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Homebrew Feats

Glancing Blow

Description
If attack meets AC, roll a Dex Save, if higher than DC, no dmg. Skill checks apply also. Uses your Reaction.

Avoidance

Description
Requirements: Fighter, Paladin.
You do not draw attacks of opportunity for moving through threatened squares.

Weapon Master

Description
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. (Level 7: You pick a weapon you are proficient with, you add half your Str or Dex mod rounded up to the attack and damage rolls made with this weapon), this feat can be stacked, but the new weapon must be the same damage type. (ie, mastered sword the next weapon could be a scimitar)

Dungeon Delver

Description
You gain advantage on Insight checks made against Deception or Intimidation checks. You gain advantage on Perception or Investigation checks made to find loot. You can search for traps while traveling at a normal pace, instead of only at a slow pace. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of hidden enemies.

Shield Master

Description
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.If you have a shield equipped:Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.

Combat Reflexes

Description
Requirements: Dex 16 or higher, You may make a number of additional attacks of opportunity equal to your Dexterity modifier.
When an adjacent ally is attacked, you may use an attack of opportunity to attempt the Help action to add +2 to your ally's AC. The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A fighter may select Combat Reflexes as one of his fighter bonus feats.A monk may select Combat Reflexes as a bonus feat at 2nd level.

Endurance

Description
Requirements:Con 15 or higher
You are capable of amazing feats of stamina. Whenever you make a check for performing a physical action that extends over a period of time (running, swimming,holding your breath, and so on), you gain double proficiency bonus to that check.

Improved Critical

Description
Requirements:Proficient with weapon, base attack bonus +8 or higher.
When using the weapon you selected, your threat range is doubled. Your crit range is now 19-20. If you gain this effect through a class feat already, your crit range is now 17-20 with the specified weapon. You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.

Silent Spell

Description
Requirements:Ability to cast at least one spell,A total of 5 Mastery Points in your Spellcasting Ability(s).
A Spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.Bard spells cannot be enhanced by this metamagic feat.

Still Spell

Description
Requirements:Ability to cast at least one spell, 5 Mastery Points in your Spellcasting Ability.
A stilled spell can be cast with no somatic components.Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

Spell Focus

Description
Requirements:Ability to cast at least one spell
Choose a school of magic. Add +1 to the DC for all saving throws against spells from the school of magic you select.You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Augment Summoning

Description
Requirements:Spell Focus(Conjuration)
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Improved Counterspell

Description
Requirements:Int 15 or higher, Counterspell prepared, 1 Mastery Point in your Spellcasting Ability.
When counterspelling, you may reflect the effects of the spell back to the caster (if they apply).

Enlarge Spell

Description
Requirements:The ability to cast at least 1 spell that has a range, Int 15 or higher.
You can alter a spell's range. An enlarged spell's range is now doubled. Spells whose ranges are not defined by distance,do not have increased ranges. This effect cannot be stacked, you can take this effect again and choose a new spell.

Backstabber(Rogue)

Description
Requirements:Dex 15 or higher, Sneak Attack, 1 Mastery Point in Ability(s).
The extra damage dice from your Sneak Attack class feature increase from d6s to d8s.

Defensive Mobility

Description
Requirements:Dex 15 or higher.
You may add your proficiency bonus to your AC against opportunity attacks that you can see.

Enlarged Breath Weapon

Description
Requirements: Having a breath weapon attack.
Your breath weapon attack is doubled in size and range.

Hellfire Blood

Description
Requirements:Tiefling
You can add your proficiency bonus to attack rolls and damage rolls when you use a power that has the 'fire' or 'fear' keywords.

Healing Hands

Description
Requirements:Lay on Hands, Cha 10 or higher.
When you use the lay on hands power, the affected ally regains additional hit points to your Charisma modifier.

Perseverance

Description
You gain a +1 bonus to all saving throws.

Lost in The Crowd

| Description | | --- | | Requirements:Halfling or other such medioum or smaller creature that is 4ft tall or less, Dex 12 or higher. You gain 1/2 cover if you don’t have any, if you already have it you have Full Cover, when you are adjacent to at least two creatures larger than you. |

Raging Storm

Description
Requirements:Con 13 or Dex 13 or higher.
You gain your proficiency bonus -1 to damage rolls when you use a power that has the lightning or thunder keyword.

Surprise Knockdown

Description
Requirements:Str 14 or Dex 14 or higher.
Knock target prone with a critical hit. Must be a Grapple, melee weapon attack, or an unarmed attack.To attempt this on multiple targets, a Str of 19 or higher is required.

Aspect of The Beast

Description
Requirements:Druid, Ranger, Wizard, Totem Barbarian.
Whether by magic or a curse of your blood, some part of you is more beast than man. Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.
Night Senses: If your base race has normal vision, you gain Darkvision out to 60ft.If your race already has Darkvision, your range doubles.
Claws of the Beast: You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). These can be used as an unarmed attack.
Predator’s Leap: You can make a high jump without needing to run 10 feet before you jump.If you run at least 10 feet before making the high jump, it doubles the distance.
Wild Instinct: You gain a +2 bonus on initiative rolls and a +2 bonus on Survival checks.
A character that has contracted Lycanthropy can take this feat without having to meet the prerequisites.

