# RayDM's Homebrew Feats

### A candle burning at both ends
Adventurers often disregard grievous injury to continue fighting at the expense of their future well-being. You gain the following benefits.

* Increase your Constitution score by 1, to a maximum of 20.
* If you would fall to 0 hit points or die, instead, you may permanently mark a death saving throw as failed and your hit points become equal to 1/3 your total health rounded up. If all death saving throws are marked as failed then your character dies and cannot be resurrected outside of divine intervention.
* If a death save is marked as failed by this ability then you require that many less successful death saving throws in order to stabilize.

### Able Sailor
You are completely at home aboard a ship, gaining the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in Acrobatics.
* When you make an Acrobatics check to keep your footing on a ship, a Sleight of Hand of hand skill check dealing with knots or ropes, or any check using Vehicles (Water), you double your proficiency bonus to the check.
* Climbing no longer costs you extra movement.

### Arboreal Agility
You have become increasingly adept at movement among both the towers and rooftops of civilization, and the branches of the deep forest. You gain the following benefits: 

* You can use Acrobatics to make skill checks to climb and jump. 
* You double the number of feet you can cover for any jump. 
* You ignore the first 30 feet of falling damage. 
* You can make a Dexterity saving throw to take only half damage from falling. 
* You walk or run across branches, treetops, secured horizontal ropes, and slack lines as if they were solid ground. 

### Archmage
*Prequisite: Ability to cast level 3 wizard spells or higher*

You have mastered the finer points of magic and improved your abilities beyond the basic wizard.

* Increase your Intelligence score by 1, to a maximum of 20.
* Your wizard spell save DC increases by +1
* You learn one cantrip from the wizard spell list.
* The gold and time you must spend to copy a spell into your spell book is reduced to 40gp per spell level.

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### Arcane Savagery
When you roll a 1 or 2 on a damage die for a spell attack you make you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2.

### Arrowmancy
*Prerequisite: Dexterity ability score 13 or higher; applies to short and longbows only and not other ranged weapons. Strength of 12 or higher.*

You've learned mystic arrow arts granting you the ability to summon arrows to your hand from short distances away, granting you the following abilities.

* You can fire 1 extra arrow per round, but with the extra attack at disadvantage.
* When being attacked by another archer, you can attempt to snatch the incoming arrow. If the shot succeeds on an attack roll (and ordinarily would hit you) make a dexterity check (DC: 15 + 1 per how many points the arrow ‘hit and passed’ your AC) and if you succeed, you catch the arrow and take no damage. E.g. if your AC is 16 and your enemy scored a 19 on their attack roll, the DC would be 18. Note, this does not apply to projectiles such as magic missiles and other ranged munitions, such as boulders and the like, although it does apply to enchanted arrows (e.g. +1 arrows, or vampiric arrows).
* You can attempt to intercept an opponent’s ranged weapon attack with one of your own. When a creature that you can see makes a ranged weapon attack against another creature that you can see, including yourself, you can use your reaction to make a ranged attack with your weapon against the opponent’s projectile. The projectile’s AC is equal to the opponent’s attack roll, +5. On a hit, the opponent’s attack misses. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected).

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### Arcane Infusion
*Prerequisite: The ability to cast at least one spell of 1st level or higher, proficiency with a martial weapon*

You learn an ancient technique to infuse your weapon with a spell for a temporary amount of time. As an action, you can imbue a spell of 1st level or higher, to a maximum of third level, into a melee weapon that you are holding. You can only imbue a spell that targets one creature or a spell that has an area, such as a cone, sphere, or cylinder. You cast the spell as normal, but the spell effect does not occur until after the weapon is used in an attack that hits. The weapon holds the spell effect until the end of your next long rest or until it is used in an attack. If you cast a spell that affects one creature, the next time the imbued weapon hits a creature with an attack, the attack deals damage as normal, and then you resolve the spell's effect against the target. If the imbued spell has an area, the creature does not need to be hit for the spell to take effect. Instead you resolve the spell's effect from the space or creature you targeted. If the weapon hits a creature, damage is dealt as normal. Once you resolve the spell's effect, the spell vanishes from the weapon. You can only have one spell imbued in a weapon at a time.

### Astute
Your mind is lightning quick, enabling you to rapidly analyze and learn from your mistakes. You gain the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.
* You can use Intelligence, instead of Dexterity, when calculating initiative.
* When you miss with an attack roll or fail an ability check or saving throw, you can use your reaction to analyze the failure. The next time you try to perform the same task or resist the same effect before you finish a short or long rest, you have advantage on the roll. Once you use your reaction in this way, you can't do so again until you finish a short or long rest.

### Battle Hardened
Your time on the battlefield has hardened you to the horrors of war. You gain the following benefits:

* You gain a +5 bonus to saving rolls made against being Frightened.
* You gain a +2 bonus to your Initiative checks.

