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Homebrew Feats

This document presents new feats for you to playtest. A feat represents a character achieving mastery in one of their capabilities
or discovering the ability to do something completely new. Fey Touche
Your exposure t
Chef UA

Increase you
Time and e!ort spent mastering the culinary arts has paid o!. You gain the following benefits:
You learn th
Increase your Constitution or Wisdom score by 1, to a maximum of 20. enchantmen
You gain proficiency with cook’s utensils if you don’t already have it. spells in this
slots you hav
As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare
enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature Fighting In
who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d10 hit points.
Prerequisite: Pr
With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These Your martial
special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit
Increase you
points equal to your Wisdom modifier + your proficiency bonus.
You learn on
Crusher UA
be di!erent.
You are practiced in the art of crushing your enemies, granting you the following benefits: you don’t ha

Increase your Strength or Dexterity by 1, to a maximum of 20. Hell Touche


Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied Your exposure t
space, provided the target is no more than one size larger than you.
Increase you
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with
You learn th
advantage until the end of your next turn.
necromancy
spells in this
slots you hav
Piercer UA Increase you

You have achieved a penetrating precision in combat, granting you the following benefits: You learn th
transmutatio
Increase your Strength or Dexterity score by 1, to a maximum of 20. spells in this
slots you hav
Once per turn, when you hit a creature with an attack that deals piercing damage against a creature, you can reroll one of the
attack’s damage dice, taking the higher result.

When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when
determining the extra piercing damage the target takes.

Practiced Expert UA

You have honed your proficiency with particular skills or tools, gaining the following benefits:

Increase one ability score of your choice by 1, to a maximum of 20.

You gain proficiency with one skill or tool of your choice.

Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the
chosen proficiency.

Shadow Touched UA

You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the darkness spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy
school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this
way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you
have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Slasher UA

You’ve learned where to cut to have the greatest results, granting you the following benefits:

Increase your Strength or Dexterity by 1, to a maximum of 20.

Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10
feet until the start of your next turn.

When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next
turn, the target has disadvantage on all attack rolls.

Tandem Tactician UA

Your presence in a scrap tends to elevate your comrades. You gain the following benefits:

You can use the Help action as a bonus action.

When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet.
Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.

Heaven Touched
Your exposure to the Upper Planes or one of its denizens has left a magical mark on you. You gain the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the guiding bolt spell and one 1st-level spell of your choice. The 1st-level spell must be from the evocation or
abjuration school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells
in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots
you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Abyss Touched
Your exposure to the Abyss or one of its denizens has left a magical mark on you. You gain the following benefits:
Your exposure to the Abyss or one of its denizens has left a magical mark on you. You gain the following benefits:

Class-Lite Feats
Note: At the DM's discretion, these feats can allow your character to count as the respective class for the sake of attunement
restrictions of magic items. This can also extend to use of spell scrolls. Pious
It is not advised for the DM to allow player characters to take more than one of these feats. Prerequisites: W
Your piety ha
Primal Your Wisdom
Prerequisites: Strength 13 or higher
You have harnessed your ferocity, gaining the following benefits: You learn tw

Your Strength or Constitution score increases by 1, to a maximum of 20. You gain one
2nd level Ch
While you are not wearing any armor, your Armor Class equals 12 + your Constitution modifier. You can use a shield and still
gain this benefit.
One with N
On your turn, you can enter a rage as a bonus action as defined in the barbarian's Rage class feature. The rage damage bonus Prerequisites: W
for this rage is +2. Once you have raged in this way, you must finish a long rest before you can use this feature again. Nature bends
Alternatively, if you already have rage from another source, you can choose to forgo this extra rage after a long rest. If you do
so, you can add +1 to your rage damage until the end of your next long rest. Your Wisdom

Inspirational You learn tw

Prerequisites: Charisma 13 or higher Once per da


Your words carry true power. You gain the following benefits: lasts for 1 ho
speed. You r
Your Charisma score increases by 1, to a maximum of 20. explanation.

