Você está na página 1de 6
FEATS ‘This section contains a compiled list of homebrew feats Keep in mind thatthe following content is entirely experimental and subject to change atthe 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 ean 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 aan additional I point of damage with the attack. Biunt 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 $ feet until they regain hit points. The effect of tis feature is not cumulative with itself. ‘+ When you roll damage for any of the listed weapons, you deal an additional | damage if a damage die ‘Shows maximum result ‘© Ifadamage 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 Jong rest. You must choose to use this feature before the DM announces the result of the damage. BLuNT WEAPON MASTER ‘You're a master of blunt weaponry and know exactly ‘where to land heavy blows. The following benefits apply only tothe club, greatclub, mace, fail, 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, ‘© Ifa damage die of any of the listed weapons shows a result of 1, you can instead treat the result asthe ‘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 ene! 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 Tose 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, itis instead reduced to O 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 Animals to thelist 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 ' pounds or les, 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 wil ‘© 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 ean use this feature a number of times equal 10 you Charisma modifier. You regain all expended uses of this feature when you complete a long rest DEADLY ILLUSIONIST Prerequisite: The ability o cast at least one spelt ‘Your illusions invade the deepest crevice of your enemies’ minds and leave them scarred. ‘© You add one Illusion spell ofa level you can east, from your class spell list to the list of spells you can prepare or cas ‘© Creatures who fail their initial saving throw or ability ccheck against an Illusion spells of Ist level or higher you cast take psychic damage equal to the spell’s level + your spell casting ability modificr, ifthe spell does not already deal damage. DeERVISH ‘Standing still is boring! You're always on the move. ‘© Your speed increases by 5 feet ‘© When you hit a creature with 2 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 hhave not already attacked on your current turn, you deal 2 additional points of damage. 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 inereases by 10 feet while you are grappling another creature ‘© You can use Dexterity (AAcrobaties) to grapple, not just to resist or escape a grapple. DreHarD I'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 ean immediately move half your speed. Movement due 10 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 ‘The hot blood of a ductist lows through your veins Even your misses are placed with intention and you slowly but surely Ture your opponent into the perfect position forthe 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 | 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. Ifyou 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 spelt ‘You've unlocked the true potential of mixing Hlusion and Enchantment magic. ‘© You can add 1 Mlusion spell and 1 Enchantment spell from your class spell list, ofa 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. ‘© Acreature 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. ‘© IFyou 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 you currently grapple. Figtp MEDIC ‘You're an expert of saving people in the direst of circumstances. ‘© Allies within $0 feet of you must fail an additional death saving throw to de. ‘© 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 10 stabilize a dying creature, even if you do not have a healer's kit. HEMoPHOBIC Prerequisite: Not immune 10 fear effects ‘You have a large number of phobias and fears but your ‘greatest is seeing your own blood. ‘* When you take damage, you ean 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 Licht 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 ‘© 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 LicHT WEAPON MASTER Light weapons are weightless in your hands, allowing them be exactly where you need them. ‘© When you make a weapon attack, you ean 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 dic is 1, you ccan roll a d6 and add it tothe damage result. MasTER SWORDSMAN Your expertise with the blade is unmatched and few rival your skill. ‘© While wielding a sword, when you take the dodge action, you ean 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 ong rest before you can use it again, ‘© When attacking with a sword, you can choose to deal bbludgeoning, piercing, of slashing damage, rather than, the normal damage type. You must choose the damage type of the attack before making the attack rol. METAMAGICIAN Prorequisite: 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 poi ‘© You gain one sorcerer metamagic option. METAMAGIC RESERVOIR Prorequisite: The ability o cast at least one spell ‘Your metamagie pool size ot you gai ‘metamagie pool if you did not have one, ‘© You gain 2 sorcery points. MIND BREAKER Prerequisite: The ability 1 east at least one spell ‘Your enchantments scar their victim's minds. The wound lef behind is easily recognizable by those who know where 10 look. ‘© You are aware of all creatures within 10 feet that have ‘been affected by a Ist level or higher Enchantment spell you cast ‘© When the effects of a Ist 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, sueceed on a saving throw to resist the spell and 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 MUusTACHIOED You have a beautiful mustache that may be accompanied by an equally