### Battlewise
*Prerequisite: Requires a Wisdom score of 13 or higher*
 
Your experience on the battlefield has harden you and gifted you with tactical instinct.

* Increase your Constitution or Wisdom score by 1, to a maximum of 20.
* You gain a bonus to initiative equal to your Wisdom modifier.
* You can use the Help action as a bonus action.

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### Bibliophile
*Prerequisite: Requires a Intelligence score of 13 or higher.*
 
Due to your long life of reading and learning, you:

* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the History skill
* You learn one language of your choice.

### Blade Dancer
Prerequisite: Proficiency with the Performance skill and at least one bladed weapon or daggers
 
When wielding your weapon of choice you are so fluid and graceful that combat becomes more like a dance than actual fighting for you.

Choose one bladed melee weapon type you are proficient. When wielding this weapon you gain the following benefits:

* You may use your charisma (performance) modifier in when rolling attacks (but not damage) with this weapon.
* If the weapon is not already it counts a finesse weapon when you wield it.
* You have advantage on any performance and intimidation checks made using the weapon.
* Whenever you score roll a crit against or kill an enemy you may make an additional weapon attack as part of that action.

### Blind Fighting
*Prerequisite: must have proficiency in the Perception skill.*
 
Extensive and continuous training in complete darkness or in some cases with the aid of blindfolds, have allowed you to hone your remaining senses to a razor's edge. This specialized combat training has granted you the ability to perceive your surroundings in ways others couldn't begin imagine.

* You develop blindsight up to a range of 20 feet.
* Your blindsight can only work in a setting where your character can use his other senses, like hearing and smell.
* You gain advantage on Perception checks relying on hearing and scent.

### End Him Rightly
*Prerequisite: Requires proficiency in at least one kind of sword.*
 
You have mastered a little-known sword technique. As an action, you can unscrew the pommel from your sword and throw it at a creature within 20 feet of you. When you do so, you make a ranged weapon attack against it using your Strength modifier (you are proficient in this attack). On a hit, the target takes bludgeoning damage equal to 1d4 + your Strength modifier and must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Strength modifier or be stunned by the impracticality of your tactics until the end of your next turn. The pommel lands within 5 feet of the target, and you have disadvantage on all attack rolls made with the sword whose pommel you unscrewed (due to it being imbalanced) until you pick it up and use an action to screw it back on.

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### Enforcer
Your bite enforces your bark, you gain the following benefits:

* Increase your Charisma or Strength score by 1, to a maximum of 20.
* You have advantage on Charisma (Intimidation) checks.
* If you've made a melee attack against a creature within the past minute, you gain your Strength bonus to Charisma (Intimidation) checks against that creature.

### Extra Attack
*Prerequisite: Requires Level 4 Character*
 
You can attack twice, instead of once, whenever you take the Attack action on your turn.

If you gain the Extra Attack feature from more than one source, the features don't add together. You can't make more than two attacks with this feature. Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.

### Feature Savant
You may select a feature from a different subclass within your class (or classes if multi-classed) as long as you meet that feature's class level requirement. Features that grant spellcasting, such as Eldritch Knight and Arcane Trickster, can be selected but are locked at level 3, granting only the initial ability as described.

**You can optionally allow the spellcasting to scale, based on the level the feat is selected ex: A level 12 Battle Master fighter selecting Spellcasting from Eldritch Knight can use the level 12 EK chart to determine cantrips known, spells known, and spell slots.*

### Focused Mind
*Prerequisite: The ability to cast two spells that require concentration*
 
Your mind is honed to a razor's edge, and your attention can be split between two areas. You gain the following benefits:

* Increase you Intelligence, Wisdom, or Charisma by 1 point

* While you have a spell active that requires concentration and are casting another spell that requires concentration, you may use your bonus action to maintain concentration on both spells the turn you cast the spell and each subsequent turn until one of the spell's effects ends or concentration is lost.

### Giant's Grip
*Prerequisite: Requires a Strength score of 16 or higher*

You master fighting with Two-Handed weapons, gaining the following benefit:

* You can ignore the Two-Handed property of weapons worn in your main hand.

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### Legalistic
*Prerequisite: Requires a Charisma score of 13 or higher*
 
Your word is your bond. You gain the following benefits.

* Increase your Charisma score by 1, to a maximum of 20.
You have advantage on discerning loopholes when making bargains.
* Oathkeeper. Once per long rest, you gain advantage on one ability check, attack roll, or saving throw of your choice while trying to fulfill a promise made to another individual.
* Dealbreaker. Once per long rest, select a creature that violated its freely given word to you. For 1 hour, you deal bonus damage to that creature equal to your Charisma modifier.

