Homebrew Feats

by drognbork

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Homebrew Feats


This document presents new feats for you to playtest. A feat represents a character achieving mastery in one of their capabilities or discovering the ability to do something completely new.

ChefUA

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.

  • You gain proficiency with cook’s utensils if you don’t already have it.

  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d10 hit points.

  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your Wisdom modifier + your proficiency bonus.

CrusherUA

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn.


Fey TouchedUA

Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Fighting InitiateUA

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • You learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you gain a level, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.

Hell Touched

Your exposure to the Nine Hells or one of its denizens has left a magical mark on you. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the hellish rebuke spell and one 1st-level spell of your choice. The 1st-level spell must be from the evocation or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

PiercerUA

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • Once per turn, when you hit a creature with an attack that deals piercing damage against a creature, you can reroll one of the attack’s damage dice, taking the higher result.

  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Practiced ExpertUA

You have honed your proficiency with particular skills or tools, gaining the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.

  • You gain proficiency with one skill or tool of your choice.

  • Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Shadow TouchedUA

You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the darkness spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

SlasherUA

You’ve learned where to cut to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.

  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Tandem TacticianUA

Your presence in a scrap tends to elevate your comrades. You gain the following benefits:

  • You can use the Help action as a bonus action.

  • When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.

Heaven Touched

Your exposure to the Upper Planes or one of its denizens has left a magical mark on you. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the guiding bolt spell and one 1st-level spell of your choice. The 1st-level spell must be from the evocation or abjuration school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Abyss Touched

Your exposure to the Abyss or one of its denizens has left a magical mark on you. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the inflict wounds spell and one 1st-level spell of your choice. The 1st-level spell must be from the evocation or transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Class-Lite Feats


Note: At the DM's discretion, these feats can allow your character to count as the respective class for the sake of attunement restrictions of magic items. This can also extend to use of spell scrolls.

It is not advised for the DM to allow player characters to take more than one of these feats.

Primal

Prerequisites: Strength 13 or higher

You have harnessed your ferocity, gaining the following benefits:

  • Your Strength or Constitution score increases by 1, to a maximum of 20.

  • While you are not wearing any armor, your Armor Class equals 12 + your Constitution modifier. You can use a shield and still gain this benefit.

  • On your turn, you can enter a rage as a bonus action as defined in the barbarian's Rage class feature. The rage damage bonus for this rage is +2. Once you have raged in this way, you must finish a long rest before you can use this feature again. Alternatively, if you already have rage from another source, you can choose to forgo this extra rage after a long rest. If you do so, you can add +1 to your rage damage until the end of your next long rest.

Inspirational

Prerequisites: Charisma 13 or higher

Your words carry true power. You gain the following benefits:

  • Your Charisma score increases by 1, to a maximum of 20.

  • You learn two cantrips of your choice from the bard’s spell list. Charisma is your spellcasting ability for these spells.

  • You gain 2 uses of Bardic Inspiration as defined in the bard class. The Bardic Inspiration die is a d6. You regain these uses when you finish a long rest.

  • Choose one skill in which you are already proficient. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

  • You gain proficiency in one musical instrument of your choice.


Pious

Prerequisites: Wisdom 13 or higher

Your piety has been rewarded. You gain the following benefits:

  • Your Wisdom score increases by 1, to a maximum of 20.

  • You learn two cantrips of your choice from the cleric’s spell list. Wisdom is your spellcasting ability for these spells.

  • You gain one use of Channel Divinity, which is regained when you finish a short or long rest. You gain access to any domain's 2nd level Channel Divinity option or Turn Undead.

One with Nature

Prerequisites: Wisdom 13 or higher

Nature bends to your will as you are its protector. You gain the following benefits:

  • Your Wisdom score increases by 1, to a maximum of 20.

  • You learn two cantrips of your choice from the druid’s spell list. Wisdom is your spellcasting ability for these spells.

  • Once per day, you can use your action to magically assume the shape of a beast that you have seen before. The transformation lasts for 1 hour or until its HP is dropped to 0. The beast must be of CR 1/4 or lower and cannot have a swim speed or fly speed. You regain use of this ability once you finish a long rest. See the Wild Shape feature in the druid class for further explanation.

