```metadata title: Approved Homebrew Feats and Spells description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ```css /* FONT IMPORTS ____________________________________________________ */ /* _________________________________________________________________ */ @import url("https://rawcdn.githack.com/Kaiburr-kath-hound/HomebreweryStyles/7758abe0bc0c2ed4ee70f90cf1c28840f2c96aab/PHBFonts.css"); @font-face { font-family: 'MrEavesRemake'; font-weight: 400; src: url('../fonts/5e/Mr Eaves Small Caps.woff2'); unicode-range: U+0030-0039; size-adjust: 125%; } /* DISABLES THE FOOTER ON THE FIRST FEW PAGES ______________________ If you want the footer to reappear, just deleate the line that include that page. */ .page#p1:after, .page#p2:after, .page#p3:after, .page#p4:after { all : unset; } /* DISABLES THE FOOTER ON THE LAST PAGE ____________________________ */ .page:last-child:after { all:unset; } .toc > :not(p) code { all: unset; color: black; font-family: BookSanity; font-weight: Bold; } .toc { columns:3 margin-left: 1px; margin-left: 1px; } .toc a { color: inherit !important; } .toc li a { display: block; overflow: hidden; width: auto; white-space: nowrap; } .toc li a:after { font-family: BookSanity; font-size: 0.317cm; font-weight: normal; content: " ........................................" 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font-family : "martel_sanssemibold"; font-weight : normal; font-size : 12.6px; line-height : 1.8em; text-indent : 0em; color : white; } .page .backcover hr { visibility : visible; position : relative; top : 35px; height : 52px; width : 230px; margin : auto; background-image : url(https://i.imgur.com/U4Cveto.png); background-size : 100% 50%; background-repeat : no-repeat; border : none; } .page .backcover p:last-child { font-family : "martel_sansextrabold"; text-align : center; font-size : 11px; margin-top : 30px; } .page .backcover img { position : absolute; top : 0px; right : -1202px; min-height : 100%; } ``` {{hc-wrapper {{hardcover ![image](https://64.media.tumblr.com/c9dffea0988075a7ad7ba7248207f0d1/tumblr_nska701tV01uufoudo1_r1_1280.jpg) {} # Approved Homebrew Feats ## An Aethelkast Resource Document ___ {{footnote Made by BeeKayGodd for
the Desolation in Isolation Campaign }} }} }} \page {{toc,wide # Table Of Contents - ### [{{ Feats}}{{ 3}}](#p3) - [{{ Arcane Gunner}}{{ 3}}](#p3) - [{{ Adaptive Laborer}}{{ 3}}](#p3) - [{{ Black Powder Expert}}{{ 3}}](#p3) - [{{ Close Quarters Combat}}{{ 3}}](#p3) - [{{ Dwarven Combat Expert}}{{ 3}}](#p3) - [{{ Dwarven Fortitude}}{{ 3}}](#p3) - [{{ Elven Combat Expert}}{{ 4}}](#p4) - [{{ Fencer}}{{ 4}}](#p4) - [{{ Flail Mastery}}{{ 4}}](#p4) - [{{ Focused Multitasker}}{{ 4}}](#p4) - [{{ Honing Your Craft}}{{ 4}}](#p4) - [{{ Inexhaustible}}{{ 4}}](#p4) - [{{ Miner}}{{ 5}}](#p5) - [{{ Nerves of Steel}}{{ 5}}](#p5) - [{{ One Step Ahead}}{{ 5}}](#p5) - [{{ Powerful Grip}}{{ 5}}](#p5) - [{{ Prodigy}}{{ 5}}](#p5) - [{{ Spear Mastery}}{{ 5}}](#p5) - [{{ Staff Master}}{{ 6}}](#p6) - [{{ Tactician}}{{ 6}}](#p6) - [{{ Thrown Weapons Master}}{{ 6}}](#p6) - [{{ Whip Master}}{{ 6}}](#p6) }} \page # Feats ### Arcane Gunner *Prerequisite: Artificer* : You have tinkered with firearms long enough to be able to funnel magic into each shot. You gain the following benefits: : * You can use a firearm as a spellcasting focus for your artificer spells. * When you hit a creature with a firearm, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. ### Adaptive Laborer [*From Aaralyn's Stolen Notes to Velea*](https://preview.drivethrurpg.com/en/product/252559/Aaralyns-Stolen-Notes-to-Velea-5e) : By doing odd jobs, you have picked up some handy skills. You gain the following benefits: * One ability score of your choice increases by 1, to a maximum of 20. * You gain proficiency in one set of artisan’s tools of your choice. * You gain proficiency in one of the following sets of tools: disguise kit, forgery kit, herbalism kit, land vehicles, navigator’s tools, poisoner’s kit, water vehicles. ### Black Powder Expert [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : Thanks to expensive practice with firearms, you gain the following benefits: * When you roll a 1 or 2 on a damage die for an attack roll you make with a black powder weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. * Once per turn when your roll the maximum result of a damage die for an attack made with a black powder weapon, your roll an additional die of the same type and add it to the damage dealth. ### Close Quarters Combat [*From Aaralyn's Stolen Notes to Velea*](https://preview.drivethrurpg.com/en/product/252559/Aaralyns-Stolen-Notes-to-Velea-5e) : You have experience fighting where there is little room to move around. When you successfully grapple a creature or break free of a grapple, you can make a melee weapon attack against the creature as a bonus action. Additionally, if a creature attempts to grapple you and fails, you can use your reaction to make a melee attack against it and then move 5 feet away without provoking opportunity attacks. ### Dwarven Combat Expert [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : Whether you were born a dwarf or not, you are trained in their