Feats from the past
3.5 had numerous categories of feats and feat trees (Which don't resonate with 5e players). I have chosen some that I think would fit well with 5e.
Arterial Strike
Prerequisite: Sneak attack
If you hit with a sneak attack, you may choose to forgo +1d6 of extra sneak attack damage to deliver a wound that won't stop bleeding. Each wound caused in this manner deals an extra 1 point of damage per round from the victim, until the victim receives the benefit of a DC 15 medicine check or any magical healing. Wounds from multiple arterial strikes result in cumulative bleeding loss (So the second Arterial Strike would deal 2 damage a turn). You may deliver only one bleeding wound per successful sneak attack.
Brute Figthing
Prerequisite: Charger or Ferocious Charger, Proficiency in any two handed weapon.
While charging with a two handed weapon you gain the following:
- If you dealt damage after a charge on your net turn you gain advantage on attack rolls on the enemies you damaged unless they dealt any damage back to you.
- When you hit an enemy you have knocked prone you gain +5 to damage rolls
Dragonwrought
Prerequisite: Kobold.
You are a dragonwrought kobold. Your type is dragon rather than humanoid. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects and you have darkvision out to 60 feet.
You also grow wings that allow you to glide, negating falling damage and moving 20 ft forward for every 5 ft down. When reaching level 10 your wings give you 20' of fly speed.
If you aren't able to take a feat on first level, as was prerequisite on 3.5. You may begin the game with only the superficial characteristics as color and/or vestigial wings. And take the feat as your ASI.
Energy substitution
Select a damage type (Except bludgeoning, piercing or slashing), when using a spell you may change the type of damage that spell does for the selected type.
For example, if you selected acid you may change a fireballs damage to acid.
Multiclassing feats
Multiclasses often don't work because you don't reach the most powerful tools classes bring to you and some of their main features don't scale while increasing levels in other classes. This feats help multiclasses to work better.
Ascetic Mage
Prerequisite: 2nd level: Sorcerer, Warlock or Bard; Martial arts
Your unarmored defense adds your charisma modifier instead of your wisdom modifier. You add half of your sorcerer level to increase your ki pool. You also add:
- Your Monk level to your font of magic. If you have Sorcerer levels.
- Half your Monk level to your Warlock levels to determine the amount of invocations you have. If you have Warlock levels.
- Half your Monk levels to your Bard level to determine the strength of your Bardic inspiration, Song of rest and to determine if you get Font of inspiration. If you have Bard levels.
Ascetic Rogue
Prerequisites: Sneak attack, Martial arts
You can make sneak attacks with your unarmed attacks. While making a sneak attack you can activate your stunning fist and increase by 2 the DC to avoid being stunned. You may also choose one of the following:
- Add half your monk levels to determinate your sneak attack.
- Add half your rogue levels to determinate your martial arts die and ki pool.
Devoted Performer
Prerequisites: Bardic Inspiration, Divine smite.
Add half your bard level to increase your lay of hands and to determine if you get improved smiting. Also add half your paladin levels to determinate the strength of your Bardic Inspiration, Song of rest and to determine if you get Font of inspiration.
Martial Explorer (Inspired by the other feats)
Prerequisites: Second wind, Favored enemy
You add your ranger level to second wind rolls. You also add half your figther levels to determinate how many favored enemies and terrains you have.
Classes from the past
One of the main features of dnd 3.5 were prestige classes. Powerful specializations that had prerequisites to enter them. Here is a collection of some of those prestige classes, either as prestige classes or reworked as subclasses.
Abjurant Champion (Prestige)
The abjurant champion focuses his arcane abilities both to augment his personal defense and to hinder enemy spellcasters. Perfectly suited for martial stalwarts who dabble in magic, this class offers characters the ability to improve their combat skills in ways neither soldiers nor spellcasters can.
Requirements
- Proficiencies.- Martial weapons
- Proficiency Bonus.- +3.
- Feats.- War Caster. Able to cast arcane spells, one of wich must be of the abjuration school. Extra attack.
Class features
- Hit Dice: d10
- Proficiencies: An Abjurant Champion does not gain any extra proficiencies.
The Abjurant Champion
| Level | Features | Base class progression |
|---|---|---|
| 1st | Abjurant Armor, Extended Abjuration | +1 level of base class spells |
| 2nd | Swift Abjuration | +1 level of base class spells |
| 3rd | Ability Score Improvement | +1 level of base class spells |
| 4th | Arcane Boost | +1 level of base class spells |
| 5th | Martial Arcanist | +1 level of base class spells |
Abjurant Armor
Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by 3. Abjurant champions rely on mage armor, shield and similar spells instead of actual armor.
