Professional Documents
Culture Documents
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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
Undersized: This weapon is considered a light weapon, can be wielded by a tiny creature
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.