However, you also gain the following drawback. Whenever you break your word (either purposefully or unintentionally), you must make a DC 10 Wisdom saving throw or be poisoned for 1 minute. This effect is removed if you complete your end of the bargain.

### Master Acrobat
*Prerequisite: Dexterity score of 15 or higher and proficiency in Acrobatics*

You're extraordinary agile and dexterous and can bend, contort and control your body in ways that almost seem inhuman. 

* Your Dexterity Score increases by 1 (up to a maximum of 20).
* You gain Expertise in the Acrobatics skill.

* Once per short rest, you can reroll a failed Acrobatrics check and have to use the new result.

### Paramedic
You have learned to quickly diagnose and stabilize creatures.

* Increase your Wisdom score by 1, to a maximum of 20.
* You can make Wisdom (Medicine) checks as a bonus action and you have advantage on Wisdom (Medicine) checks to stabilize a creature.
* If you roll a 20 on the d20 to stabilize a creature, they regain 1 hit point.

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### Prehensile Tail
*Prerequisite: This feat may only be taken by Tieflings, Tabaxi, Lizardfolk, and Kobolds with a Dexterity score 14 or higher.*
 
Your tail is almost a third arm and hand for you.  As a bonus action, you may perform one of the following actions with your tail.

* Draw or stow an object weighing up to 1 pound with your tail. If doing this while stealing, you gain advantage on your Sleight of Hand check.
* Open and close doors.
* Use thieves tools.
* Wield a dagger and make a single attack with a -4 Hit modifier. 
* Gain advantage on Grapple checks.
* Give the Help action to a friendly creature within 5 feat.
* Hang from a piece of scenery.

### Spear Dancer
You've put a lot of time into mastering the spear and turned a fairly simple weapon style into a beautiful dance of death. As a result, you are more accurate and deadly, and able to hit foes farther away than normal. You gain the following benefits when using a spear:

* You gain a +1 bonus to attack rolls with the weapon.
* The damage for the spear changes from a d6 to a d8 for single-handed attacks, and from a d8 to a d10 for two-handed attacks. (This benefit has no effect if another feature has already improved this weapons damage die).
* As a bonus action, you may attempt one of the following advanced maneuvers while wielding a spear:

> * You shift your grip and can increase the range of the spear by 5 ft until the start of your next turn.
> * You thrust repeatedly against any target in melee range, causing 1d6 piercing damage, but also leaving yourself wide-open to attacks: all attacks have advantage against you until your next turn starts.
> * You dance the spear around your opponent, tripping their stance and making them focus on your attacks first and foremost. While they remain within range and before your next turn starts, the next attack against them gains advantage.
> * You spin your spear in a weaving flurry about your body, gaining +1 to your AC until your next turn starts. You cannot take any reactions without ending the defensive swings.

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### Vaccinated
*Prerequisite: Must be a Human or Human hybrid from another plane.*
 
Whether because of your parents or the requirements set forth in your schooling, you have received several vaccinations over the course of your life. These have bolstered your immune system without any long-term, serious side-effects, despite the warnings of charlatans and soothsayers.

You receive Immunity from Disease due to the increased antibodies in your system, as well as gaining Advantage on all Constitution Saving Throws. Plus, you are helping to create herd immunity and raising the overall health of the realms!

### 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.

### Weapon Specialist
*Prerequisite: Requires a 13 or above on your primary combat ability score.*
 
You have spent countless hours of focused training and study with a selected weapon. As you become one with this chosen weapon, you reach levels of deadly accuracy that few others could begin to fathom. 

* You gain a +1 bonus to your primary combat ability score, to a maximum of 20.
* Choose one weapon to specialize in, if you are not already proficient with this weapon, you now gain proficiency with it.
* Your command over this weapon grants you a +1 bonus to the weapon's critical range (i.e. you score a Critical Hit on a 19 or 20).

At higher levels you can choose this feat option again, to gain an additional +1 bonus to your chosen weapon's critical range, for a maximum bonus of +2 (i.e. you score a Critical Hit on a 18, 19 or 20). Conversely, you can also pick this feat option again at higher levels, to gain proficiency and a +1 bonus to critical range with a different weapon.

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### Whip Mastery
*Prerequisite: Requires Dexterity 13 or higher and proficiency with a whip.*
 
You have mastered the ways of the whip and the intricacies of such an exotic weapon. You gain the following benefits:

* You gain a +1 bonus to attack rolls you make with a whip.
* When you hit with a melee attack using a whip you deal an additional 1d4 damage of whatever type the whip deals.
* While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
* You have advantage on ability checks and attacks made to disarm or grapple enemies when using a whip as a part of the check or attack.

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### Other House Rules by RayDM
See this document: [RayDM's 5e House Rules](https://homebrewery.naturalcrit.com/share/P8gFITCQ)