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Ultimga

Homebrew 5e Feats

Sep 17th, 2016
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  1. Familiars by wizard school
  2. ----------------------------------
  3. Abjuration. You may have any plant with a challenge rating of 1/4 or lower.
  4. Conjuration. You may have any Fiend, Celestial, or Aberration with a Challenge rating of 1/4 or lower
  5. Divination. You may have a Flumph (MM 135) as your familiar.
  6. Enchantment. You may have any humanoid with a challenge rating of 1/4 or lower
  7. Evocation. You may have a Mephit (MM pg. 215) of any type as your familiar. this mephit may not summon other mephits.
  8. Illusion. You may have a Pseudodragon (MM pg. 254) or Sprite (MM pg. 283)
  9. Necromancy. You may have a Crawling Claw as your familiar (MM pg. 44)
  10. Transmutation. You may have a Animated Object or any other construct with a Challenge of 1/8 or lower as your familiar. The animated object must have the statistics of the creature below, and may not be from the monster manual
  11.  
  12. Animated household object
  13. Small or tiny construct, unaligned
  14.  
  15. Armor Class 15 for small object and 16 for tiny object
  16. Hit points 3 (1d6) for small and 2 (1d4) for tiny
  17. Speed 0 ft., fly 30 ft.
  18.  
  19. Small Object (Large book, chest, broom, guitar)
  20. Str Dex Con Int Wis Cha
  21. 10 (+0) 15 (+2) 10 (+0) 1 (-5) 5 (-3) 1 (-5)
  22.  
  23. Tiny Object (Book, candlestick, goblet, cutlery)
  24. Str Dex Con Int Wis Cha
  25. 8 (-1) 16 (+3) 10 (+0) 1 (-5) 5 (-3) 1 (-5)
  26.  
  27. Damage Immunities poison, pyschic
  28. Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  29. Senses Blindsight 60 ft. (blind beyond this radius), passive perception 7
  30. Languages —
  31. Challenge 1/4
  32.  
  33. Antimagic Susceptibility. As the Animated objects ability (MM pg. 19)
  34. False Appearance. While the object remains motionless, it is indistinguishable from the item that it looks like.
  35. Helping Hand. While using the animated object for the purpose it was intended for, you have advantage on all rolls and the activity takes half the time.
  36.  
  37. Actions
  38. Slam. Melee Weapon Attack: +4 to hit (+5 for tiny objects), reach 5 ft., one target.
  39. Hit: 3 (1d6) bludgeoning damage. (1 (1d4-1) for tiny objects).
  40.  
  41.  
  42. FEATS
  43. ----------------------------------
  44. Favorite Spell
  45. Pre-requisites: Spellcasting, able to cast 1st level spells.
  46. You’ve mastered the use of a particular spell, perhaps of which you are fond of, becoming capable of casting it with greater ease and efficiency. Choose one spell that you know and can cast, up to 5th level spells, to permanently gain the following benefits when cast:
  47. +It is always treated as if cast from a slot one level higher, up to 9th level;
  48. +It is always considered prepared, if applicable to your class, and never counts against the number of spells you may have prepared at any one time;
  49. +Pick one metamagic ability from the sorcerer's list, other than Twinned Spell, that costs no more than 1 sorcery point. Your favorite spell permanently receives the benefit of that metamagic whenever it is cast.
  50. Special: The Warlock's Pact Magic ability doesn't work as pre-requisite for this feat.
  51.  
  52. Quick Thinker
  53. Pre-requisites: Intelligence score of 14 or higher
  54. •You add your INT modifier to your initiative
  55. •Whenever a creature misses you with a melee attack within your melee range, you may use your reaction to make one melee weapon attack against it.
  56. •You add up to half your INT modifier (rounded up) to your AC if you are wearing no armor (max 3), light armor (max 2) or medium armor (max 1), due to your quick thinking regarding dodging attacks.
  57.  
  58. Cloak and Dagger
  59. •On a successful hit when wielding a dagger and attacking with advantage the target gains disadvantage on their next attack roll.
  60. •Gain advantage on opportunity attack rolls with a dagger
  61. •Rolls to disarm you when wielding a dagger are at disadvantage.
  62.  
  63. Dagger Expert
  64. - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the attacks you make with daggers.
  65. - Your attacks made with Daggers score a critical hit on a roll of 19-20. This benefit stacks with other effects that increase your critical range.
