Art Credit : Wizards of the Coast
Arcane Focus Expert
Prerequisite: being able to use Arcane Focuses as your spellcasting focus.
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Increase your Intelligence or your Charisma score by 1, to a maximum of 20.
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You can use an arcane focus as your spellcasting focus for spells from any spell list (from any class, race or feat).
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You have learned all the specificities of each arcane focus, and you know how to get the best out of them. When you wield exactly one arcane focus (and no other focus), you gain some benefits according to what type of focus it is:
Type | Benefits |
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Crystal | You roll concentration checks with advantage. |
Orb | When you cast a spell, you can choose to reduce all the DCs specified by that spell by 2. When you do so, you can increase the size of the area covered by the spell. If the spell has a radius specified, it is increased by 5ft., if it has a diameter, it is increased by 10ft., if it is a cone, its length is increased by 5ft., if it is a cube, its side is increased by 5ft. and if it is a line, it becomes 5ft. wider. |
Scepter | All the creatures you conjure or summon gain temporary hit points equal to your spellcasting modifier at the end of each of your turns. |
Staff | You gain +1 AC. |
Wand | You get a +2 bonus to your attack rolls with spells, and the range of your spells is increased by 15ft. (only if the spell has already a specified range). |
Other | you can add +1 to your spell attacks and when you deal damage with a spell, you deal 1 extra damage. |
Bardic Focus Expert
Prerequisite: Bard.
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Increase your Charisma score by 1, to a maximum of 20.
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You can use a musical instrument as your spellcasting focus for spells from any spell list (from any class, race or feat).
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You have learned all the specificities of each musical instrument, and you know how to get the best out of them. When you wield exactly one musical instrument (and no other focus), you gain some benefits according to its type :
Type | Benefits |
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Woodwind | When you give a bardic inspiration to an ally, that ally and each other ally that can hear you regains an extra 1d4 hit points the next time they should regain hit points or gain temporary hit points before the start of your next turn. |
Brass or Horn | When you give a bardic inspiration to an ally, that ally and each other ally that can hear you deal an extra 1d4 damage the next time they hit a target with an attack before the start of your next turn. |
Percussions | When you give a bardic inspiration to an ally, that ally and each other ally that can hear you get their speed increased by 10 feet until the start of your next turn. |
Strings | When you give a bardic inspiration to an ally, that ally and each other ally that can hear you can add a +1 to all their saving throws until the start of your next turn. |
Divine Focus Expert
Prerequisite: being able to use Holy Symbols as your spellcasting focus.
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Increase your Wisdom or your Charisma score by 1, to a maximum of 20.
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You can use a holy symbol as your spellcasting focus for spells from any spell list (from any class, race or feat).
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You have learned all the specificities of each holy symbol, and you know how to get the best out of them. When you wield, bear on a shield or wear visibly exactly one holy symbol (and no other focus), you gain some benefits :
Type | Benefits |
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Symbol on a shield | When you cast a spell of 1st-level or higher, you can choose to gain temporary hit points equal to your Proficiency Bonus + the spell's level. |
Symbol on a necklace (Good or Neutral) | When you target a creature with a spell of 1st-level or higher, you can choose that it regains hit points equal to your Proficiency Bonus. |
Symbol on a necklace (Evil) | When you target a creature with a spell of 1st-level or higher, you can choose that it takes extra necrotic damage equal to your Proficiency Bonus. |
Symbol on a Scepter | All the creatures you conjure or summon gain temporary hit points equal to your spellcasting modifier at the end of each of your turns. |
Other | you can add +1 to your spell attacks and when you deal damage with a spell, you deal 1 extra damage. |
Bonus!
Paladin Initiate
The force of your will and your piety helped you develop a particular style of fighting. As a result, you gain the following benefits :
- You learn one Fighting Style option of your choice from the paladin class. If you already have a style, the one you choose must be different.
- You can perform a Divine Strike when you hit a creature with a weapon attack. When you do so, your attack deals an extra 1d8 radiant damage. You can do a number of Divine Strikes equal to your proficiency bonus, and you regain all uses when you finish a long rest. You can't use both a Divine Smite and a Divine Strike on a same attack.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the paladin class that you don't have.
Ranger Initiate
Your connection with the nature helped you develop a particular style of fighting. As a result, you gain the following benefits :
Druidic Focus Expert
Prerequisite: being able to use Druidic Focuses as your spellcasting focus.
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Increase your Wisdom score by 1, to a maximum of 20.
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You can use a druidic focus as your spellcasting focus for spells from any spell list (from any class, race or feat).
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You have learned all the specificities of each druidic focus, and you know how to get the best out of them. When you wield exactly one druidic focus (and no other focus), you gain some benefits according to what type of focus it is:
Type | Benefits |
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Scepter | All the creatures you conjure or summon gain temporary hit points equal to your spellcasting modifier at the end of each of your turns. |
Staff | You gain +1 AC. |
Sprig of mistletoe | When you target a creature with a spell of 1st-level or higher, you can choose that it regains hit points equal to your Proficiency Bonus. |
Totem | The area within 10ft. of you counts as a difficult terrain for your enemies. |
Wand | You get a +2 bonus to your attack rolls with spells, and the range of your spells is increased by 15ft. (only if the spell has already a specified range). |
Other | you can add +1 to your spell attacks and when you deal damage with a spell, you deal 1 extra damage. |
- You learn one Fighting Style option of your choice from the ranger class. If you already have a style, the one you choose must be different.
- You learn one technique from the Techniques from the Wild feature.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style, technique or special ammunition with another one from the ranger class that you don't have.
Monk Initiate
Your connection with the nature helped you develop a particular style of fighting. As a result, you gain the following benefits :
- You learn one Martial Art option of your choice from the monk class. If you already have a martial art, the one you choose must be different.
- The damage dealt by your unarmed strikes increases by one rank ( 1 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12 ).
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's martial art with another one from the monk class that you don't have.
Homebrew lovingly made by LeRoiDeCarreau
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You are the ones that make all of this possible!
The Early Birds :
- VIV_ID
- Ryan Magee
- Ren Carlisle
- LeoHere
- joel Castaneda
- Brandon Lukacs
- Thomas Philips
The Member of the Inner Circle :
- Full Mettle
The Wizard :
- micsma1701
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Bonus Feats
The three feats of the bonus section make references to the optional features compendiums I have created in the past. You can find those compendiums on either my GM Binder or on my Patreon (LeRoiDeCarreau).