Extended Abjuration
You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extended spell.
Swift Abjuration
Beginning at 2nd level, you can cast abjuration spells as a bonus action, as if you had applied the Quickened spell. The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
Arcane Boost
Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a bonus action, you can spend one of your uncast spells or spell slots to grant yourself one of the following bonuses for 1 round:
- Bonus on attack rolls equal to the spell's level.
- Bonus on weapon damage rolls equal to twice the spell's level.
- Bonus to AC equal to the spell's level. (Can be activated as a reaction)
- Bonus on saving throws equal to the spell's level. (Can be activated as a reaction)
Martial Arcanist
You obtain a benefit on one of your martial classes that grants you the Extra attack feature. The benefit depends on the class:
- Barbarian: While raging you can maintain concentration on abjuration spells of 3rd or lower level.
- Fighter: You add your spellcaster level (Base arcane class + Abjurant champion level) to your second wind rolls. Also when you activate second wind you restore 2 level 1st spell or a 2nd level spell slots that must be of the abjuration school.
- Paladin and ranger: Spell level advancement also affect to this classes spell list.
- Monk: You add your spellcaster level (Base arcane class + Abjurant champion level) to your ki pool. Your martial arts die increases by one stage.
Cancer Mage (Prestige)
Scurrying about in sewers, back alleys, and abandoned buildings, the cancer mage feeds upon the corpse of society. The cancer mage hides in the darkness where no one wants to look, digging through trash long forgotten. Cancer mages are some of the most disgusting individuals a character is ever likely to meet, for they revel in filth, disease, and decay. They usually have their own foul goals, sometimes venerating deities of disease or corruption and other times spreading disease for its own sake.
Requirements
- Proficiencies.- (Skill) Medicine, Nature, Stealth.
- Proficiency Bonus.- +3.
- Feats.- Tough.
- Special.- Must have suffered a disease or the effects of a poison and survived them.
Class features
- Hit Dice: D6
- Proficiencies: A Cancer Mage gains proficiency with light armor, constitution saving throws and poisoner's kit if they didn't had it.
The Cancer Mage
| Level | Features | Tumor INT |
|---|---|---|
| 1st | Disease Host, Sneak attack 1d6 | - |
| 2nd | Cancerous Companion, Infestation | 8 |
| 3rd | Ability Score Improvement | 9 |
| 4th | Tatterdamallion | 10 |
| 5th | Infect Wound, Viral Agent | 11 |
| 6th | Ray of sickness, Sneak attack 2d6 | 12 |
| 7th | Ability Score Improvement | 13 |
| 8th | Insect Plague, Viral Ally | 14 |
| 9th | Contagion, Sneak attack 3d6 | 15 |
| 10th | Disease Form | 16 |
Disease host
At 1st level, a cancer mage suffers no effects of diseases, except for purely cosmetic ones such as boils, pockmarks, watery eyes, blackened skin, hair loss, foul smell, and so on. The cancer mage becomes a carrier of every disease he encounters, though he remains immune to most of their effects. However, the cancer mage takes 4d8 points of damage if someone casts a heal spell or cure disease effect on him (he can make a constitution save to try to resist the effect).
Furthermore, if the cancer mage has a cancerous companion (see below), he loses all abilities gained from the companion for 1d10 days after being the subject of a cure disease spell.
Sneak attack
At 1st level you gain sneak attack as the rogue feature, the damage of it increases at 6th and 9th level.
Cancerous companion
At 2nd level, a cancer grows within the cancer mage, forming a large rumor. This cancerous growth gains intelligence and a personality distinct from the cancer mage. The companion and the cancer mage can communicate telepathically.
When needed, the cancerous companion uses the cancer mage's scores for rolls that require ability scores other than Intelligence. The cancerous companion gains abilities as the cancer mage gains levels.
This companion can make skill checks and uses half the cancer mage's proficiency bonus to do them. It is proficient in the same skills the cancer mage is. At 6th level a cancerous companion may be afflicted by a mind affecting effect targeting the cancer mage. This ability cannot be used if the companion is already affected by any mind affectiing effect.
