FelinaeFatale
Villager
Hi everyone! Just joined today, and a relative novice in dnd. Was hoping to get some feedback from you guys about a few Homebrew feats I have, bits and pieces I picked up from other homebrew campaigns.
For lore reasons a character can only pick one from this list, their "profession" in a way. So I'd like them to be pretty decently balanced so that people won't all just pick the same one? Here's the eleven!
Would appreciate any comments or suggestions on how to balance.
Unlock Feat "Explorer": Increase your Charisma score by 1, to a maximum of 20. Luck seems to smile at you, you may re-roll a skill check or save, you must take a long rest before using this skill again. Your instincts of discovery are well honed, you can precisely recall the exact route you've travelled over the past three weeks.
Unlock Feat "Guardian": Increase your Constitution score by 1, to a maximum of 20. You have a keen eye when it comes to safety. You and your companions can travel at a normal speed through crowds. When you enter combat your body instantly responds releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to twice your Constitution modifier.
Unlock Feat "Incredible Inventor": Your knack for creation has lead to you creating companion constructs. You may choose any beast with a challenge rating of 2 or less. The companion uses that beast's statistics, but are considered constructs. They don’t need to eat or breath, they are immune to poisoned/charmed/exhaustion and are immune to poison damage. The companion obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. Over the course of a long rest, you can repair a slain construct with 5gp if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the construct is beyond recovery, you may build a new one over the course of a week (8 hours each day) using 500gp of materials.
Unlock Feat "Keen Eye": You gain proficiency in History or Investigation. If you are already proficient in it, you gain expertise and double your proficiency bonus on that skill. You can cast the spell Identify at will, but only on items. Your skills in trade means you can usually find better prices for buying or selling items and services.
Unlock Feat "Fearless Warrior": You have Advantage on saving rolls against Fear effects. Whenever a creature makes an attack roll against you with a melee attack, you have Advantage on attack rolls against this creature on your next turn.
Unlock Feat "Fiery Temper": You gain an additional +2 on attack rolls with weapons or spells that deal fire damage. For any Attack you make unarmed or with a non-magical piercing, slashing, or bludgeoning weapon, you may choose to deal fire damage with it instead. The bonus to attack roll does not apply to any weapon modified in this way.
Unlock Feat "Knowledgeable": You are learned in all subjects, having mastered the very art of learning. Increase your Intelligence score by 1, to a maximum of 20. Choose a skill you are proficient in, you gain expertise in that skill, doubling your proficiency bonus. Additionally, when you make a roll for any skill or ability check, you may choose to add your Intelligence modifier to that roll. You may only do this once per long rest.
Unlock Feat "Bounty of the Water": You are able to breathe underwater, and gain a swim speed equal to your base walking speed. Additionally, any healing spells you cast is far more effective. Whenever you use a spell to restore hit points, you may choose another target within range (including yourself), this target will recieve half the spell's recovery effects (rounded up). If they were already targeted by the spell, they gain 1.5x the amount of hit points instead.
Unlock Feat "Scent of the Wild Lands": You gain proficiency in using the Poisoner's kit. While in forested terrain, you may ignore any disadvantage applied to your rolls. Additionally, you may cast the spell Plant Growth once per long rest without expending a spell slot.
Unlock Feat "Shadow Training": You have trained in the ways of Yaksha and you can become with the shadow. You are permanently under a spell of Nondetection. You may dismiss this effect for a duration by maintaining concentration. You may cast Disguise Self or Silent Image once per long rest without using up a spell slot.
Unlock Feat "Magical Teachings": (Requirement: Must be able to cast spells) You gain one extra spell slot with level equal to the highest level spell you can cast.
For lore reasons a character can only pick one from this list, their "profession" in a way. So I'd like them to be pretty decently balanced so that people won't all just pick the same one? Here's the eleven!
Would appreciate any comments or suggestions on how to balance.
Unlock Feat "Explorer": Increase your Charisma score by 1, to a maximum of 20. Luck seems to smile at you, you may re-roll a skill check or save, you must take a long rest before using this skill again. Your instincts of discovery are well honed, you can precisely recall the exact route you've travelled over the past three weeks.
Unlock Feat "Guardian": Increase your Constitution score by 1, to a maximum of 20. You have a keen eye when it comes to safety. You and your companions can travel at a normal speed through crowds. When you enter combat your body instantly responds releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to twice your Constitution modifier.
Unlock Feat "Incredible Inventor": Your knack for creation has lead to you creating companion constructs. You may choose any beast with a challenge rating of 2 or less. The companion uses that beast's statistics, but are considered constructs. They don’t need to eat or breath, they are immune to poisoned/charmed/exhaustion and are immune to poison damage. The companion obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. Over the course of a long rest, you can repair a slain construct with 5gp if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the construct is beyond recovery, you may build a new one over the course of a week (8 hours each day) using 500gp of materials.
Unlock Feat "Keen Eye": You gain proficiency in History or Investigation. If you are already proficient in it, you gain expertise and double your proficiency bonus on that skill. You can cast the spell Identify at will, but only on items. Your skills in trade means you can usually find better prices for buying or selling items and services.
Unlock Feat "Fearless Warrior": You have Advantage on saving rolls against Fear effects. Whenever a creature makes an attack roll against you with a melee attack, you have Advantage on attack rolls against this creature on your next turn.
Unlock Feat "Fiery Temper": You gain an additional +2 on attack rolls with weapons or spells that deal fire damage. For any Attack you make unarmed or with a non-magical piercing, slashing, or bludgeoning weapon, you may choose to deal fire damage with it instead. The bonus to attack roll does not apply to any weapon modified in this way.
Unlock Feat "Knowledgeable": You are learned in all subjects, having mastered the very art of learning. Increase your Intelligence score by 1, to a maximum of 20. Choose a skill you are proficient in, you gain expertise in that skill, doubling your proficiency bonus. Additionally, when you make a roll for any skill or ability check, you may choose to add your Intelligence modifier to that roll. You may only do this once per long rest.
Unlock Feat "Bounty of the Water": You are able to breathe underwater, and gain a swim speed equal to your base walking speed. Additionally, any healing spells you cast is far more effective. Whenever you use a spell to restore hit points, you may choose another target within range (including yourself), this target will recieve half the spell's recovery effects (rounded up). If they were already targeted by the spell, they gain 1.5x the amount of hit points instead.
Unlock Feat "Scent of the Wild Lands": You gain proficiency in using the Poisoner's kit. While in forested terrain, you may ignore any disadvantage applied to your rolls. Additionally, you may cast the spell Plant Growth once per long rest without expending a spell slot.
Unlock Feat "Shadow Training": You have trained in the ways of Yaksha and you can become with the shadow. You are permanently under a spell of Nondetection. You may dismiss this effect for a duration by maintaining concentration. You may cast Disguise Self or Silent Image once per long rest without using up a spell slot.
Unlock Feat "Magical Teachings": (Requirement: Must be able to cast spells) You gain one extra spell slot with level equal to the highest level spell you can cast.
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