Full list of Homebrew Feats

Major Feats

This document should be considered canonical - the other documents are development posts, and will not be updated as the feats change (for balance reasons, mostly).

Aikido

While not wearing medium or heavy armor, and while having at least one free hand, you gain the following benefits:

Combat Reflexes

At the end of any turn in which you used your reaction, you may attempt a Dexterity (Acrobatics) or Wisdom (Insight) check to regain your reaction. This check has an initial DC of 5, but that DC increases by 5 for each time you have succeeded since the beginning of your last turn.

Spell Focus

Requires: Ability to cast at least one spell.

Choose one spell you know or have prepared of first level or higher. You are able to cast it without any somatic or verbal components it normally requires, and you may use your own mind as a holy symbol or arcane focus. Your save DC is considered to be 1 higher when casting this spell. An observer can tell that you are casting the spell at by succeeding on a Wisdom (Perception) check opposed by your Charisma (Deception). You may change the selected spell whenever you gain a level.

Mystic Studies

Requires: Ability to cast at least one spell of 2nd level or higher.

Select any one cantrip and one spell, which must be of lower level than the highest spell slot you possess. You may cast both as if they belong to one of your classes. Each time you gain a level, you may change the selected spell.

Battlemage

Summoner

Lancer

While riding a friendly creature at least one size larger than yourself, gain the following benefits:

Fury

On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

You may not cast or concentrate on spells while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn. You can also end your rage on your turn as a bonus action.

You can only rage only twice; you regain all uses of this ability after finishing a long rest.

Hidden Pact

This feat represents making a (possibly secret) pact with one of the powerful beings you have encountered on your travels. You may choose one of the Pact Boons available to warlocks, though you may only choose Pact of the Tome if you have the ability to cast spells - the spells it allows you to cast are considered spells of that class, rather than warlock spells.

Eldritch Invocation

Select one eldritch invocation as if you had warlock levels equal to character levels (other constraints must be satisfied normally). This feat can be taken multiple times - each time, you must select different invocation.

Shape of the Beast

Select two beasts that you have encountered, and which have CR no higher than 1/4. You may shift (as wildshape) into each of those beasts once, for a maximum of ten minutes; you regain this ability after each short rest. The beasts that you choose are subject to the same restrictions as the wildshape druid class ability (though based on your character level rather than on your druid level), and may be re-selected any time you gain a level.

Blade Expertise

While wielding sword in one or both hands and no other weapons, you gain the following benefits:

Artist of Archery

Requires Dexterity 15

Thanks to deep experience with a bow, you gain the following benefits:

(Note: Sneak Attack indicates that it can only be used once per turn, but I'm going to limit it to once per round. Rogues were clearly balanced intending sneak dice to only happen on one attack per round, and niche builds that take advantage of the poor wording of the ability are too effective, especially in the context of my Combat Reflexes feat. I don't want this feat to make bows the only competitive way for Rogues to do damage.)

Master of the Mace

Requires Strength 15

Because of your extensive training with blunt instruments, you gain the following benefits with maces, warhammers, clubs, and mauls:

Quarterstaff Adept

Your expertise with staves and spears gives you the following benefits:

Whip Mastery

Your endless practice with a whip grants you these benefits:

Intuitive Defense

Your armor class is now equal to 10 + your Wisdom modifier + your Dexterity modifier.

Minor Feats

Rakish Inspiration

You may use your bonus action to choose one creature other than yourself within 30 feet of you who can hear you. That creature gains one Rakish Inspiration die, a d6. Once within the next minute, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes (it may choose to do so after the d20 is already rolled).

You may use this feature once, and you regain the ability after finishing a short rest. You gain a second die at level 5, a third at level 11, and a fourth at level 17.

Jack of All Trades

You can add half your proficiency bonus (rounded down) to any ability check you make that doesn't already include your proficiency bonus.

Fearless

You have advantage on saves against fear effects. As a bonus action, you can exhort others to overcome their fear - they immediately make an additional save against the fear effect that currently afflicts them, and they have advantage on that save. You may use this ability only once; you may use it again after completing a short or long rest.

Blindfighting

Quickspell

By expending an extra spell slot (of any level), you may cast a spell that normally has a casting time of 1 action as a bonus action. You may not use this ability again until you take a short rest.

Agile Defense

Clever Action

Requires Dexterity 13 You may Dash, Disegage, or Hide as a bonus action. You may use this ability a number of times equal to your Dexterity modifier; regain all uses of this ability when you take a short or long rest.

Bull Rush

Requires Strength 13 As an action, you may move up to your speed directly towards an enemy that you can see. If you move at least 15 feet, your target needs to make a Dexterity or Strength save (their choice) with DC equal to 8 + your Strength modifier + your proficiency bonus. If they fail the save, they take 1d4 bludgeoning damage and are knocked prone.

Expertise

Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Eye for Detail

You gain +5 on all investigation checks that are about physically or visually examining an object or area (which is most of them).

