You are on page 1of 7

Homebrew Feats

By Ben Denny

Rapier Master
Prerequisites: Dexterity 13 or higher

You have mastered the art of wielding a rapier to pierce your targets defenses and parry opponents
attacks. You gain the following benefits when using a rapier.

You gain +1 bonus to attack rolls you make with a rapier


As a bonus action, you can search your opponent for vulnerabilities. Choose a creature you can
see within 5 feet of you. Before the start of your next turn, the next attack you make against the
creature with the rapier deals an extra 1d4 piercing damage on a hit.
As a bonus action, you can prepare to pierce the targets defenses. Choose a creature you can
see within 5 feet of you. Before the end of your next turn. The next time you would make an
attack against the creature, instead, the creature must make a Dexterity saving throw (DC 8 +
your Dexterity modifier + your proficiency bonus, if you are proficient with rapiers). If the
replaced attack roll would have had an advantage, the target makes the dexterity saving throw
with a disadvantage. On a failed save the target takes the attacks normal damage and suffers
any additional effects.
When another creature damages you with a melee attack, if you are wielding a rapier, you can
use your reaction to reduce the damage by 1d6

Flying Projectiles
Prerequisites: Dexterity 13 or higher

You are particularly adept with small thrown weapons such as daggers and darts. You gain the following
benefits.

Attacks you make with thrown finesse weapons ignore half cover and three-quarters cover.
You can treat any light weapon as a thrown weapon with a range of 20/60
When wielding two finesse throwing weapons in one hand, you can use your Attack action to
make an Attack with both weapons.

Martial Arts Master


Prerequisites: Monk, Dexterity 13 or higher

You have trained under the monks of old, Mastering their martial arts. You gain the following benefits

Flurry of Blows allows you to make three unarmed strikes as a bonus action instead of two.
Your martial arts die increases by one size. 1d4 becomes 1d6, 1d6 becomes 1d8 and so on.
Lethal Attacker
Prerequisites: Strength or Dexterity 13 or higher

You are trained to hit where it hurts. Gaining the following benefits.

Increase your Strength or Dexterity score by 1. To a maximum of 20


When you score a critical hit with a melee weapon attack, you can roll one of the weapons
damage dice one additional time and add it to the extra damage of the critical hit.
Your weapon attacks score a critical hit on a roll of a 19 or 20. If they already do, then your
weapon's attacks score a critical hit on a roll of 18-20. If they already do, your weapon attacks
score a critical on a roll of 17-20.

Shillelagh Savant
Prerequisites: Ability to cast a spell

Your attunement to nature allows you to empower and use clubs and quarterstaffs in unique ways. You
gain the following benefits.

You learn the Shillelagh cantrip, using Wisdom as your spellcasting ability.
When you make an attack with a club or quarterstaff, you can use your reaction to casting
Shillelagh with the weapon. This affects the triggering attack.
Once on your turn when you hit a creature with a weapon affected by Shillelagh, you can cause
the weapon to deal an additional 1d8 damage.
When you take the Attack action and attack with a weapon affected by Shillelagh, you can use a
bonus action to make a melee attack with the weapon. You dont add your ability modifier to
the damage of the attack unless that modifier is negative.

Legendary Strength
Prerequisites: Strength 16 or higher

Years of intense combat and extensive weapons training has granted you great physical power both in
and out of combat. You gain the following benefits.

When attacking with a weapon that has the versatile property in one hand, you may roll damage
as if you were holding it in both hands.
You now count as one size larger when determining your carrying capacity and the weight you
can push, drag, or lift.

If your Strength score is 20, you gain an additional benefit.

You may now wield weapons with the two-handed property in one hand and roll damage
normally. When wielding this type of weapon in one hand you may not hold a second weapon in
your other hand. However, you may hold a shield.
Valiant
Prerequisites: Wisdom 13 or higher

By sheer force of will, you are unshaken by overwhelming odds. You gain the following benefits.

