DND Homebrew Feats

DND Homebrew Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored.

Homebrew Feats For DND

Homebrew Feats For DND

1. Aggressive ki

Prerequisite: Have a monk of level 1

You concentrate your passionate feelings into your moves to produce greater ferocious strikes. Whenever you have this accomplishment, you include half your Strength modifier rounded around the Ki Savinght Throw DC. You also include your Constitution Modifier in reward harm to some Ki skills that inflict harm.

2. All together now

Prerequisite: Have a level 5 in bard

Through music and a face of pure conviction and hope, you muster your group to battle as one. As an action, you can play with enchanting music in your device to supply a succession of strikes for your allies. All allies within 25 feet that can comprehend the tune profit a free unarmed melee attack. These allowed attacks do 1d4+Power Modifier harm. When an ally’s attack is powerful, that ally gains another free unarmed melee assault on another goal than the initial one.

3. Ambush specialist 

Prerequisite: Consume at least three levels in rogue, or possess the soldier background

You excel at planning guerilla warfare and benefiting from all that’s about you. As a standard action in a surprise around, you can move allies for positioning until they strike. This can only be carried out as long as no ally in 40′ of you’re already engaged in battle and allies engaging can see you. Using hand signals, you guide allies to move to places inside their rate, which it is possible to see using a +4 bonus to Stealth Checks as they proceed. Once you’re finished directing everybody, each president who partakes in the surprise round has a heightened critical hit assortment of 19-20.

4. Arcanic warding

Prerequisite: Be adept in arcana and also have the ability to cast spells

Via your knowledge gained by tinkering with your charms, you’ve discovered how to best guard against them. When you’re targeted by a spell strike which you also possess the knowledge to throw, you get a +2 to AC from it or benefit from a saving throw if it uses that instead.

5. Attunement to Nature

Prerequisite: Have the course ability -crazy shape-

With increased simplicity, you get the magical energy of this entire world to change more frequently. After a long rest, roll 1d4, and you also obtain the ability to calm your brain sufficient to openly Wild Shape to a 1/8 CR or reduced monster while out of battle as many occasions as the 1d4 end a long break without expending among your applications of Wild Shape. Should you attack, cast a spell, then consider the aid actions, take harm, or will be the target of an assault, you tense up and will change back into your typical form at the end of your next turn. All principles for Wild Shape needs to be followed closely as ordinary.

6. Blessed heal

Prerequisite: Have a cleric of level 1

Once you cast a spell that restores Strike Points, before rolling the die, it’s possible to roll a percent expire for every die you would roll. In case the end result is greater than or equal to 50, you cure the most amount for this die. If the outcome is less than 50, roll the die as ordinary. You have to finish a very long break before utilizing Blessed Heal.

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7. Allergic response 

Prerequisite: None

You bide your time to better prep your activities with deadlier precision whilst seeing danger. You require a -3 on initiative rolls, however, if you’re the last of your allies in initiative sequence, during your initial turn if you choose the assault actions you obtain a +6 on all attack rolls, a +3 to damage per 3 personality levels, along with a +1 to AC percent 5 personality levels before the end of your next turn.

8. Devoted prayer

Prerequisite: Be adept in faith 

If you pay respects for your deity, you go the extra mile. Additional offerings, an excess verse to the specific prayer, small things which are not mandatory but are sufficient that your deity appreciates your efforts. If you pray to a deity at the beginning of your day to no less than 5 minutes, then they wish to see you succeed more than normal. If you fail an art check, you’ll be able to create a DC 14 Religion Assess to reroll the Skill Check instantly. Should you neglect the Religion Assess, your deity’s prefer starts to fade, and you might try to reroll a Skill Check once again before another day if you renew your prayer. If you don’t remember to pray to a deity, they’ll refuse to give you this ability for 1d4 days.

9. Distracting dance

Prerequisite: Be adept in functionality

For a bonus action, you may earn a Performance Assess using a DC of 13+ the Targets Wisdom Modifier, produce a small commotion into the goal within 30′ to permit an outsider participated in the battle to generate a complimentary Attack of Opportunity with benefit. The goal of this diversion needs to have the ability to see and listen to you for this capability to get the job done. This activity acts as a ranged spell strike.

10. Eldritch loyalty 

Prerequisite: consuming six amounts in warlock

Your abilities reach farther than before, and you also broaden your horizon of skills. Gain yet another Eldritch Invocation. Prerequisites still restrict choice options of Invocations.