You learn two cantrips of your choice from the bard’s spell list. Charisma is your spellcasting ability for these spells. You know D

You gain 2 uses of Bardic Inspiration as defined in the bard class. The Bardic Inspiration die is a d6. You regain these uses
when you finish a long rest.
Fighting Su
Prerequisites: S
Choose one skill in which you are already proficient. Your proficiency bonus is doubled for any ability check you make that You master y
uses the chosen proficiency.
Increase you
You gain proficiency in one musical instrument of your choice.
On your turn
feature, you
3

Tranquil Shady
Prerequisites: Dexterity 13 or higher Prerequisites: D
You have found an inner peace. You gain the following benefits:
You sneak by yo
Your Dexterity or Wisdom score increases by 1, to a maximum of 20.
Your Dexter
You gain a number of ki points equal to your Wisdom modifier, which can be used to fuel ki features. You regain these points
when you finish a long rest. You know ho
you hit with
You gain access to Flurry of Blows, Patient Defense, and Step of the Wind, as defined in the monk's Ki feature. increases to

You can roll a d6 in place of the normal damage of your unarmed strikes and can use Dexterity instead of Strength for the Choose one
attack and damage rolls. uses the cho

Devoted You have lea


conversation
Prerequisites: Charisma 13 or higher
You pledge an oath to stand firm against your foes, gaining the following benefits:
Studious
Your Strength or Charisma score increases by 1, to a maximum of 20. Prerequisites: I

When you hit a creature with a melee weapon attack, you can deal 2d8 radiant damage to the target, in addition to the Through intens
weapon's damage. You can use this feature twice. When you finish a long rest, you regain all expended uses.
Your Intellig
Your blessed touch can heal wounds. As an action, you can touch a creature and heal them, causing them to regain 5 hit points.
Alternatively, you can cure the target of one disease or neutralize one poison a!ecting it. Regardless of which options you use, You have a c
you can use this feature twice. When you finish a long rest, you regain all expended uses. book daily. T
for cantrips
Eldritch Adept You can reco
Prerequisite: Spellcasting or Pact Magic feature record a can
Studying occult lore, you have unlocked eldritch power within yourself: process take

Increase your Intelligence or Charisma score by 1, to a maximum of 20.

You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can
choose that invocation only if you’re a warlock and only if you meet the prerequisite. Whenever you gain a level, you can
replace the invocation with another one from the warlock class.

You can cast hex without expending a spell slot, using Intelligence or Charisma as your spellcasting ability. Once you cast it in
this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot if
you have it known or prepared otherwise.
4

Metamagic Adept
Prerequisite: Spellcasting or Pact Magic feature
You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:

Increase your Charisma score by 1, to a maximum of 20.

You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell
when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options
with another one from the sorcerer class.

You gain a number of sorcery points equal to your Charisma modifier to spend on Metamagic (these points are added to any
sorcery points you have from another source). You regain all spent sorcery points when you finish a long rest.

Tracker
You have spent time hunting creatures and honed your skills, gaining the following benefits:

Increase your Dexterity or Wisdom score by 1, to a maximum of 20.

You learn the hunter’s mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before
you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability
for this spell.

You learn one feature from the Peerless Explorer feature: For the purposes of this feature, your focus die is 1d6.

You have advantage on Wisdom (Survival) checks to track creatures.

Artificer Adept
Studying the workings of magic items you have learned how to quickly create your own, granting you the following benefits:

Increase your Intelligence score by 1, to a maximum of 20.

You learn two Artificer Infusions from the artificer class. These infusions must have a level requirement of 2 or lower.
Whenever you gain a level, you can replace one infusion you know with another from the artificer class.

You gain one infused item. At the end of a long rest you may touch a nonmagical item and infuse it with one Artificer Infusion
you have learned from this feat. When you infuse an item you must follow all rules laid out in the "Infusing an item" section of
the artificer class.

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