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# Homebrew Feats The following feats are designed solely with martial classes (barbarian, fighter, monk, rogue) in mind and are intended only for those classes. The only exception is the Overload feat, which was purely designed for casters. Some of them are viable for use on other classes. These feats are intended to bridge the gap between casters and martials a little bit. Think of them as optional class features. They are intended to be accessible to martials at every ASI, in addition to the normal rules for ASIs (so they can take a feat from this list while also taking an ability score improvement but not a second feat). Since ASIs are rare, I intend to give martials one of these feats at level 1. Multiclassing was not considered when making these feats, but I think they are save for martial multiclasses (for example Fighter/ Barbarian or Monk/Rogue, but not Artificer/Fighter). ## Allround Feats These feats are supposed to have out-of-combat use, but are not restricted to being out-of-combat. ### Eye of Truth If you spend at least 1 minute observing or interacting with a humanoid outside of combat, you know when they tell a lie. You need to be able to see, hear, and understand the target. ### Hypnosis Increase your Intelligence, Wisdom, or Charisma score by 1.
You learn the following spells which you can cast once per day without requiring material components: Sleep, Phantasmal Force, Suggestion. The ability score you increase determines your spellcasting ability for these spells. ### Multitalent You gain proficiency with two tools and you learn one language of your choice. ### Nature's Ally You learn the Druidcraft Cantrip and Druidic. Beasts recognize you as a kindred spirit.
In addition, when you are in a natural area, you can feel whether it was disrespected in some way or whether agitated nature spirits are nearby. ### Noodly Body You count as Small for the purpose of squeezing. If your size is already Small, squeezing doesn’t hinder your movement. In addition, you gain advantage on ability checks related to freeing yourself from restraints, such as chains or manacles. ### Pet Pal Increase your Wisdom, Intelligence, or Charisma score by 1.
You learn to speak with animals and can communicate with any beast in the same manner as you would with people. ### Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ### Profane Gift You learn the following spells as rituals: Detect Magic, Detect Poison and Disease, Augury. You can also cast Detect Evil and Good once per day. ### Resourceful You gain proficiency in one tool of your choice and you learn to speak Thieves‘ Cant. You can use an action to feel whether an object or an area is purposefully hidden without the use of magic, within 30ft of you, provided you can see the area the object or room is connected to.
When talking to a humanoid for at least one minute, you learn whether their mind is manipulated through the use of magic. ### Silver-Tongue You have advantage on Charisma checks related to any kind of negotiations, regardless of their nature. ### Spear Hand You gain a burrowing speed of 10 feet, which is limited by certain materials. You can burrow through materials such as loose dirt, gravel, or wood, but not solid stone or metal. In addition, when you make an unarmed strike against an object, you deal an additional 1d6 bludgeoning damage to it. \pagebreakNum ### Warrior's Dignity You gain a number of dignity points equal to your proficiency bonus, which you can spend to gain the following effects: - You can use an action to gain temporary hit points, the number of which is determined by the number of points you choose to spend. Each point is worth 1d6. While at least 1 temporary hit point of this action remains, you have a +2 bonus to all saving throws. - You can use a bonus action and spend one point to brace yourself against an incoming attack. You gain resistance against the damage of the next attack made against you until the start of your next turn, whether it hits or misses. - You can use a Reaction to spend one point and grant an ally within 30ft of you that can see and hear you, advantage on an ability check.
You regain expended points when you finish a long rest.
## Combat-oriented Feats ### Agitator As a bonus action you can attempt to pull the attention of one creature within 30ft of you toward you. The target has to succeed on a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failure, the target cannot use its movement to increase the distance between it and you, and if it is trying to create a harmful effect (such as through a spell or an attack), it must target you or include you in the effects’ radius. You can use this ability a number of times per long rest equal to your proficiency bonus. ### Deepened Self (Requirement: Monk) -
Spirit of Life.
As an action you can touch a creature and spend a number of ki points to grant it temporary HP. The creature gains 5 temporary HP for each ki point you spend. In addition, while this creature has these temporary hit points, they aren’t slowed down by difficult terrain and have advantage on saving throws against the frightened condition. -
Afterimage.
Once you reach 5th level in monk you can use a reaction to try to evade a spell effect that targets you. When you do so you need to spend 3 ki. You can spend up to 5 ki with this feature at once. If the number of ki you spend is equal to the spell’s level or greater, the spell fails. If the spell level is higher than the number of ki spent, you can make a Wisdom check. The DC equals 10 + the spell’s level, and the spell fails on you on a success. -
Giant-Thrower.
You can use an action to attempt to throw creatures of your choice within 5ft of you prone. The creatures must be no more than one size larger than you. They have to succeed on a Dexterity saving throw against your Ki save DC. ### Lightning Swift (Requirement: Monk) If a creature drops to 0 hit points due to your ranged attack, you gain a +5 bonus to all subsequent damage rolls made with a monk weapon until the end of your next turn. In addition, Stunning Strike and Ki-Empowered Strikes also apply to your ranged attacks once you have those features.
Once per turn, when you take the Attack action and make a ranged attack with a monk weapon, you can attempt to have your projectile ricochet and hit a second target. Take a -5 to your ranged weapon attack roll. If you hit, make a second attack roll without the penalty against a target within 10ft of the previous one. You roll damage for each target separately. ### No Escape When a creature within 10ft of you magically teleports, your movement speed increases by 30ft until the end of your next turn. Additionally, if you are grappling the target when it teleports, you can choose to teleport with it. ### Overload When you cast a spell that requires you to make a spell attack when you cast it to deal damage, you can take -5 on one spell attack roll and increase the damage on a hit by 10 + your proficiency bonus for that instance of damage. If the spell includes multiple spell attack rolls, you can only apply this effect on one of them. ### Precise Handling (Requirement: Rogue) When you take the Use an Object action you can interact with two objects instead of one.
If you roll a critical hit on an attack where sneak attack applies, the next attack made against the target until the start of your next turn has advantage.
If you hit a creature and sneak attack applies, you can choose to forego the sneak attack damage and instead automatically grapple the target or knock it prone. To grapple a creature in this way, you need to stand within 5 feet of the target, and to knock a creature prone in this way, it must be no more than one size larger than you. You can use this ability up to a number of times equal to your proficiency bonus per long rest. ### Shield Breaker (Requirement: Barbarian) When you deal at least 20 damage against a creature wearing a non-magical shield within the same turn, the shield’s bonus to AC is permanently reduced by 1. If the bonus of the shield drops to 0 it breaks. In addition, while you are raging you can attempt to break through walls of force that are the result of a spell. You can use an action to do so, requiring a successful Strength check with disadvantage against the caster’s spell save DC. On a success, you create a hole in the wall equal to your size. This action counts as making an attack for the purpose of upholding your rage. \pagebreakNum ### Strategic Maneuverer (Requirement: Fighter) When you attempt to grapple a creature, you can do so even if both of your hands are occupied. The maximum number of creatures you can grapple is unaffected by this trait.
When you roll initiative, you can use your reaction to take a -5 to your initiative roll and add +5 to a friendly creature that can hear or see you. Once per long rest you can alternatively use your reaction to exchange the initiatives of up to 3 willing creatures.
As an action you can choose a number of friendly creatures equal to your proficiency modifier that can see or hear you. These creatures can use their reaction to move up to half of their movement speed without provoking opportunity attacks.
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