11. Expanded magic

Prerequisite: Consume a minimum of one degree in bard, cleric, druid, paladin, ranger, sorcerer, or wizard.

Throughout your research or meditations, you discover patterns and similarities involving spells. Upon taking this effort, you learn a new spell of spell amount equivalent to your proficiency lower or bonus. You also understand many incentive spells equivalent to a proficiency bonus.

12. Fortunate locate 

Prerequisite: Be adept in understanding or investigation

When doing an evaluation or perception test in an individual container, body, or thing within 5 ft, you get a +3 bonus to the test. If this place yields gold bits, gain an excess 1d20 per three character levels. This can only be accomplished once an hour.

13. Gaia’s ambassador

Prerequisite: Be adept in animal handling

There is nothing about you which intrigues creatures. Whenever you’re the goal of a Beast kind monster’s attack, you can try an Animal Handling test using a DC as recorded under. As a Reaction to dissuade it from assaulting you. When dissuaded, the monster will no more target you because of its’ present attack actions or potential strikes if you don’t strike it. Should you succeed on another Animal working check on the monster with a normal action within five minutes of this initial check with a higher DC of +6 of their former test, you acquire the monster as an ally for the present battle, or if that is done from battle, it merely leaves you in peace after five minutes. Attacking a confident monster finishes this effect and can’t be achieved again for a single day.

Size Assess DC

  • Tiny 10
  • Little 14
  • Moderate 17
  • Enormous 22
  • Tremendous 26
  • Gargantuan 31

14. Gleaning strategist

Prerequisite: Consume at least five levels in fighter

If you only make one attack this turn (Foregoing additional strikes), you can get knowledge on the monster you strike and possibly even offer aid to other people in battle against these kinds of foes. Roll 1d4 to ascertain the result.

  • Understand the goals HP and AC
  • Know a goal’s weaknesses and immunities
  • Know goals regular attack bonus and damage
  • All allies and self-gain benefit in their next attack against the goal + select among those other choices to learn.

Regardless of the outcome, you get a +2 to attack rolls against that monster for the rest of the experience. These bonuses don’t carry over to other creatures besides being assaulted even if they’re the same sort of creature.

15. Grasshopper’s repose

Prerequisite: Be adept in acrobatics

You’re proficient with incorporating the strikes of your foes for your movements. As a response, each time a foe fails an attack roll on you using a melee strike within 5 ft and are of the same size or bigger, you might try an Acrobatics Assess of DC 16 to reverse over your attacker and property on the opposite side of these, gaining an edge on the following attack. This can only be achieved if there are at least 5 feet over the opponent and another side is unoccupied. You end your move 5 ft from the air and property to the ground. This motion doesn’t trigger Attacks of Opportunity. Should you fail the test, they have to make an Attack of Opportunity from you with benefit, and you don’t have to move from their square.

16. Higher floor 

Prerequisite: Consume a Minumum of One degree in ranger

Together with the existence of a bird of prey, you search from up high. You get a +2 to ranged attack rolls and damage rolls for if you’ve 10 or more ft of elevation gain over a foe. These bonuses grow to +3 in the 10th level.

17. Historian

Prerequisite: Be adept in history or character

If you choose this feat, choose a monster kind to be acquainted with. Whenever you observe a monster of the sort, you may use your bonus actions to create either a Background or Character Assess against it to find out more info about it as summarized in the table below. This can only be tried once per experience. (Rolling higher yields the preceding information also )

1-10: You draw a sterile and are not able to remember anything about it.

11-13: You understand what it’s called

14-16: You understand its Wellbeing 

17-19: You understand its AC

20+: You understand its principal method of assault and how much harm it causes or its flaws (select ).

18. Increased second end 

Prerequisite: Consume a Minumum of One degree in fighter

You dig deeper inside yourself to find a reason and resolve to keep battling. When you utilize the Second Wind Course Feature, you acquire an extra 1d8 hit points (in 10th level you obtain 2d6, at 15th level, you obtain 3d8).

19. Life charge

Prerequisite: Consume a Minumum of One degree in a sorcerer

Together with your magical since you slay foes, you utilize their merry lives to refuel your arcane powers. Once per experience, if you kill a monster with a charm, you might roll a d6, and onto a 6 you recover two sorcery point. You can’t hold over your allowed levels of sorcery points, and you can’t try this roster if you don’t have any residual sorcery points.

20. Light armor master

Prerequisite: Proficiency with light armor.

You’re able to use your light armor’s bare essential security to help your leaks. Boost your Dexterity score by 1, to a max of 20. * While you’re wearing light armor, strikes made as a response against you suffer drawback.