Cancerous Companion
| Level | Ability |
|---|---|
| 2nd | Blindsight 15 ft |
| 4th | Can use cancer mage's spells with his own action 1/Long rest |
| 6th | As a reaction the companion receives a Mind affecting effect instead of the cancer mage. |
| 8th | Can use cancer mage's spells with his own action 3/Long rest |
| 10th | Blindsight 30 ft |
Infestation
A 2nd level Cancer mage gains the Infestation cantrip. His casting ability is INT for these and other spells gained by the class.
Tatterdamallion
Gathering scraps of clothing and old, discarded rags, a 4th-level cancer mage is able to make such articles into light armor with a the following stats: 13+Dex Bonus, 8lb. . Only a 4th-level or higher cancer mage can wear this armor and gain these benefits; other wearers treat it as trashy padded armor. This process requires at least 8 hours to complete tho you don't need them to be consecutive. (You could complete the work in 8 short rests)
Alternatively by scrapping an enchanted piece of armor the cancer mage can create a tatterdamallion that has the original armor enhancements. As this process is more delicate than the regular fabrication it lasts for 24h that must be done consecutively.
Infect Wound
Once on each of your turns when you hit a creature with a weapon attack, you can force it to make a constitution saving throw of DC 8 + your proficiency bonus + your intelligence modifier. On a failure, you can choose to inflict 3d8 points of poison damage or infect it with a viral agent (see below).
Disease Ray
A 6th level a cancer mage may use the disease ray spell an amount of times equal to his proficiency modifier per long rest.
Insect Plague
A 8th level a cancer mage may use the Insect plague spell once per long rest
Contagion
A 9th level a cancer mage may use the Contagion spell once per long rest
Disease form
At 10th level, a cancer mage gains the ability to transform into a disease once per long rest (This ability also affects up to 100 pounds of gear the cancer mage is carrying, plus tatterdemalion armor, and a cancerous companion.)
As a disease, the cancer mage is intangible and invisible to standard methods of observation, even blindsight. Creatures with the scent ability note a foulness in the air. The cancer mage moves as if affected by the gaseous form spell or within a host.
The cancer mage may adopt his disease form as an action, attempting to infect a living creature within 100 feet. A potential victim must succeed at a constitution saving throw (DC 10 + Proficiency Bonus + Intelligence modifier) to avoid being infected with the cancer mage. Any creature that comes within 10 feet of a cancer mage in disease form is subject to the saving throw to resist infection as well. Once inside an infected host, the cancer mage deals 1d3 constitution damage per day after a 24-hour incubation period. The victim has no way of knowing that the cancer mage is anything other than a normal illness.
The cancer mage travels with the victim, aware of whatever the victim is aware of. A number of times per day equal to the cancer mages Charisma bonus, the cancer mage can attempt to force the victim to take one round's worth of actions of the cancer mages choosing; a successful wisdom saving throw (DC 10 + Proficiency Bonus + Intelligence modifier) allows the victim to resist this. While controlling his victim, the cancer mage has access to all skills, feats, spells, and special abilities of the host, plus any of his own that he can use in his disembodied state.
The cancer mage can leave his host at any time, allowing the victim to recover normally. The victim can also attempt to force the cancer mage out by making constitution saves as if the cancer mage were a normal disease. Medicine checks help the victim as they would normally. A Heal spell kills the cancer mage if he fails a constitution saving throw (calculating the save DC as for spells of the same level). Even if the cancer mage succeeds at the saving throw, he is forced to reassume his material form adjacent to the victim.
A cancer mage can remain in disease form as long as he desires, or he can return to his natural form and be done with the disease form for that day. While in disease form the cancer mage does nor need to eat, sleep, or drink, and he does not age. A cancer mage could remain dormant in a room for a hundred years, then take his material form or infect a new victim.
Combat Medic (Prestige)
On the front lines of battle, injury is inevitable. Where the carnage is at its worst, the combat medic can be found, keeping her allies alive and tending to the fallen. For a combat medic, the goal is not to kill the enemy but to make sure the enemy does not kill her troops. Her ability to keep forces fighting makes her invaluable to an army. She is entrusted with the care of the best forces available, sometimes even assigned to elite strike teams.
Prerequisites
- Proficiencies: Medicine.
- Features: Able to cast healing spells or Lay on hands, War caster feat.
