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May 23, 2019

D&D Homebrew: 11 Custom Feats

I don't have a lot of experience homebrewing feats, but I personally thought these ones would be pretty fun to play with in a campaign.

11 Custom D&D Feats

Arcane Purveyor

You have learned the inner workings of how magic items lend their power. You gain the following benefits:
  • You can attune to four, rather than three, magic items at a time.
  • You have advantage on Arcana checks made to identify magic items.

Artisan

Prerequisite: Proficiency with one type of artisan's tools

You have mastered the art of crafting items with your tools. You gain the following benefits:
  • When you craft a nonmagical or magic item using the artisan’s tools you’re proficient in, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
  • You have advantage on ability checks made using the tools you’re proficient in.

Dauntless

You have stared death in the face before, and you refuse to succumb to it. You gain the following benefits:
  • You remain conscious and are able to act normally when you are at 0 hit points, as long as you do not have any death saving throw failures.
  • You gain a +1 bonus to death saving throws.

Expert

You have specialized in a specific skill. Choose one of your skill proficiencies, or your proficiency with a tool or instrument. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Focused Mind

Prerequisite: Spellcasting

Your mind has been trained to divide its focus effectively. You gain the following benefits:
  • Increase your Intelligence score by 1, to a maximum of 20
  • If you lose concentration on a spell, you can choose to maintain concentration and instead take psychic damage equal to twice your level. This damage cannot be reduced or prevented in any way.
  • You can concentrate on two spells at once. If you fail a saving throw to maintain concentration, you lose concentration on both spells.

    Keen Senses

    You’ve trained to hone your senses to perceive things that you cannot see. You gain the following benefits:
    • Increase your Wisdom score by 1, to a maximum of 20.
    • You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
    • You have blindsight out to 10 feet, as long as you are not deafened.

    Metamagician

    Prerequisite: Spellcasting, 3rd level

    You have experimented enough with your spells that you know how to twist them to suit your needs. You gain 3 sorcery points and two Metamagic options of your choice from the Sorcerer class. You regain expended sorcery points when you finish a long rest.

    Quaffer

    You have mastered the art of chugging drinks quickly. You gain the following benefits:
    • Increase your Constitution score by 1, to a maximum of 20
    • You can drink a potion as a bonus action, rather than an action.You have advantage on Constitution checks and saving throws related to drinking alcohol and avoiding getting inebriated.

    Swimmer

    You have learned to be more comfortable in marine environments. You gain the following benefits:
    • Increase your Constitution or Strength score by 1, to a maximum of 20
    • You gain a swimming speed of 30 feet.
    • You can hold your breath for twice as long.

    Tireless

    You have trained your body to have energy even after tremendous exertion and to ignore fatigue. You gain the following benefits:
    • Increase your Constitution score by 1, to a maximum of 20
    • When you have levels of exhaustion, you only suffer the effects of the level below your current level. You still die if you reach 6 levels of exhaustion.
    • If you sleep at night, you only have to sleep for 6 hours to get the benefits of a long rest.

    Ventriloquist

    You've honed a talent for throwing your voice into creatures and objects. You gain the following benefits:
    • Increase your Charisma score by 1, to a maximum of 20.
    • You can speak without moving your lips.You can throw your voice when you speak, making it appear to originate from any source that you can see within 20 feet of you. A suspicious creature can use its action to attempt a Wisdom (Insight) check contested by your Charisma (Deception) check. If the creature's check equals or exceeds your own, it determines that you are the true source of the speech.

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