21. Metalworking

Prerequisite: None

In your free time, you are inclined to your equipment to keep them at high performance. During a Brief Rest, you may use Smith’s Tools to boost a piercing or slashing weapon. Once sharpened, the weapon will do and further 1d4+1 damage for 1d4 strikes. If you’re adept in Smith’s Tools, then this raises to 2d4 strikes.

22. Natural recovery 

Prerequisite: Be adept in medicine, character, or survival

Via your understanding of home treatments, you can try to forage your region for organic recovery plants, roots, or fruit. Pick a Terrain kind to be comfortable with Arctic, Coast, Desert, Forest, Grassland, Mountains, Swamp, or Underdark. In case you’ve got Organic Explorer and therefore are already technical for one of those recorded terrains, you might pick another from this listing for this accomplishment only. You have to succeed on a medication or survival test and succeed on a character check (DC’s set by the DM to successfully locate nature items that you can concoct to a recovery remedy that fixes for 2d4 through a brief rest and may be applied to self or friendlies. In case you’ve got a Herbalism Kit or Alchemist Supplies that are raised to 2d8. If you’re proficient using a Herbalism Kit or Alchemist Supplies, you cure for 3d8 instead.

23. Offensive sorcery

Prerequisite: have 7 levels in sorcery. 

You unblock all of the psychological barriers you have set up to try a full-force assault, best hope it will not fizzle out and drain you rather. You may use 7 sorcery factors to create a spell to have a 50% chance to inflict maximum harm +10 magic harm. On failing, you roll up as normal.

24. One vs one

Prerequisite: Consume a Minumum of One degree in barbarian

Entirely focused and unimpeded by distractions, a barbarian can unleash their entire battle instinct against one foe. Provided that no additional enemy is within 5′ of your goal, you get a +1 to attack rolls, +1 to damage rolls and a +1 to AC from the initial assault from your goal. Every 3 levels beyond 1st, the +1 to damage rolls increases by +1.

25. One using all the crazy 

Prerequisite: Consume a Minumum of One level in druid and a wisdom score of 16

If you utilize your Wild Shape Class Ability to change into a monster of CR 1/2, it is possible to add a couple of your reach expire per three Druid degrees to its’ maximum hit points. This can only be accomplished once a long break.

26. Palace of the brain 

Prerequisite: Consume at least five levels in monk

Throughout calmness and focus, you combine with all the arcane forces of this world to shield yourself. Whenever you’re the goal of a non-elemental damage based spell, you may add your own Intelligence Modifier for your AC. Moreover, you now have a 50 percent chance to split up the Blindness, Deafened, Paralysis, or Stunned state on yourself in the start of your turn. This only happens once an affliction per experience.

27. Panic dodge

Prerequisite: None

Ignoring all strategy and planning, you follow your instincts for self-preservation. Once per experience, as soon as a melee weapon strike would strike you, then you may opt to rather drop everything on your hands and drop likely five feet away from your attacker, then forcing them to reevaluate their initial strike against you with a drawback. You don’t grant edge as ordinary for the Prone requirement with this rerolled attack just.

28. Past experience

Prerequisite: None

In the instruction and upbringing, you’re more worldly than many others on your position. Pick a skill to become adept in and develop a +2 Misc. Bonus for it. You acquire a 2nd ability to be adept in and obtain the +2 bonus to it in 8th level, along with a 3rd in 15th.

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29. Planned arcanum

Prerequisite: Consume a Minumum of One degree in cleric, druid, paladin, or magician 

Through larger memorization and preparations you choose, you can carry out a wider assortment of magic. You can prepare another amount of spells equal to a Proficiency Bonus.

30. Reckless brutality

Prerequisite: have at least 2 degrees in barbarian

In the price of your wellbeing, you dedicate more into your barbarous attacks to search out weak points while exposing yours. When you choose this feat, your Reckless Attack changes to also allow you to boost your critical hit range to 18-20 (this doesn’t stack with other magical effects that raise your critical strike array ) and gain another 1d4 weapon harm (2d4 at par 5, 3d4 at level 9, and 4d4 at par 13).

Additionally, it frees you 1d10 temp hp but imposes a -2 to AC before starting your next turn. This is in addition to the common effects of Reckless Attack.

31. Reclaiming invocation

Prerequisite: Consume a Minumum of One degree in warlock

You acquire the capacity to regain among your spell slots with no break possibly. You may use a standard action to roll a d6, and onto a 6 you recover 1 spell slot whose degree is equivalent to a Proficiency Bonus -1 in a minimum. As soon as you use this attribute, you have to complete a very long break before using it.