Class features
- Hit Dice: d8
- Proficiencies: You gain no extra proficiencies.
| Level | Features | Base Class progression |
|---|---|---|
| 1st | Healing kick (Sanctuary) | +1 level of base class spells |
| 2nd | Protective Casting, Field healer | +1 level of base class spells |
| 3rd | Healing kick (Saves), Mobile | +1 level of base class spells |
| 4th | Uncanny Dodge | +1 level of base class spells |
| 5th | Healing Kick (Aid), Spontaneus heal | +1 level of base class spells |
Healing Kick
You hate to see your careful work ruined by an attack made right afterward. Thus, you can choose to add a short term protective effect to your healing spells, allowing a healed target to more easily survive the rigors of combat.
Whenever you cast a conjuration (healing) spell on an ally, you can choose to imbue the spell with a secondary effect as described below. You can use this ability once per round, up to a total number of times per day equal to your proficiency bonus + your wisdom bonus. In each case, the secondary effect lasts for 1 round unless otherwise noted. Only one secondary effect can be imbued into any single spell. You can't apply this secondary benefit to yourself.
At 1st level, you can imbue a healing spell with a Sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 8 + proficiency bonus + Wisdom modifier.
At 3rd level, you can grant the target of your healing spell advantage on one saving throw (You choose what Ability every time you use these feature)
At 5th level, your healing spells give 10 + proficiency bonus + wisdom modifier temporal hit points.
Protective casting
At 2nd level when you move to an ally that you are gonna heal you can disengage as a bonus action. Once you have disengaged you must heal the ally you move to.
Field healer
At 2nd level, you become adept at administering first aid quickly and while under duress. You can make a Medicine check to provide first aid as a bonus action (rather than a action) and do it with advantage
Mobile
You gain the Mobile feat.
Uncanny dodge
You gain uncanny dodge as a rogue of 5th level would.
Spontaneus heal
At 5th level, you gain the ability to "lose" any prepared spell or spell slot in order to cast a healing spell (Or the Heal spell), even if that spell is not normally on your spell list.
Combat Trapsmith (Artificer Subclass)
Combat trapsmiths can litter a battlefield or dungeon with devices of their own cunning design. They can put together a variety of traps, ranging from annoying to deadly, in mere seconds. With a bit of preparation, a combat trapsmith can turn a difficult battle into an easy exercise or vice versa.
Trapping backpack
At 1st level, you craft a Trapping backpack, a bag of mechanisms that you use to create a variety of contraptions. The backpack and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Combat Trap options, described below. After you use one of those options, the bag reclaims the materials.
If you lose this bag, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, metal, and other raw materials.
Combat trap
You know how to create combat traps to aid your allies. At 1st level, you can learn two traps from the list below. You learn new traps at level 3rd, 9th, 14th and 17th.
Setting or throwing a trap takes an action and placing traps also provoke attacks of opportunity. A placed combat trap is triggered by any Tiny or larger creature entering the trapped square. Flying or incorporeal creatures don't trigger placed combat traps. You can build a combat trap only on solid ground – you can't place it on a wall or ceiling, in the air, or floating in the water. A combat trap functions only once. Once set, it lasts for 1 hour or until triggered, whichever comes first. Thrown traps aren't affected by the extra attack feature.
To use any of these options, your Trapping backpack must be within reach.
If a Combat trap requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
- Befuddler: A pungent spray applies disadvantage in Concentration saves and Int, Wis and Cha bases checks. (Wisdom negates)
- Enfeebler: A puff of acrid powder inflicts a level of exhaustion. (Constitution negates)
- Entangler: A hidden cord loops around the target, restraining him. (Dexterity negates)
- Equalizer: Reputedly gets its name from its gnome inventor, who used it to bring taller foes down to his level. The first creature entering the trapped square falls prone. (Dexterity negates)
- Flashbang: When thrown to any square, creatures in the square or any adjacent square become blinded and deafened. (Constitution negates)
- Footspiker: This trap effectively fills the designated square with caltrops, Inflicting 1d4 piercing (that increases in 1d4 at all odd levels) and halving the land movement of any creature that enters the trapped square.
- Glitterburst: A fine cloud of silver dust clings to any creature within the trapped square. This effect is similar to the spell Faerie Fire.
- Scorcher: When thrown to any square, creatures in the square or any adjacent square receive 1d6 fire damage that increases in 1d6 at all odd levels). (Dexterity halves damage)
- Sleeper: A slumber-inducing vapor makes the target fall asleep. (Constitution negates)
- Spiderweb: The trapped square releases a burst of sticky tendrils that toughen when they contact air. This trap duplicates the effect of a web spell, except that the strands fill only the trapped square and all adjacent squares.