Fighting Style

Choke Hold

When you have a creature no more than one size larger than you grappled, you may use your bonus action to attempt to strangle it - make a Strength (Athletics) check, contested by your target's Strength (Athletics) or Dexterity (Acrobatics) check. If you win the check, your target is silenced until the end of your next turn; they are unable to communicate verbally or perform verbal components of spells for that period.

Mystic Trick

Select one spell, of level no greater than one-fourth of your character level (rounded up). You can cast this spell once per day. You have no spellcasting ability for this spell - your spell save DC is 8 + your proficiency bonus, and your spell attack modifier is your proficiency bonus. You may change the selected spell whenever you gain a level.

Cross-Disciplinary Study

Requires: ability to cast spells of 3rd level or higher Select one first-level spell. Treat this spell as if it were present on your class' spell list - you are able to prepare it, or learn it, or scribe it as normal.

Magical Knack

Select one cantrip to learn - treat it as a spell for a class you possess at least one level in. If you do not have the Spellcasting feature, use your Charisma as your casting ability for this spell.

Shield Slam

You are proficient in the use of a shield as an offhand weapon. Treat your shield as a weapon, which uses strength to attack and deals 1d4 bludgeoning damage; if it has a magical armor bonus, it is a magical weapon with that attack and damage bonus as well. You may use two-weapon fighting while wielding a shield and a one-handed weapon (which need not have the 'light' property).

Sprinter

Your base movement speed increases by 10 feet.

Martial Feats

As described in my post, this is a list of martial-only feats. Many of them have the requirement of "No Spellcasting Feature", but some of them require "No Full Spellcasting Feature" (so they are available to characters like Paladins and Warlocks). If you ever gain a Spellcasting feature that violates the requirements of one of your martial feats, you can replace the martial feat with a new feat that is still valid.

All 'Stances' are mutually exclusive, as you cannot be in more than one stance at the same time.

Mage Sentinel

Requires: No Spellcasting, Sentinel or Mage Slayer, Lvl 8

Superior Combat Reflexes

Requires: No Spellcasting, Combat Reflexes, Lvl 8

Reckless Stance

Requires: No Spellcasting, Lvl 5

As a bonus action, you can shift into and out of a stance suited for attacking recklessly - while in the reckless stance, your attacks deal 2 extra damage and have advantage on all melee attacks that use strength for their attack bonus. All melee and ranged attacks against you have advantage as well.

Defensive Stance

Requires: No Spellcasting, Lvl 5

As a bonus action, you can shift into and out of a stance suited for warding off attacks - while in the defensive stance:

Mobile Stance

Requires: No Spellcasting, Lvl 5

As a bonus action, you can shift into and out of a stance suited for moving rapidly around the battlefield. While in the mobile stance:

Focused Attacks

Requires: No Full Spellcasting, Lvl 5

As a bonus action, you can focus on a particular foe - this focus lasts until you attack another target, or you cannot see your focused target at the end of your turn. While focused on a target, you gain these benefits:

Cleaving Strike

Requires: No Full Spellcasting, Lvl 5

After taking the Attack action and striking at least one enemy, you may use your bonus action to force all enemies within your reach that you did not attack to make a Dexterity save with DC = 8 + your attack bonus with that weapon. If they fail the check, they receive damage equal to your damage bonus with that weapon.

Fearsome Rush

Requires: No Spellcasting, Lvl 8, Charger or Bull Rush

After Charging or Bull Rushing, you may make an Intimidation check, and then force all creatures in a 15 foot cone in front of you to make a Wisdom save with DC equal to your check's result. If they fail the check, they become frightened of you until the end of your next turn. Creatures more than one size larger than you have advantage on their save.

Iron Grip

Requires: No Spellcasting, Lvl 8

You have trained your grip extensively; you gain the following benefits:

Forceful Swing

Requires: No Full Spellcasting, Lvl 8

You are practiced at using your heavy weapon swings to move your enemies around the battlefield. While using a heavy two-handed weapon, you gain the following benefits:

From the Shadows

Requires: No Full Spellcasting, Lvl 5

In the bedlam of the battlefield, you are adept at fading into the morass and striking suddenly. Gain the following benefits:

Whirling Dervish

Requires: No Full Spellcasting, Lvl 8

When you use two-weapon fighting, you may make two attacks instead of one with your offhand weapon, as long as they target different enemies. After striking any enemy with a finesse weapon, you may immediately move 5 feet - this movement does not provoke attacks of opportunity.

Tactical Maneuvers

Requires: No Spellcasting, Lvl 5

You gain 4 d6 maneuver dice, and three maneuvers from the following list. You can take this feat up to four times - each time you take the feat, choose one more maneuver, gain 2 more dice, and increase the size of the die by one (d6 -> d8 -> d10 -> d12). You may expend maneuver dice to roll them and perform any of the selected maneuvers, and you may change one selected maneuver whenever you gain a level. You regain all of your maneuver dice each time you complete a short or long rest.

Changes to already-existing feats