32. Reflexive shield 

Prerequisite: None

In the middle of fighting, you have an increased awareness of your environment. This can only trigger when you’re adjacent to a couple of animals engaged in battle with you. When you’re targeted at two strikes in precisely the same round, you may use your response to improve your AC by 3 to the next strike. This growth to AC goes off then attack if it hits or not.

33. Reserved power

Prerequisite: Consume a Minumum of One level in bard, cleric, druid, paladin, ranger, sorcerer, or wizard

When you’re left to your own devices, you concentrate on keeping arcana on your own for later usage. You obtain an excess spell slot whose degree is less than or equivalent to your spellcasting skill modifier. You can’t have a spell slot level higher than the number of spells you can cast with no accomplishment.

34. Returning the love

Prerequisite: Consume at least five levels in bard

Seeing your compliments and encouragement lift your allies satisfies you with energy and resolve to triumph for them. Anytime an ally succeeds on a skill test, attack roll, or rescue throw it leaves with your Bardic Inspiration in their roster, you get your Bardic Inspiration to expire that lasts for 5 minutes. You may have a single Bardic Inspiration perish from this accomplishment at any moment.

35. Staged autumn 

Prerequisite: Be adept in athletics or acrobatics

Tumbling is a skill that requires precision and practice; both of that you’ve mastered. When you drop from a height which would usually cause one to fall hurt, you can try an Acrobatics or Athletics Assess with a DC of 10 +2 a 10 ft of falling to prevent 2d8 worth of this falling damage.

36. Shield Save

Prerequisite: Be adept in protects

You’re proficient with the defense to such a level that you can throw you with extreme speed and precision. It is possible to use your response to produce an attack roll utilizing Dexterity from the ranged attack using a DC of 7 + the Attacker’s incentive to Attack Rolls, to have the ability to throw your defense and take the hit of this assault. This can only be achieved until the damage is calculated. You ought to have the ability to see both the attacker and target of this attack, and don’t have any creature of equal dimensions to you or bigger in between your route to throw your defense. The protect lands 5 ft in front of this attack’s intended target at the direction the assault was thrown from. But you’ve got a 15 percent chance for your defense to return and return to you once it takes the strike. If the ranged attack could lead to harm to a place, this accomplishment cannot be used to obstruct it.

37. Smiting directly 

Prerequisite: Consume a Minumum of One degree in paladin

Your link to your deity along with your bonds into the entire world are next to none. Once per long break, you get one free usage of a 1st degree Smite Spell without breaking up a charm slot. At level 8 that raises to some 2nd degree Smite Spell. Your Divine Health course ability now carries an immunity to Poison Damage and benefits Saving Throws against Poison.

38. Swift dagger

Prerequisite: Have at least three degrees in rogue and a dexterity score of 18

You understand the burden, the equilibrium, the physics of your daggers into a mortal level. Whenever you assault with a dagger, you raise its own’ foundation damage to 2d4 along with your Critical Hit array climbs to 19-20 while utilizing one.

39. Wand slinger

Prerequisite: Consume a Minumum of One level in magician 

Wielding two wands in hand, you barrage your foes using more, though poorer attacks. If you’re wielding two wands, one in each hand, then you might throw two cantrips that ask that you earn a spell attack roster using a single attack action. 1 cantrip will do half damage rounded upward (If a single cantrip inflicts more harm than another, then that’s the one that is halved). You ought to be wielding two wands in distinct hands to profit from this. Should you utilize a barbell to cast a spell of greater degree than 0if it’s a cantrip; another wand can’t throw a spell.

40. Wanderer’s adaptation

Prerequisite: Consume at least 5 degrees in druid and have a circle of this property

Hunting the crazy puzzles has attracted you to numerous lands out your house, while there you heard their secrets. You obtain access to two spells from a different spell record described by choices in Circle of the Land distinct from your preferred land.

41. Worldly measure 

Prerequisite: None

Traveling and exploration have given you a more comfortable air of familiarity with these lands that stay with you always. Select 3 terrains in the Arctic, Coast, Desert, Forest, Grassland, Mountains, Swamp, or Underdark to become comfortable with. You don’t suffer hard terrain while in these terrains except for magic results, and you get 5 ft of movement rate while at them. You also have an edge on Attack Rolls and Skill Checks if you’d usually be afflicted by Difficult Terrain in these regions.  

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