Increase your Wisdom score by 1. To a maximum of 20


You can no longer be flanked unless surprised.
You gain 1 AC when there are 3 or more enemies within 5 feet of you.

Spell flair
Prerequisites: The ability to cast at least one spell

You are particularly adept in a specific school of magic. Choose one of the following schools of magic:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Transmutation or Necromancy.
Spells you can from this school gain the following benefits.

You gain a +1 bonus to spell attack rolls you make, and to the spell save DC with spells you cast
from this school.
You have an advantage on Constitution saving throws you make to maintain concentration on a
spell from this school.
When you cast a spell from this school, you can choose to choose to cast it at one level higher
than normal, without having to increase the spell slot level accordingly. You cannot cast a spell
at a higher level than you have spell slots. You cannot use this feature again until you take a long
rest.

You can select this feat multiple times. Each time you do so, you must pick a different school of magic.

Silver Tongued
Prerequisites: Charisma 13 or higher

You speak words layered with honey, enticing those who listen to believe and accept anything you say.
You gain the following benefits.

Increase your Charisma score by 1. To a maximum of 20


You gain proficiency in the Persuasion or Deception skill.
When you make a Deception or Persuasion check to have someone believe something you say,
you add double your proficiency bonus instead of your normal bonus.

Indestructible
Prerequisites: Constitution of 18 or higher

Over the years, you have trained your body to endure even the greatest pains. You gain the following
benefits.

Once per long rest, as an action, you can make a Constitution Save (DC 19) if you succeed you
are immune to all damage types for the next 3 turns.
Heros Heart
Prerequisites: Non-Evil Alignment

You have the heart of a true hero, willing to do anything to protect the good of your world and the
people in it. You gain the following benefits.

If your alignment is neutral it shifts to good.


Increase your Wisdom score by 1. To a maximum of 20
You have an advantage on saving throws against being frightened, stunned, poisoned or
petrified if you are not incapacitated.

Efficacious Mind
Prerequisites: The Ability to cast a spell

You have honed your mind into a potent tool and weapon. You gain the following benefits.

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


You can add your spellcasting modifier to damage rolls made with cantrips if you dont already.
If a cantrip you cast had multiple damage rolls, you only add your spellcasting modifier to one of
them.
You can cast spells without verbal components.

Swift-Attacker
Prerequisites: 5th character level, Strength or Dexterity 13 or higher

You have honed your technique to get into the fight fast and allow you to make multiple, swift strikes
against your opponent. You gain the following benefits

You gain +1 to your initiative modifier


The number of attacks you can make whenever you take the attack action on your turn
increases by 1.

Adapted to Darkness
Prerequisites: None

You have learned to cope with the darkness to the extreme, honing your senses to supernatural levels.
You gain the following benefits.

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


You gain Darkvision out to 30 feet. If you already have Darkvision, or gain it later from another
source, increase the range of that Darkvision by 30 feet instead
Element-Touched
Prerequisites: None

Youve become innately attuned to a certain elemental force. You gain the following benefits.

You have resistance to the chosen type of damage. (Acid, cold, fire, thunder, lightning, poison,
radiant, necrotic.)
When you score a critical hit with an attack roll, you deal an additional 1d4 damage of the
chosen type.

Bully
Prerequisites: None

Youve mastered the brutal art of kicking your opponent while theyre down and taking advantage of
any and every opening you can find. You gain the following benefits.

You have advantage on opportunity attacks.


You are granted an opportunity attack when a creature within your reach stands up from prone.
When you are granted on opportunity attack against a creature, instead of a melee attack you
may choose to perform a shove attempt against that creature, with advantage on your roll.

Learned Caster
Prerequisites: Spell Caster or Elemental Disciplines

You have toiled more than the average caster to perfect your magic tapping into previously unknown
powers. You gain the following benefits.

