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# Morthal's Feat Compendium ## Introduction Feats in this compendium are a mixture of personal Feats, written by myself, /u/ilovegoodfood, and feats that I have rebalanced or completely redesigned from other sources. To try and maintain a consistent power level, I have heavily utalized the [DetectBalance](https://docs.google.com/spreadsheets/d/1vq1kz6PRAbw5LHy6amH-bNb4OuB8DBXL1RsZROt03Sc/edit#gid=1232328186) resources, aiming for a target range of 9-11. This makes the feats in this document comparable to the more conservative, weaker, Feats in the Player's Handbook (PH), Dungeon Master's Guide (DMG) and Xanathar's Guide to Everything (XGtE). Since Detect Balance wasn't strictly intended for the creation of Feats, there are many features found in Feats that are difficult to judge the exact power of. This will lead to variation, with some Feats being sub-par, or highly situational, while others are more akin to some of the stronger official Feats. The Feats in this document do not hold any specific direction, function or design philosophy beyond the requirement for them to be interesting, reasonably well balanced and fun. All of these Feats are a Work In Progress (WIP) and will probably remain that way forever. ### Credits The other sources that I have been inspired by are listed here. Some of these Feats are closely based upon the original sources with only minor balance or design tweaks to better fit into my games: #### [Wardrow Feat Compendium](http://homebrewery.naturalcrit.com/share/B18hyvOj) by /u/Wardrow. This compendium was the first homebrew feat collection that I started using, and has served me very well. As I have become more experienced with the game, I have become aware of some wild power fluctuations and oddities in design, presumably as a result of his compendium also being a collection from other sources, most of which are unknown to me. #### [Expanded Racial Feats](http://homebrewery.naturalcrit.com/share/H1W5qMEaCe) by /u/Anathemys. Anathemys is a very active homebrewer, with a large collection of top-end homebrews. He is well known, well respected and his work is good. In the Racial Feats section of this document, I will be rebalancing any of his racial Feats that fall outside of the typical range of the official Feats in works by Wizards of the Coast (WotC). I will only be listing Feats that fall outside of the this typical 9-16 range and I will make any changes as small and true-to-source as possible. All credit for the original Feats, the inspiration, the design, the hundreds of hours of gameplay experience that have gone into their design, goes to /u/Anathemys. I do not wish to take credit from where it is due. I do wish to plagiarize his works, or cause offense to the owner of these Feats. \columnbreak ## Contents
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Introduction
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Feats
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Racial Feats
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> ##### Class Overlap > I have seen many Feats on [/r/UnearthedArcana](www.reddit.com/r/UnearthedArcana) be dismissed and disrespected because they enable a class to expand into the realms of another class, albeit in a limited and often well thought out way. > > They are often fair, well balanced and strongly limited, so as to allow predominantly flavor variations without infringing on the roles of other players, at the high cost of an Ability Score Improvement, and I strongly disagree with the reasons that they are often treated this way. > > So long as the Feat doesn't provide an equivalent to the class feature, what the feats provide must be more limited, the ability for a character to transcend the simple 'Class A Vs Class B' boundary is inspiring and innovative. > > If you want to explain that the Feat accidentally provides too much of the feature from the other class, then that is a valid balance issue. > > If, however, you personally feel that a Feat shouldn't exist because you personally don't like the idea of Class Overlap, don't comment on it and don't use it. > > This is a list made predominantly for my own benefit, and while I am sharing it with you, that does not give you the right to essentially hate on it, or me, for having a different opinion about the design of the feats it contains.