military methods and have mastered the use of axes and hammers in combat. You gain the following benefits: * Battleaxes, handaxes, light hammers, and warhammers count as having the defensive weapon property when you wield them. * When you make a weapon attack with a battleaxe or warhammer you are wielding in two hands and beat the creature’s AC by 5 or more, you deal an additional 1d6 damage. * When you are wielding a battleaxe or warhammer in one hand, you use the damage die as if you were wielding it with two hands. * The first time each turn you make a thrown weapon attack with a handaxe or light hammer in normal range against a creature that is Large or larger, you have advantage on the attack roll. ### Dwarven Fortitude [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : *Prerequisite: Dwarf or half-dwarf* : You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). {{pageNumber,auto}} \page ### Elven Combat Expert [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : Whether you were born an elf or not, you are trained in their military methods and have mastered the use of swords and bows in combat. You gain the following benefits: * Longswords count as having the defensive and finesse weapon properties when you wield them. * When you are wielding a longsword or shortsword, you can use a bonus action on your turn to prepare a parry. The next melee attack made against you before the start of your next turn has disadvantage. * When you make a weapon attack with a shortbow or longbow and beat the creature’s AC by 5 or more, you deal an additional 1d6 damage. ### Fencer [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : While you are wielding a dagger, greatsword, longsword, rapier, or shortsword, you can use the following abilities. **Parry.** When a creature within 5 feet of you hits you with a weapon attack, you can use your reaction to gain a bonus to your AC against the triggering attack equal to your proficiency bonus, potentially causing the attack to miss. **Riposte.** When a creature misses a melee attack against you, you can use your reaction to make one weapon attack against the creature if it is within your reach. **Thrust.** Once per turn when you hit a creature with a melee weapon attack, you can move yourself and the target 5 feet in any direction, as long as you remain within 5 feet of one another. ### Flail Mastery [*From Unearthed Arcana 15*](https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf) : The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits. • You gain a +1 bonus to attack rolls you make with a flail. • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield. • When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. :: ### Focused Multitasker [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : *Prerequisite: Spellcasting or Pact Magic feature* : You are able to concentrate simultaneously on two different spells, or other abilities that require concentration. When you do, you suffer the following penalties: * You can’t cast spells or make weapon attacks. * The minimum DC for Constitution saving throws you make to maintain your concentration when you take damage is 15. * At the start of each of your turns in combat, you must succeed on a DC 10 Constitution saving throw or lose concentration on your choice of one of the two spells. ### Honing Your Craft [*From Aaralyn's Stolen Notes to Velea*](https://preview.drivethrurpg.com/en/product/252559/Aaralyns-Stolen-Notes-to-Velea-5e) : *Prerequisite: Proficiency with at least one set of artisan’s tools* : You are a master artisan and know how to make the most of your selected tools. You gain the following benefits: * Your Strength, Dexterity, or Intelligence score increases by 1, to a maximum of 20. * Choose one set of tools with which you are proficient. You may add twice your proficiency bonus to checks made using the chosen tools. * When you have downtime, you can choose to spend it earning a living with your artisan’s tools. Normally, this would award you 1 gold piece per day as payment, but your expertise with your craft allows you to take on harder, more demanding jobs. You instead earn an amount of gold pieces equal to your proficiency bonus per workday when using the set of tools chosen above. ### Inexhaustible [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : Whether through natural fortitude or intensive training, you are inexhaustible. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * As a bonus action on your turn, you gain temporary hit points equal to 1d10 + your Constitution modifier. Once you use this ability, you must finish a short or long rest before you can do so again. * When you finish a long rest, your exhaustion level is reduced by 2 (instead of 1). {{pageNumber,auto}} \page ### Miner [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : You’ve spent a great deal of time underground and have learned how to survive and fight in a mine. You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * You gain darkvision out to a range of 30 feet. If you already have darkvision, its range increases by 30 feet. * While you are wielding a war pick, you have a burrowing speed of 5 feet. * When you hit a creature with a war pick on your turn and are also wielding a light hammer or warhammer, you can immediately use a bonus action to hammer the pick into the creature. If you do, the creature takes additional piercing damage equal to 1d8 + your Strength modifier. ### Nerves of Steel [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : You are difficult to startle and stay calm under pressure. