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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.


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.


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.


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.


    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.


    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.


    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.


    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.


    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.

    May 9, 2019

    D&D Homebrew: Carnival Games

    Here are some carnival games you can put into your campaign between adventures or when the characters find a town that happens to be having a festival of some kind. The prizes should be mechanically worthless souvenirs that the party will enjoy roleplaying with but won't really gain any advantage with. This set of rules comes with a bonus rule on getting drunk!

    Carnival Games

    Pie-eating Contest

    One Constitution check for each pie. DC starts at 8, then increases by 2 for each pie. If you fail a check by 10 or more, you throw up and are disqualified. If you roll a 20 or higher, you pull ahead by 1 pie and 1 failure is removed. Otherwise, a loss indicates that you falter. The DC still goes up afterward, and once you reach 2 failures, you just can’t go on and you tap out. Ties are ruled by who got the higher check (and therefore ate just a bit more).

    Drinking Contest

    One Constitution check for each drink. A character can chug a number of drinks equal to their Constitution modifier before they must make a Constitution saving throw against poison with a DC of 10 + the total number of drinks consumed. On a failure, they gain one level of drunkenness (see below).

    Drunkenness Level Effect
    1 Poisoned. Advantage on saving throws against being frightened.
    2 Disadvantage on all ability checks, attack rolls, and saving throws (except Constitution). Immune to being frightened.
    3 You can only move half your speed at a time, or you fall prone. You cannot Dash. Standing up costs all your movement.
    4 You vomit, then fall unconscious for 1d4 hours.

    Shell Game

    An NPC makes Sleight of Hand checks with a +7 bonus. A successful contested Perception check allows you to spot the object and win.

    Arm-wrestling Contest

    Opposed Strength checks. If you succeed on two in a row, you slam the other person’s hand down. Natural 1s and 20s grant disadvantage or advantage on your next roll.

    Archery or Darts Tournament

    Make ranged attack rolls with a shortbow. The higher the roll, the closer to the bullseye you hit. A roll of 25 or higher is a perfect bullseye. The first round is at 50 feet away, the next is at 100 feet. Three arrows per round.


    Put any amount of gold on a grid numbered 1 through 6. Roll 3d6. The number of d6s that match the number guessed is the multiplier of the bet. (1x, 2x, 3x, or 0)

    Dragon Chess

    Opposed Intelligence checks. You can make a contested Deception/Insight to grant disadvantage against them, but only once per game. The first person to 3 successes checkmates the other.

    Pit Fighting

    A no-armor, no-magic item fistfight. The first person to knock the other unconscious wins. Half the number of normal hit points for a knockout (for speed’s sake).


    Each player gets a rapier and studded leather armor, then fight. First person to “touch” (score a hit) the other person three times wins.


    Opposed Animal Handling, Dexterity, or Athletics checks. The first person to add up to a total of 30 with their rolls wins the race.

    Music Competition

    Opposed Performance checks. You can only play an instrument you're proficient with. Three rounds, best two out of three gets the crowd’s favor, but high rolls might still win you some gold anyway from fans.


    Roll 2d6. If yours is higher, you win. There are more intricate gambling rules for other games:

    • Pan’s Gambit. 50g buy-in. Each player rolls 1d8, then raises the bet, calls the bet, or folds. When everyone calls the bet, roll 1d6. Do it again. Then roll 1d4 and add the dice together. Highest result takes the pot, or 80% of the pot if in a casino. (Sleight of Hand can let you reroll, Deception can force a fold)
    • Moondancer’s Favor. 25g buy-in. Roll 2d6. If they add up to a 7 or a 12, you win. You can double the bet to add 1d6 to the total.

    Horse Racing Betting

    Five horses are let loose on a track. Roll 1d4 for each horse three times. The horse with the highest total wins. Second place winners get half their bet back, winners get twice their bet as winnings.


    With a handful of knucklebones (4d4), you play a game of chance. There are a few ways to play:

    • Classic Knucklebones. You roll the bones and count the number. Different amounts have different names. (A score of 4 is called “Dog’s Ear” and a score of 16 is called “Fortuna.”) You can reroll 2 (and only 2) of the bones if you double your bet.
    • Odds or Evens. Your opponent says odds or evens and you toss the bones. If the resulting sum is not the one they guessed, you win.

    Gladiatorial Arena

    Pay to play (100 gp buy-in) Teams fight beasts in the arena until only one team remains, declared the winner. The CR of the beasts for the PCs starts at their current level, then goes up by 1 each round. For the opposing teams (generally 2 other teams), they simply make 3 checks with a bonus of the PCs’ proficiency bonus. If at least two meet the DC, they go on. First match is DC 10, then goes up by +5 each match.

    Jousting Tournament

    Pay to play (100 gp buy-in), need to be of the Noble background, a member of a local guild, sponsored, or otherwise with some renown of some kind. First opposed Animal Handling checks, then an attack roll (with advantage if you won the Animal Handling check). After the hit, a Strength saving throw to avoid being knocked off if you were hit (DC 10 or half the amount of damage taken, whichever is higher). The round ends after the best two out of three hits, or one of the knights falls unconscious, falls off the horse, or gives up.