  66. - You gain +1 AC when wielding two daggers.
  67.  
  68. Defensive Archer
  69. - Ranged attacks do not suffer disadvantage due to a hostile being adjacent to you.
  70. - You can make an attack with a bow as a bonus action when you use the Disengage action.
  71. - As a reaction, When you are attacked by a creature adjacent to you, you can attempt to shove the assailant before their attack is made.
  72.  
  73. Elven Archery
  74. Pre-requisites: Must be an elf
  75. You've mastered the remarkable unconventional archery of elven rangers and skirmishers.
  76. • You do not suffer disadvantage when making attacks during acrobatic maneuvers or from unconventional situations and positions such as mid-air, while climbing a tree, or when shield surfing down stairs.
  77. • Your ranged weapon attacks ignore half cover and three-quarters cover.
  78. • Before you make an attack with a bow that you are proficient with, you can choose to take a -5 penalty to the attack roll to fire two arrows at once. If the attack hits, you roll an additional damage die. This counts as a single weapon attack for the purposes of on-hit effects, however any additional effects the arrow may have are still applied.
  79.  
  80. Swift Shooter
  81. You've mastered light ranged weapons and can make swift shots others find impossible.
  82. • Attacking a target within 5 feet doesn't impose disadvantage on your ranged weapon attack rolls using non-heavy weapons.
  83. • Your ranged weapon attacks using non-heavy weapons ignore half cover and three-quarters cover.
  84. • Before you make an attack with a non-heavy ranged weapon that you are proficient with, you can choose to take a -2 penalty to all attack rolls made before the end of your turn. You may make an attack with a ranged weapon as a bonus action this turn.
  85.  
  86. Tumbler
  87. • You have mastered the art of making acrobatic tricks on the ground and in the air. You gain the following benefits:
  88. • When you fall from any height, you may use your reaction to make a Dexterity (Acrobatics) check. You may subtract the result from any falling damage that you take, this can never result in a negative number. If this results in you not taking any damage, you land on your feet instead of prone.
  89. • If you move at least 20 feet, you may use a bonus action to make a Dexterity (Acrobatics) check. If you do so, use the result of your check for your AC for your turn.
  90.  
  91. Blind Fight
  92. Without your sight your other senses heighten beyond normal limits, allowing you to percieve the most subtle of feelings, sounds, and smells. You can feel the rush of air from a swinging weapon, hear the subtle whistle of an arrow, and pinpoint footsteps. You only benefit from this feat while blinded such as losing your sight, wearing a blindfold, or being submerged in darkness.
  93. • You gain advantage on perception checks that rely on sound.
  94. • Creatures do not gain advantage on attack rolls against you due to the blinded condition.
  95. • You do not suffer disadvantage on melee attack rolls due to the blinded condition.
  96. • You have blindsight out to a range equal to your passive perception score.
  97.  
  98. Opportunist
  99. Prerequisites: Intelligence 13 or higher
  100. You are capable of exploiting situations on the field of battle, gaining the following benefits:
  101. • Whenever a creature provokes an opportunity attack from you, you can make two weapon attacks against the target (instead of just one) as part of the same opportunity attack.
  102. • Whenever a creature would make an opportunity attack against you, you can use your reaction to make a melee weapon attack against the attacking creature.
  103. • Whenever you Ready an action, you gain advantage on the first attack roll or ability check that action allows or requires you to make.
  104.  
  105. Blacksmith
  106. You have honed your talents at the forge, gaining you the following benefits:
  107. • Increase your Strength score by 1, to a maximum of 20
  108. • You gain proficiency in smith’s tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  109. • While crafting items using smith’s tools, you can work in 10gp increments, rather than 5gp increments.
  110. • Over the course of any short rest, you can sharpen one nonmagical melee weapon and give it a bonus to damage equal to half your proficiency bonus. Once you have hit a creature or target a total number of times equal to half your level, the bonus goes away.
  111.  
  112. Forbidden Lore
  113. Prerequisite: Intelligence 13 or higher, and proficiency in at least one Intelligence skill
  114. Having researched the darkest depths of knowledge, you gain the following benefits:
  115. • Increase your Intelligence score by 1, to a maximum of 20.
  116. • When making Intelligence checks to recall knowledge about dark rituals, demon lords, or any information your DM deems as “forbidden”, you have advantage on the roll.
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