- Stinkburst: A cloud of noxious vapors duplicates the effect of a stinking cloud spell, except that the effect fills only the trapped square.
Expert trapsmith
At 14th level, you can set a combat trap as a bonus action without provoking attacks of opportunity.
Devoted Defender (Fighter Subclass)
The devoted defender is a professional guardian. She is an individual who is skilled at protecting a designated client from harm, often by taking her charge's place as the target of threats and attacks. In return for these services, the devoted defender usually receives compensation in the form of coin, room and board, and sometimes in resources such as access to magic healing, but the exact details of the agreement are between the individual devoted defender and her employer. It is not uncommon for a noble or other important personage to number at least one devoted defender among his personal retinue, and sometimes to make a devoted defender the chief of his security services.
Harm's Way
Beginning at 3rd level, the devoted defender may elect to place herself in the path of danger in order to protect her single charge. Any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in his place. You must declare this before the attack roll is made. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.
Defensive Strike
You can make an attack of opportunity against any adjacent opponent who attacks your charge in melee. At 7th level you make those attacks with advantage.
Stand back
At 7th level, when you and your charge are affected by a damaging area of effect attack you may choose to automatically fail your saving throw and completely protect your charge of that damage.
Hold the Line
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Expanded servitude
At 15th level you can designate an additional charge. You can use both your Harm's way and defensive strike on both charges on the same turn.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
Inchantrix (Sorcerer Subclass)
Incantatrixes are the definitive practitioners of metamagic in Faerûn, devoting themselves to the study of spells and techniques that affect other spells. They deal with magic in its raw form, shaping it according to their own desires rather than any external laws of magic. They can apply their deep understanding of metamagic to alter spells their allies cast, spells they cast from wands or staffs, and even spells that have already been cast.
Focused Studies
At 1st level, the incantatrix gives up a school of magic so as to focus more on the remaining schools. She must choose a school of magic other than abjuration or divination as a prohibited school.
Cooperative metamagic
At 3rd level, as a reaction, an incantatrix gains the ability to apply any metamagic she possesses (except Subtle spell or Quickened Spell) to a spell being cast by a willing allied spellcaster.
Metamagic effect
At 6rd level, an incantatrix can attempt to apply a metamagic she possesses to a persistent spell effect that is already in place. For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill. To use this ability, the incantatrix must be adjacent to or within the spell effect
Well of magic
At 14th level you can learn one more metamagic. You also add your proficiency bonus to your font of magic reserve.
Seize concentration
At 18th level, an incantatrix gains the ability to wrest control of a spell that requires concentration from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically.
Otherwise, the incantatrix and the target spellcaster make an opposed Arcana check, divine casters have advantage in this check and half-casters have disadvantage. If the incantatrix wins, she gains control of the spell for as long as she maintains concentration or until the original spell duration expires. If the incantatrix allows her concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful Arcana check (DC 10 + spell level). If he fails to do so, no one controls the spell.
Master Thrower (Prestige)
Only a master thrower would invent a new style of fighting that involves cleverly disarming herself. That's how many more traditional weapon masters think of master throwers. Indeed, many master throwers see those who dabble in thrown weapons the same way. If a character tosses away a hand axe, javelin, or dagger, he may end up facing his foe with bare hands. Unless one is a monk, one should avoid that situation at all reasonable costs.
Prerequisites
- Proficiencies: Sleight of hand, Dexterity Saving throws
- Features: Thrown weapon fighting style, Sharpshooter feat.
- Proficiency Bonus: +3.
- Special: For you to learn a Thrown weapon trick you must be trained by another master thrower
Class features
| Level | Features |
|---|---|
| 1st | Thrown weapon trick |
| 2nd | Snatch arrows |
| 3rd | Thrown weapon trick |
| 4th | Evasion |
| 5th | Thrown weapon trick, Critical throw |
- Hit dice: d8
- Proficiencies: You gain no extra proficiencies
Thrown weapon trick
At 1st level and every two levels thereafter, a master thrower chooses one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the master thrower's repertoire and may not be exchanged. A master thrower cannot choose the same trick more than once. Each trick may only be used with a thrown weapon.
Deadeye Shot: Critical hits on throwing weapons triple damage dice (Instead of double). The benefit of this ability does not stack with any other effect that increases critical multipliers.