  • You know Druidic, the secret language of druids.

Fighting Surge

Prerequisites: Strength or Dexterity 13 or higher, proficiency with a martial weapon

You master your martial prowess, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a long rest before you can use it again.

Tranquil

Prerequisites: Dexterity 13 or higher

You have found an inner peace. You gain the following benefits:

  • Your Dexterity or Wisdom score increases by 1, to a maximum of 20.

  • You gain a number of ki points equal to your Wisdom modifier, which can be used to fuel ki features. You regain these points when you finish a long rest.

  • You gain access to Flurry of Blows, Patient Defense, and Step of the Wind, as defined in the monk's Ki feature.

  • You can roll a d6 in place of the normal damage of your unarmed strikes and can use Dexterity instead of Strength for the attack and damage rolls.

Devoted

Prerequisites: Charisma 13 or higher

You pledge an oath to stand firm against your foes, gaining the following benefits:

  • Your Strength or Charisma score increases by 1, to a maximum of 20.

  • When you hit a creature with a melee weapon attack, you can deal 2d8 radiant damage to the target, in addition to the weapon's damage. You can use this feature twice. When you finish a long rest, you regain all expended uses.

  • Your blessed touch can heal wounds. As an action, you can touch a creature and heal them, causing them to regain 5 hit points. Alternatively, you can cure the target of one disease or neutralize one poison affecting it. Regardless of which options you use, you can use this feature twice. When you finish a long rest, you regain all expended uses.

Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature

Studying occult lore, you have unlocked eldritch power within yourself:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.

  • You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.

  • You can cast hex without expending a spell slot, using Intelligence or Charisma as your spellcasting ability. Once you cast it in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot if you have it known or prepared otherwise.

Shady

Prerequisites: Dexterity 13 or higher


You sneak by your foes to strike with deadly force. You gain the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.

  • You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if it meets the criteria described by the rogue's Sneak Attack class feature. At 5th level, this damage increases to 2d6. This feature can stack with the rogue's Sneak attack feature.

  • Choose one skill in which you are already proficient. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. If you are proficient in thieves' tools, you can choose that instead of a skill.

  • You have learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

Studious

Prerequisites: Intelligence 13 or higher


Through intense study, you have gained access to magics not previously available to you. You gain the following benefits:

  • Your Intelligence score increases by 1, to a maximum of 20.

  • You have a cantrip book for recording different cantrips. As long as you have the book, you can prepare two cantrips from the book daily. The book starts with two wizard cantrips of your choice already recorded. Intelligence is your spellcasting ability for cantrips prepared in the book.

  • You can record new cantrips from the artificer and wizard class using the rules from the wizard's Your Spellbook section. To record a cantrip from the wizard list, the process takes 1 hour and costs 25 gp. If the cantrip is not on the wizard list, the process takes 2 hours and costs 50 gp.

Metamagic Adept

Prerequisite: Spellcasting or Pact Magic feature

You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.

  • You gain a number of sorcery points equal to your Charisma modifier to spend on Metamagic (these points are added to any sorcery points you have from another source). You regain all spent sorcery points when you finish a long rest.

Tracker

You have spent time hunting creatures and honed your skills, gaining the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.

  • You learn the hunter’s mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell.

  • You learn one feature from the Peerless Explorer feature: For the purposes of this feature, your focus die is 1d6.

  • You have advantage on Wisdom (Survival) checks to track creatures.

Artificer Adept

Studying the workings of magic items you have learned how to quickly create your own, granting you the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You learn two Artificer Infusions from the artificer class. These infusions must have a level requirement of 2 or lower. Whenever you gain a level, you can replace one infusion you know with another from the artificer class.

  • You gain one infused item. At the end of a long rest you may touch a nonmagical item and infuse it with one Artificer Infusion you have learned from this feat. When you infuse an item you must follow all rules laid out in the "Infusing an item" section of the artificer class.