### Feat Details Click on the feats in the faction table on the right to see the full details here. *This is currently only available for homebrew feats. For existing 5e feats, check D&D Beyond.*
### Suppressed Lycanthropy *Requires having contracted the Lycanthropy curse* You learn to live with the curse and control some of its power. This gives the following benefits: * A bonus based on the type of lycanthrope (e.g. your strength becomes 15). * You gain advantage on resisting the transformation. * You can slightly direct yourself while transformed.
### Controlled Lycanthrophy *Requires the suppressed lycanthropy feat* After long hours of training, and many potential accidents, you've learned to control your curse. This gives the following benefits: * You can control when you transform. * You have full control of yourself while transformed.
### Drunkard *Requires a flaw indicating you frequently drink* You don't remember the evenings, parties, and battles. You can't recall since when, but it's affecting you differently now. Or maybe you drank the right magic concoction. * Whenever you drink, you must make a Constitution save, DC 5 + total drinks, or increase your inebriation dice; ○ The dice order: *none > d4 > d6 > d8 > d10 > d12 > d20* ○ You drop unconscious if you fail a safe while it's a d20. ○ The dice decreases 1 step after a short rest and resets after a long rest. * Add your inebriation dice to Constitution and Charisma saves, except for saves against inebriation. * As a bonus action, you can chug any booze to gain temporary HP equal to your inebriation dice + Con mod. * Any damage that would drop your HP below 0 instead drops it to 1. You cannot use this again until you regain HP (incl. temporary HP). * Subtract your inebriation dice from attack rolls, skill checks, saving throws (excl. Con and Cha), and death saves.
### Option Select Extensive strategic practice has taught you to move with multiple situations in mind. * When you take the ready action, you can ready 2 different actions. When either readied action is triggered, you can choose which one you use. *note: you cannot use both.* * You can ready extra attacks, if you have any.
### Footsies *Requires having extra attack* Extensive combat experience has thought you how to read your opponents and hold off attacks until you find the perfect opening to strike for maximum hits. * As a bonus action, if you haven't made any kind of attack this turn, you can add the number of attacks of your attack action to your next turn's attack action (this stacks). * The effect of the True Strike spell changes to apply to all your attacks until the end of your next turn.
### Teching Arduous training of getting combo'd has taught you the skill of regaining your composure faster after getting hit. * As a reaction, when something would knock you prone or move you against your will, you can land standing at any position within 10ft of where you otherwise would've ended up. * As a reaction, while falling, you can cancel your vertical momentum. You can only do this once until you land.
### Okizeme (oki) Most people are defenseless while prone on the ground. Yet you have mastered various oki techniques, giving you new options while prone. When you get attacked while prone, you can do one of the following as a reaction: * Get-up attack: make an attack of opportunity against the attacker. * Get-up roll: move 10ft and make a DEX save against the attack roll to avoid the attack.
### Knife Thrower *Requires proficiency with at least 1 throwing weapon* You have mastered the art of fast and accurate throwing. * You can throw 3 throwing weapons in one attack. Make an attack roll for each to see how many hit. If at least one hits, the attack hits. For each hit, you include that weapon's dice to the damage, otherwise it counts as a single attack. * Drawing a throwing weapon that is readily available is part of the attack. *For example in easily accessible knife holsters or on the ground. An extra clip to keep them sheathed makes them not readily available.*
### Whirlwind Style *Requires Proficiency with martial weapons* Storm across the battlefield as a tornado of weapons. This old fighting style focuses on maintaining mobility while making as many attacks as possible. As part of any attack, you can enter the whirlwind stance. While in the whirlwind stance, the following applies: * After every attack, you must move 5ft and can make an attack with your offhand weapon (as per two-weapon fighting). *Note: you can use your regular movement to move further than those 5ft.* * You can only use the attack action. * You cannot use bonus actions. * You can spend an action to end the whirlwind stance. * If you fall prone or when your speed is reduced to 0, you automatically end the whirlwind stance and must spend your next action to recover from the dizziness.
### Advanced Whirlwind Style *Requires Whirlwind Style feat* Having fully mastered the art of blade-dancing, you get the following benefits while in Whirlwind Stance: * You can use your bonus action * You cannot be flanked * Opportunity attacks have disadvantage against you
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