Defensive shot: When throwing while having enemies next to you, you don't have disadvantage.
Doubletoss: As an action you can throw both your weapons to one or two creatures within 30 feet. The normal penalties for fighting with two weapons apply.
Palm throw: When using little thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability can throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply her ability modifier to either damage roll.
Sneaky shot: Just before making a ranged attack, a master thrower with this ability can use a bonus action to make a Sleight of Hand check opposed by her target's Insight check. If she wins the opposed check, she attacks with advantage.
Trip Shot: A master thrower with this ability can use a thrown weapon to make a shove attempt against an opponent farther than 5 feet away. The character makes a normal attack against the opponent with a thrown weapon. If the attack succeeds, in addition to doing damage as normal the target must pass a dexterity saving throw (DC= 8 + Proficiency Bonus + Dexterity modifier) or be knocked prone.
Tumbling Toss: When wearing light or no armor, a master thrower with this ability can hurl a single thrown weapon as part of a disengage action.
Two with one blow: If a master thrower with this ability uses a thrown weapon to attack two opponents adjacent to each other, she can do the attack roll with disadvantage and attempt to hit both at once. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately.
Weak Spot: A master thrower can gain this ability only after reaching 5th level. When using a thrown weapon against a target of her size or larger, the character can make an insight roll against the targets deception check. On a success she may roll the attack with advantage and adds twice her ability modifier.
Snatch Arrows
Starting at 2nd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Thrice per long rest you can make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Evasion
At 5th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Critical throw
At 5th level your thrown attacks are critical on a 19. If you already made critical attacks on a 19 you do them on an 18.
Races of the past
The races on dnd 3.5 usually had a balance of positive and negative ability bonuses and their abilities weren't as strong as some 5e races (Yes, I'm looking at you Yuan-ti pureblood) but they had some interesting options among them.
Asherati
- Ability scores: None
- Size: Medium
- Speed: 30 ft, Sand Swim 30 ft
- Language: You can speak, read, and write Common.
Body Lamp
An asherati can make his skin glow at will, providing bright light out to 60 feet. In a medium of loose soil, such as sand, dust, or ash, a peculiar quality of the light allows an asherati to make out solid objects up to 60 feet away. Under the sand, this light is sufficient for navigation and general identification of objects, but not for reading, recognizing individuals, or other similar feats of finer perception. This ability does not allow an asherati to see invisible creatures or creatures with concealment more easily than normal.
Heat Endurance
You gain resistance to fire damage.
Sand Swim
As a merfolk is to the sea, an asherati is to sand, ash, dust, and even softsand (but not slipsand, packed dirt, or rock). An asherati can sandswim through such materials at his land speed while wearing light armor or carrying a light load. His speed drops to 5 feet if an asherati wears heavier armor or carries a medium load.
Water Vulnerability
Asheratis hate being too wet, and their dry bodies absorb water rapidly when they are submerged. If completely wet, an asherati takes disadvantage on all attack rolls, ability checks, and skill checks.
An asherati appears as a humanoid with smooth skin the color of rust. An asherati can make its skin glow as if with an inner fire, giving off a piercing illumination that suffuses through sand. An asherati has no body hair and eyes the color of ivory. The lithe asherati is a graceful swimmer of the dunes, and thus eschews excessive clothing or equipment, wearing only minimal, skin-hugging garments for modesty's sake. Some asheratis wear tight leather armor, streamlined so as not to hinder their progress through the sands. A typical asherati stands between 5 and 6 feet tall and weighs about 170 pounds.
Muckdweller
- Ability scores: +4 dex, -2 str.
- Size: Tiny
- Speed: 25 ft, Swim 20 ft
- Language: You can speak, read, and write Common.
Sturdy Skin
Muckdwellers have a natural armor of 12 + dex
Amphibious
You can breath air and water.
Squirt
As a bonus action a Muckdweller can spit a stream of water into the eyes of a opponent up to 25 feet away. Anyone hit by this attack must make a dexterity saving throw DC (8 + proficiency bonus + dex bonus) or be blinded for one round. For this ability to recharge the muckdweller must immerse his head in water. While under the water this is a free action but on land he may use a bonus action if near a source of water.
Tiny
His tiny size grants muckdwellers proficiency in stealth rolls.
Bite
Muckdwellers have a natural attack that deals 1d4 + dex piercing damage.