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


You learn an additional two level 5 or lower spells from one of your class spell lists. Or gain an
additional 2 elemental disciplines for which you meet the requirements.
When you gain a level, you may choose to replace 1 of your known spells or elemental
disciplines for a new one you meet the requirements for.

Aikido
Prerequisites: Not wearing medium or heavy armour

You have mastered the art of mind over matter. You gain the following benefits

You may use Insight instead of athletics when attempting a grapple or shove
When a humanoid enemy (Of large size or lower) attempts to grapple, shove or charge you, you
may use your reaction to shove with disadvantage possibly preventing their attempt
If you successfully shove an enemy who has already moved any distance this turn (voluntarily or
not), you may know them prone and push them away.
Homebrew Weapons
By Ben Denny

Weapon Cost Damage Weight Properties


Simple Melee Weapons
Bayonet 5gp 1d4P 1lb Light, Versatile (1d6), Special
Iron Claw 5gp 1d3P 2lb Finesse, Hidden, Undersized
Otsuchi 10gp 1d8B 6lb Heavy, Two-Handed, Siege
Sap 1gp 1d4B 2lb Finesse, Light, Hidden, Undersized
Knuckle Axe 5gp 1d4S 2lb Finesse, Light
Simple Ranged Weapons
Boomerang 1gp 1d4B 1lb Light, Returning, Thrown (30/120)
Fairy Bow 10gp 1d4P 1lb Ammo (20/60), Loading, Two -
Handed, Undersized
Throwing Star 5cp 1d4S 1/8lb Finesse, Thrown (range 30/90)
Martial Melee Weapons
Arming Sword 20gp 1d6P 3lb Light, Finesse, Versatile (1 d8)
Bastard Sword 25gp 1d10S 6lb Heavy, Versatile (1d12)
Ultra-Great 500gp 3d6S 50lb Oversized, two-handed
Sword
Elven 50gp 1d6P 1lb Finesse, Light, Special
Lightblade
Katana 100gp 1d10S 6lb Heavy, Finesse, Versatile (1d12)
Threaded Cane 250gp 1d6P/1d4S 2lb Finesse, Light, Reach
Martial Ranged Weapons
Arquebus 75gp 1d10P 12lb Firearm (100/400), heavy, Loading,
Two-handed.
Bladed Long 100gp 1d8P/S 3.5lb Ammo (150/600), heavy, Two-
Bow Handed, Special
Spear Thrower 5gp 1d8P 1lb Ammo (range 50/200), Loading,
special, two-handed
Throwing 15gp 1d6B 4lb Thrown (60/120)
Hammer
Wrist Bow 70gp 1d8P 5lb Ammo (50/200), light, loading
Blunderbuss 250gp 2d6P 5lb Ammo (20/60), Loading, Two -
Handed, Special
Weapon Properties
Hidden: If you have proficiency with a hidden weapon you have advantage on stealth checks to hide this
weapon

Undersized: This weapon is considered a light weapon, can be wielded by a tiny creature

Siege: Deals double damage against objects and buildings

Oversized: This weapon is considered a light weapon; Medium or smaller creatures have disadvantage
with these weapons unless your strength score is 20+

Returning: If you make a ranged attack with a returning weapon and miss, you catch it at the end of
your turn if you still have a free hand. Returning weapons need a lot of space to bank to return to the
thrower. There must be no obstructions e.g. Walls and trees, in a circle around the target of diameter
equal to the distance to the target.

Special Properties
Bayonet: Must be affixed to a Firearm, gives -1 to attack roll on ranged attacks

Elven Lightblade: You have proficiency with this weapon if you have the Elven Weapon Training racial
feature.

Bladed Longbow: At melee range you can attack with one of the bows blades, dealing 1d8 slashing
damage. You can use either STR modifier or DEX modifier as if the weapon has the finesse property

Blunderbuss: The attack is made against each creature within a 30ft cone. These attacks are
simultaneous, they suffer damage on a hit. This attack cannot be affected by gunslinger features.

You might also like