ILoveGoodFood's Custom Feats
\pagebreakNum ## Feats ### Blade Master Through focused training, you have come to master bladed weapons, such as the; shortsword, longsword, scimitar, rapier, and greatsword. While wielding a bladed weapon, you gain the following benefits: - You gain a +1 bonus to attack rolls you make with bladed weapons. - You may enter a defensive stance as a reaction on your turn. This grants you a +1 AC bonus until the beginning of your next turn. - When you make an opportunity attack with a bladed weapon, you have advantage. ### Bloodcrazed The metallic tang, the deep red color, the taste of death on the air. These things drive you like a powerful drug, forcing you into a killing frenzy. Once per long rest, you may enter a bloodfrenzy that lasts for 1 minute: - If you are hit by a creature that you can see, you may use your reaction to gain advantage on your next attack against that creature until the end of your next turn. - If you kill a creature, you may immediately use your bonus action to move up to your movement speed and make a single additional attack against another creature. - When you drop to zero hit points, you may immediately make one attack against a hostile creature, before falling unconscious. If you kill the creature, you instead drop to one hit point. You may only benefit from this effect once per bloodfrenzy. ### Bulwark *Prerequisite: Proficiency with shields or heavy armor* You have trained in the low stance favored by shield walls and heavy infantry. While using a shield or wearing heavy armor, you gain the following benefits: - At the start of your turn, you may take the brace action for free, which lasts until the start of your next turn. While braced, your speed is 0 and any effect that causes you to move without using your movement moves you only half the distance, rounded down to the nearest 5 ft. Furthermore, you gain a +1 bonus to AC and you may spend your reaction to impose disadvantage on an attack made against you. ### Careful Fighter Avoiding harm has always been more important to you than ending a fight quickly, leading you to train extensively in defensive techniques. You the following benefits: - Increase your Dexterity, Constitution or intelligence score by 1, to a maximum of 20. - When you take the attack action on your turn, you may choose to adopt an extremely cautious fighting style. Your first attack is made at disadvantage and the next attack made against you is made at disadvantage, until the beginning of your next turn. ### Chromatic Spellcaster *Prerequisite: The ability to cast at least one spell* Long experiments into the nature of elemental spellcasting has lead to you making an exciting breakthrough in the field. You gain the following benefits: - Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20. - When you cast a spell that deals damage, you can infuse it with elemental energy. The damage type of the spell changes to a random damage type from the following list, determined by rolling a d6; acid, cold, fire, lightning, poison or thunder. You can use this feature a number of times equal to your spellcasting ability score. You regain used charges of this ability after you complete a long rest. ### Creative Fighter A sharp intellect and sharper reflexes make you a cunning opponent, even when you aren't equipped for a fight. You gain the following benefits: - Increase your Dexterity or Intelligence score by 1, to a maximum of 20. - You gain a +1 bonus to attack rolls made with improvised weapons. - You may use your Dexterity instead of Strength when you attack with an improvised weapon. - The damage dice of an improvised weapon is a d6, instead of a d4. ### Deceptive Fighter The search for an opening, the back and forth blows, testing the defenses of an opponent. You have learned to manipulate this careful exchange to your advantage. You gain the following benefits: - Increase your Intelligence or Charisma score by 1, to a maximum of 20. - When a creature within 5 feet makes a melee attack against you, you can use your reaction to create an opening in your defenses. You allow the attack to hit you and make a melee weapon attack at advantage against the creature who attacked you, after the attack is resolved. ### Elementally Attuned *Prerequisite: The ability to cast at least one spell* When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, poison, thunder. Then choose one of your classes that grants you spellcasting. - All spells that deal damage of the chosen type are added to that class' spell-list for you. The spell must only deal that damage type, thus spells with a variable damage type, such as *chromatic spray*, cannot be gained through this feat. You can select this feat multiple times. Each time you do so, you must choose a different damage type.