beautiful beard. Those incapable of growing a facial hair may supplant their long and flowing head. Hair. In this ease, all strokes are replaced with hair flipping, ‘© Your facial hair is immune to all damage and cannot be removed from your face. ‘© You gain advantage on Charisma (Persuasion) checks ‘made relevant to the best interests of other mustachioed creatures” Facial hair ‘© You can stroke your facial hair introspectively and, ¢gain a greater insight of the world around you. ‘+ When you do something badass, you can stroke your facial hair using your next bonus action and gain 5 hit points. Sick burs, epic leaps, and clutch saves all qualify as badass 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 dite strats ‘© You gain an additional spell slot ofthe second highest level you can cast, fo a maximum of 4th level. This. ‘bonus spell slot changes as the highest level spell you ‘ean east changes, The spell slot given by this feature ccan only be used to cast a single spell, designated When you regain spell slots after a long test. 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 preity great. ‘© You add 1 Necromancy spell from your class spell list, ‘ofa spell Ievel you can east, tothe 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 anaction, 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 One STEP AHEAD ‘© When you hit a creature with a war pick or sickle on ‘your turn, you can use your bonus action to attempt to ‘rapple the targeted creature, ‘+ Ifyou 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 usc a sickle and bludgconing 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 ifthe target is within 5 feet of you. Quick WitreD Great ideas come to you naturally, often when they would save your life ‘© Your Intelligence score inereases by 1, fo a maximum 0f 20. ‘* When you would make a Dexterity saving throw, you ‘ean 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 ehoice. ‘© 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, 10a maximum of 20, ScHOOL SPecIALIsT You are fast and smart; not only can you predict your enemies’ movements but you can act on your predictions 100, ‘© 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 Hooxep 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. Prerequisite: The ability o 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 I spell from your class ‘you can cast, ofthe school of magi ‘of 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 east spells ofthe new, higher, level. Once you use this Feature, you must complete a long rest before you can use it again, cll fist, of a level chosen, 0 the list ScriBE ‘You may not possess any spelleasting ability but you know much of arcane scripture. ‘+ You learn two spells of Ist level or below. This does ‘not grant you the ability to cast spells, ‘© You can inscribe a scroll ofa spell you know by spending hours equal to the spel level ofthe 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 1 east at least one spelt ‘You draw your magie 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 5 feet SHapow RoGuE You signed a pact with a Shadow Lord and at the charge of ferrying him your victims you gain the powers of darkness, ‘© 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 wibute to your dread lord. You ean 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 Tess bright light source that you can see ‘within 50 fet. SHADOW WARRIOR You signed a pact with a Shadow Lord and at the charge of ferrying him your vietims you gain the powers of darkness, ‘© The bodies of creatures slain by you are transported to the shadow plane in tribute to your dread Tord. 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 seore increases by 1, 10 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, ‘© Ifyou 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 grievous wounds ‘© Attacking at Iong range with a ranged weapon does: ‘not impose disadvantage on the attack roll. ‘* Atthe start of your tum, 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 tident to benefit from this feature. SPELL BREAKER ‘Your tolerance to magic is notable and spells can’t keep a stip 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. ‘¢ Atthe start of your tum, you can reduce your speed to zero 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 $-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 inspites those who fight around it with the tales ofits loyal warriors, The standard hhas an AC of 10, 10 hit points and can be carried upright in one hand, A creature can topple the standard or upright itas an action, ‘* While you or any of your allies are within 20 feet of the upright standard, they can reduce incoming, damage by | ‘© Ifyou 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 incapa Stuprep WARRIOR Your devotion to fighting transcends simple practice. You hhave studied the masters and learned their techniques. ‘© 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 Ist level spell. You can cast shield twice as part ofthis 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 spel THEsIs SPELL Prorequisite: The ability 0 cast at least one spelt ‘You've spent a good portion of your time researching and perfecting a single spell. Designate a single spell of 3rd level or lower that you can cast as your thesis spell ‘© You can reroll an attack roll or cause a creature 10 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 io use it ag ‘+ You can cast your thesis spell atits lowest level once after completing a long rest without expending a spell slot if you have casted your thesis spell twice after the ssame 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, Wurp 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 tur, ‘Whips you wield gain the light property. ‘The damage die of whips you wield increases from Idd to Ld6.

Você também pode gostar