Redirect

Description
Requirements:Wis 14 and Dex 18 or higher, Ability to cast at least one spell, 1 Mastery Points in your attacking Ability (max number of times equal to Mastery Points)
You can direct a failed attack to one other target within range. This uses your Reaction.

Disarming Strike

Description
Requirements:Fighter, Paladin, Warlock, Barbarian, Monk.
Whenever you score a critical hit with a melee attack, you can, as a free action, attempt to Disarm your opponent, in addition to the normal damage dealt by the attack.

Elemental Fist

Description
Requirements:Monk, Dex 12 or Str 12 or higher.
When you use Stunning Strike, you can pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt).

Favored Defense

Description
Requirements:Ranger, Dex 16 or higher.
You can add half your Dex modifier (rounded down) to your AC when attacked by a favored enemy.This can only be used equal to your Dex modifier (max 5) times per day.

Fight On

Description
Requirements:Con 17 or higher. Orc, Half-Orc, Goliath, Dwarf, Dragonborn.
Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as a free action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.

Focused Shot

Description
Requirements:Ranger/Fighter/Rogue, Wis 16 and Dex 15 or Str 15 or higher.
On a ranged weapon attack, you may add your Intelligence modifier on the damage roll. You must be within 50 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.

Stone Sense

Description
Requirements:Mountain Dwarf/Drow Elf, Wis 12 or higher.
You gain tremorsense to a range of 10 feet.
Also, you may add double your proficiency bonus on Perception checks for stonework.

Raging Vitality

Description
Requirements:Barbarian, Con 15 or higher, 1 Mastery Point in Constitution.
While raging, you are full of vigor and health.Whenever you are raging, your Constitution increases by +2. Your rage does not end if you become unconscious. You must choose to fail one death saving throw to gain this effect.

Razortusk

Description
Requirements:Orc/Half-Orc/Dragonborn/Arakokra/Tabaxi/Lizardfolk, Str 15 or higher.
You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.

Shared Insight

Description
Requirements:Wis 15 or higher.
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds equal to your Wisdom modifier (minimum 1 round).

Teleport Tactician

Description
Requirements:Dex 15 and Wis 15 or higher.
Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.

Improved Sentinel

Description
Requirements:Sentinel
Any creature that enters or leaves a square threatened by you provokes an attack of opportunity.Even if they have a feat that would otherwise prevent it, except for Avoidance.

Tenacious Transmutation

Description
Requirements:Spell Focus(Transmutation), Ability to cast at least one Transmutation spell.
Your mastery in the magic of change makes your transmutations more durable.The DC of rolls to dispel or remove your transmutations increases by 2; even if the spell is negated, its effects persist for 1 additional round before dissipating.

Under and Over

Description
Requirements:Large size or smaller creature.
If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as a Reaction against that opponent with a +2 bonus. This does not provoke an attack of opportunity.

Persistant Spell

Description
Requirement:Int 17 or higher, ability to cast at least one spell, 1 Mastery Point in your Spellcasting Ability.
You can modify a spell to become more tenacious when its targets resist its effect.Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. The DC for the persisted spell is -5.

Outflank

Description
Requirements:Dex 15 or higher.
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Super-taster

Description
Requirements:Con 12 and Wis 15.
You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages. When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret Perception check using the poison's level to determine the DC; on a success, you learn that the food or drink was poisoned, but not the specific poison used.If you lick or taste something while Investigating or attempting to Recall Knowledge to identify something, if the taste would provide relevant additional information (at the GM's discretion), you gain a +2 bonus to your Insight check.

Discreet Inquiry

Description
Requirements:Cha 15 and Wis 15 or higher.
You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts.

Consult the Spirits

Description
Requirements:Druid, Blood Hunter, Necromancy Wizard, Grave Domain Cleric, Totem Barbarian, Bard, Warlock.
You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place. Choose Nature, Occultism, or Religion when you select this feat. Nature allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful positive or negative energy, sacred or profane influences, or the presence of undead. Occultism allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings.Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area.You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank. You can use this feat with each skill once per day (or once per hour, if you're legendary).Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.Success As with a critical success, but the spirits are indifferent to you and answer only one question.Failure You are unable to contact the spirits of this place.Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.

Doublespeak

Description
Requirements:Int 15 or higher.
You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Allies will make an Insight (DC 8) to understand you are using Doublespeak.

Forensic Acumen

Description
Requirements:Int 16 or higher.
You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can roll Medicine with a +5 bonus for these checks.The information given as described by the dm can be the general cause of death.

Biographical Eye

Description
Requirements:Wis 20 or higher.
In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person's origin and history. You might notice bits of green under the person's fingernails and determine they're an herbalist, a pin indicating their membership in a secret society, or something similar. You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn't learn any of their weaknesses, nor necessarily even that they are a vampire.
Spend 1 minute in the presence of someone you haven't met before, or haven't met since you first gained Biographical Eye, then attempt a DC 25 Insight or Perception or Investigation check. You gain a +1 bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your check exceeds the DC.
Critical Success You learn the creature's profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years.
Success You learn the creature's profession and specialty within that profession. You learn the nation or settlement where they normally live.
Failure You learn the creature's profession and the region of the world they hail from, but no more.
Critical Failure You learn a piece of erroneous information about the creature.

Armored Stealth

Description
Requirements: Heavy Armor Master, 1 Mastery point in Dexterity.
You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear armor with which you are proficient, you have no penalty on stealth checks.