed increases by 5 feet.
When a creature misses you with a melee attack, they
expend 5 feet of movement. A creature does not
expend movement if it has none to expend.
If you are 20 feet from where you started your turn,
any melee weapons held by you gain the finesse
property until the start of your next turn. You cannot
benefit from this feature and the Great Weapon
Fighting Fighting Style simultaneously.
Sniper
Given the time to line up your shot, you inflict grievouswounds.
Attacking at long range with a ranged weapon does
not impose disadvantage on the attack roll.
At the start of your turn, you can reduce your speed to
zero and deal an additional 2 damage with your next
ranged weapon attack made before the start of your
next turn.
Spearman
You can make quick and accurate jabs with spears that
often catch your foes off guard.
When you make an attack of opportunity with a spear,
pike, or trident, you gain advantage on the attack roll.
When you attack a creature who expended movement
on its last or current turn, you deal an additional 2
damage. You must attack with a spear, pike, or trident
to benefit from this feature.
Spell Breaker
Your tolerance to magic is notable and spells can’t keep a
grip on you for long.
You can add half your proficiency bonus to a saving
throw made against a spell, if you do not already add
your proficiency bonus.
Stalwart
When you hold position, your defenses become near
impenetrable.
At the start of your turn, you can reduce your speed tozero and impose disadvantage on the next melee attack
made against you before the start of your next turn.
When an effect causes you to move without expending
your movement, you can choose to move half of the
distance instead. Round down to the nearest 5-foot
interval.
Standard Bearer
Prerequisite: Past or current affiliation with a notable
militant faction
You hold the honor of carrying the flag of your unit,
regiment, or army. The flag inspires those who fight
around it with the tales of its loyal warriors. The standard
has an AC of 10, 10 hit points and can be carried upright
in one hand. A creature can topple the standard or upright
it as an action.
While you or any of your allies are within 20 feet of
the upright standard, they can reduce incoming
damage by 1.
If you are within 5 feet of the upright standard, you
can reduce incoming damage by 2, rather than 1.
You can plant your standard in the ground as a bonus
action and it remains upright until removed as an
action or destroyed.
Creatures cannot damage or topple your standard
while you are within 5 feet of it and not incapacitated.
Studied Warrior
Your devotion to fighting transcends simple practice. You
have studied the masters and learned their techniques.
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You learn one fighting style that you do not already
know.
Telekinetic
The natural world bends slightly to your will. You can
apply minor forces with your mind.
Your natural reach is considered 15 feet for the
purpose of using your interaction. Should an
interaction require an action to perform, you do not
benefit from this feature.
You can cast shield as a 1st level spell. You can cast
shield twice as part of this feature before you must
complete a long rest to regain all uses. When you
expend the second use of this feature, you take 10
necrotic damage (this damage cannot be reduced),
immediately before you cast the spell.
Thesis Spell
Prerequisite: The ability to cast at least one spell
You’ve spent a good portion of your time researching and
perfecting a single spell. Designate a single spell of 3rdlevel or lower that you can cast as your thesis spell.
You can reroll an attack roll or cause a creature to
reroll a saving throw against your thesis spell after you
have seen the result. Once you use this feature, you
must complete a long rest to use it again.
You can cast your thesis spell at its lowest level once
after completing a long rest without expending a spell
slot if you have casted your thesis spell twice after the
same rest.
You always recognize a casting of your thesis spell
should you have the sensory abilities to do so.
Thrown Weapon Master
You have an uncanny knack for throwing things to deadly
effect.
Being within 5 feet of a hostile creature does not
impose disadvantage on your ranged attacks made
with thrown weapons.
When you miss a creature within 20 feet with a thrown
weapon, you can cause the weapon to immediately
bounce back into or return to your hand.
When you take the attack action and attack with a
thrown weapon, you can draw the weapon as part of
the attack made with it, without expending your
interaction.
Whip Master
A whip in your hands becomes a deadly weapon.
When you hit a large or smaller creature with a whip,
the creature’s speed is reduced by 10 feet until the start
of your next turn.
Whips you wield gain the light property.
The damage die of whips you wield increases from
1d4 to 1d6.