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You have resistance to psychic damage. * When you make a saving throw against being charmed or frightened, you can use your reaction to gain advantage on that roll. ### One Step Ahead [*From Aaralyn's Stolen Notes to Velea*](https://preview.drivethrurpg.com/en/product/252559/Aaralyns-Stolen-Notes-to-Velea-5e) : You are quick and clever. You have a keen sense of your enemy’s movements as well as your own. You gain the following benefits: * When you roll initiative, you can choose to either add or subtract 5 to the roll. This must be done before any actions in combat are taken. * When you roll initiative for a combat encounter, you can trade initiative scores with a willing creature that can see or hear you. This trade lasts until the combat ends. Once you use this feature, you can't do so again until you finish a long rest. ### Powerful Grip [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : You have an unusually strong grip for your size. You gain the following benefits: * Increase your Strength score by 1, to a maximum of 20. * Being Small doesn't impose disadvantage on your attack rolls with heavy weapons. * If you're Medium or larger, you can use the two-handed die of versatile weapons when you are wielding them with one hand. * Your Strength score is doubled for the purpose of determining your carrying capacity and the weight of you can push, drag or lift. ### Prodigy [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : You have a knack for learning new things. You gain the following benefits: * You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. * Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. ### Spear Mastery [*From Unearthed Arcana 15*](https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf) : Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits: * You gain a +1 bonus to attack rolls you make with a spear. * When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.) * You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving. * As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn. {{pageNumber,auto}} \page ### Staff Master [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : While you are wielding a bo staff, club, greatclub, or quarterstaff and no other weapons, you gain the following benefits: : * As a bonus action on your turn, you can take a defensive stance, gaining a +2 bonus to AC until the start of your next turn. * As a bonus action on your turn, you can make a melee weapon attack against a creature no more than one size larger than you. On a hit, you deal no damage but instead push the creature 5 feet or knock it prone. * The first time each turn you score a critical hit on a creature, it is incapacitated until the end of its next turn. ### Tactician [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : You have studied history and learned to apply its lessons to battle. You gain the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency with the History skill. If you already are proficient with this skill when you gain this feat, your proficiency bonus is doubled when making an ability check that uses this proficiency. * As a bonus action on your turn, choose a creature that shares a language with you and can see or hear you within 30 feet. The next attack made by that creature before the end of its next turn has advantage. ### Thrown Weapons Master [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : You have mastered the art of throwing weapons. You gain the following benefits: * The normal and long range of thrown weapons is doubled for you. * You can draw a weapon that has the thrown property as part of the attack you make with the weapon. * Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. * When you take the Attack action and make only ranged weapon attacks with thrown light weapons on your turn, you can use a bonus action to make two ranged weapon attacks with thrown light weapons. These two ranged attacks cannot target the same creature. ### Whip Master [*From The Ultimate Adventurer's Handbook*](https://www.dmsguild.com/product/391037) : You have extensive training with whip like weapons and have learned a handful of tricks useful in combat. You gain the following benefits: * Once per turn when you deal damage with a whip or weighted chain to a creature that is no more than one size larger than you, you can force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier). On a failure, you choose whether the creature drops one object of your choice that it’s holding, falls prone, or has its movement speed reduced to 0 until the start of your next turn. * When you take the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a whip or weighted chain you are holding. {{pageNumber,auto}}