ILoveGoodFood's Custom Feats
\pagebreakNum ### Enhanced Draconic Bloodline *Prerequisite: Sorcerer with the Draconic Bloodline Sorcerer's Origin* Through detailed study of your Draconic Bloodline and the application of sorcerery, you have managed to become a little more Dragon. You gain the following benefits: - Increase your Constitution score by 1, to a maximum of 20. - You gain the Draconic Breath Weapon of the Dragonborn, once per short rest. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape and damage type of the exhalation. ##### Draconic Ancestry | Dragon | Damage Type | Breath Weapon | |:----|:-------------|:-------------| | Black | Acid | 5 by 30 ft. line (Dex. save) | | Blue | Lightning | 5 by 30 ft. line (Dex. save) | | Brass | Fire | 5 by 30 ft. line (Dex. save) | | Bronze | Lightning | 5 by 30 ft. line (Dex. save) | | Copper | Acid | 5 by 30 ft. line (Dex. save) | | Gold | Fire | 15 ft. cone (Dex. save) | | Red | Fire | 15 ft. cone (Dex. save) | | Silver | Cold | 15 ft. cone (Dex. save) | | White | Cold | 15 ft. cone (Dex. save) | When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save. and half as much damage on a successful one. The damage increases to 3d6 at 6th level. 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a long rest. ### Expert Be it through careful study, frequent use or even just an innate talent, you have come to posses full mastery of a particular skill. You gain the following benefits: - Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. \columnbreak ### Graceful Power Recognizing that combat includes a mixture of power and grace, you have come to adopt a more fluid style of fighting. You gain the following benefits: - You gain Proficiency in Dexterity (Acrobatics). - Attack rolls that use Strength gain a bonus equal to half of your Dexterity modifier, rounded up. The bonus to the attack roll does not change the nature of the attack. If you are using Strength as the primary attribute, it is still a Strength attack. For example, you do not gain the benefits of sneak attack with a Strength weapon by way of this feat. ### Mind-Caster *Prerequisite: The ability to cast at least one spell* Over endless hours of practice you have learned to cast spells without the proper verbal or somatic components. You can cast a spell with the following benefits a number of times equal to your spellcasting ability: - When casting a spell that has verbal and/or somatic components, you cast the spell without performing the verbal and/or somatic components. - A creature near you cannot observe you casting a spell with their passive perception, unless the spell also has material components and you do not have a spellcasting focus. - If a creature attempts to observe you casting a spell, they have disadvantage on their Wisdom (Perception) skill check. You regain uses of this feature after you complete a long rest. ### Monstrous Shapeshifter *Prerequisite: Druid* You have always had a deep affinity for the veracious and clever monstrosities of the world. You gain the following benefits: - You can adopt the form of monstrosities using beast form, given that all other restrictions still apply.
ILoveGoodFood's Custom Feats
\pagebreakNum ### Mutable Magic *Prerequisite: The ability to cast at least one spell* During your time as a spellcaster you have noticed that the forms and spells you know aren't as immutable as arcane literature would suggest. You gain the following benefits: - You have a number of Sorcery Points equal to your proficiency bonus. You may never have more than your maximum number of sorcery points at any given time. You regain all spent sorcery points after a long rest. - You gain the ability to twist your spells in a specific way. You gain one of the Metamagic options available to a sorcerer (Player's Handbook, page 102). This Metamagic cannot be exchanged for another. You can use only one Metamagic option on a spell when you cast it, unless otherwise stated by the Metamagic. ### Powerful Grace Recognizing that combat includes a mixture of power and grace, you have come to adopt a more balanced fighting style. You gain the following benefits: - You gain proficiency in Strength (Athletics). - Damage rolls that use Dexterity gain a bonus equal to half of your Strength modifier, rounded up. The bonus to the damage roll does not change the nature of the attack. If you are using Dexterity as the primary attribute, it is still a Dexterity attack. For example, you do not gain the benefits of rage on a Dexterity weapon attack by way of this feat. ### Thrown Weapons Master Your skill and precision with thrown weapons makes any throwable object a deadly weapon. Your training grants you the following benefits: - You gain a +1 bonus to ranged attack rolls you make with weapons that have the thrown property. - If you have a free hand, you can draw and throw a weapon with both the thrown and light properties as part of the attack. - The minimum damage dice of a thrown weapon is a d6.
ILoveGoodFood's Custom Feats
\pagebreakNum ## Racial Feats *For official information of racial feats, see Xanathar's Guide, pages 73-75.* ### Searing Radiance *Originally from Expanded Racial Feats* *Original Detect Balance value: 6, new value 11*
*Prerequisite: Aasimar (DMG)* Your celestial nature burns with holy fire, shining forth from your form. You gain the following benefits: - Increase your charisma score by 1, to a maximum of 20. - You learn either the *sacred flame* or the *word of radiance* cantrip. Charisma is your spellcasting ability for this cantrip. - You learn either the *searing smite* or the *guiding bolt* spell and may cast it without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.