Muckdwellers are bipedal amphibians that dwell in swamps, marshes, and mud-bottomed bodies of still water. Many serve kuo-toa or lizardfolk tribes, surviving on the periphery of such societies and venerating their gods.
Ooze Para-Genasi
- Ability scores: +2 con, +1 wis.
- Size: medium
- Speed: 30 ft
- Language: You can speak, read, and write Common and Primordial.
Acid resistance
Your oozy body grants you acid resistance.
Oozing body
You know the acid splash cantrip. Starting at 3rd level, you can cast the grease spell and starting at 5th level, you can also cast the Melf's acid arrow spell, without a material component once per long rest.
You can also cast either of those spells using any spell slots you have of the appropriate level.
Your casting ability for this spells is charisma unless you are casting it using your classes spell slots in wich case you would use your usual spellcasting ability.
Ooze para-genasi are repulsive and slimy (both physically and in personality). They are usually heavyset, with flabby bodies and sallow skin. Most exhibit a small number of traits that hint at their ancestry, such as greasy skin or unusually flexible limbs. They wear dark earth tones, and their clothing is often soiled and foul smelling. They are, on a whole, utterly revolting.
Smoke Para-Genasi
- Ability scores: +2 dex, +1 int.
- Size: medium
- Speed: 30 ft
- Language: You can speak, read, and write Common and Primordial.
Smoke vision
As your element, smoke does not bother you. You are not affected by smoke or fog spells like fog cloud or cloudkill.
Smoke body
You know the gust cantrip. Starting at 3rd level, you can cast the fog cloud spell and starting at 5th level, you can also cast the Dust Devil spell, without a material component once per long rest.
You can also cast either of those spells using any spell slots you have of the appropriate level.
Your casting ability for this spells is charisma unless you are casting it using your classes spell slots in wich case you would use your usual spellcasting ability
Smoke para-genasi seem crude and lazy. They tend toward neutrality, like all genasi and most elementals. Smoke para-genasi are tall and lanky, reflecting their heritage of air and fire. They tend to have dark skin and hair, and like other genasi have one or two unusual traits, such as hair that billows like clouds of smoke or the faint whiff of something burning clinging to them. They prefer loose clothing in dark colors and heavy fabrics.
Vril
- Ability scores: +1 dex, +2 con.
- Size: small
- Speed: 30 ft
- Language: You can speak, read, and write Undercommon.
- Darkvision: 60 ft
Poison Vulnerability
As a defense measure, the drow bred the vril to be particularly susceptible to drow sleep poison and spiderkind venom. They take double damage from any poison damage.
Shriek
Once per short rest as an action, a vril can emit a horrible shriek, either as a 15-foot-radius burst centered on itself or as a 30-foot cone. Any creature in the affected area takes 1d6 points of thunder damage. A successful deterity save (DC 8 + proficiency bonus + con modifier) reduces the damage by half. A vril barbarian can use its shriek when raging. The shriek's damage increases by 1d6 at 4rd level and every four levels thereafter.
Skinshift
As a reaction and once per long rest a Vril can gain resistance to either bludgeoning, piercing or slashing damage for 3 + constitution rounds.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Thunder Resistance
Vril are used to high pitch sounds making them receive only half of any thunder damage they are inflicted with.
Vril are the product of dark elf wizards' experiments over many generations. These goblinoids are imbued with innate sonic ability and can alter the consistency of their own flesh.
Final note, a weapon I love.
Without entering on the topic of exotic weapons, I'd like to present one of my favorite 3.5 weapons, the harpoon.
The harpoon is a heavy throwing weapon that when inflicting damage with it on your opponent, the harpoon may lodge in the victim if the victim fails a dexterity saving throw against a DC equal to 8 plus the damage you inflicted. The harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the harpooned creature can only move within the limits that the rope allows.
This would make it already an awesome weapon. But theres also this:
The harpooned creature can pull the harpoon from its wound if it has two free hands and it takes a action to do so, but in so doing it inflicts damage on itself equal to the initial damage the harpoon caused. A successful medicine check with DC equal to 8 plus the damage you inflicted allows you to safely remove after a minute.
The stats of the weapon are: 1d10 piercing damage, 10 lb., range 30 ft.
This is a brutal weapon and I'd love to see it getting ported back to 5e as a very heavy CC weapon even if I know, deep inside my heart, that it won't.
Thank you for reading and I hope you enjoy this small booklet.
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