Curated Feats

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7/21/2019 Curated Feats http://slidepdf.com/reader/full/curated-feats 1/6 D&D HOMEBREW COMPENDIUM | 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 exactly where 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 times and 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 of 20.  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 spells 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 can move 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.

description

5th homebrew

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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D&D HOMEB R EW C OMPENDIUM | FEATS

  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.