Let's invent some +1 Feats

Immovable Object
+1 Str or Con
You have Advantage on saving throws or ability checks to avoid being moved or knocked Prone
 
Unstoppable Force
+1 Str or Con
When you use the Shove action you roll with Advantage
If you move at least 10' immediately before using the Shove action, you can choose to either combine both effects (i.e. move the target 5' and knock it prone), or move the target 10'.
 
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Slit518

Explorer
Strong
+1 Strength
You gain 1/2 more in carrying capacity.

Nimble
+1 Dexterity
You can gain Advantage on any Dexterity skill check or saving throw, once you use this feature you must finish a Short or Long Rest before you can use it again.

Indomitable
+1 Constitution
As a Reaction you can use a Hit-Die to heal some hit-points. Once you use this feature you must finish a Short or Long Rest before you can use it again.

Smart
+1 Intelligence
You gain 1 knowledge skill, 1 tool, and 1 language of your choice.

Wise
+1 Wisdom
You can often discern the outcome of things, finding the best course of action to take at any given moment.
You gain Insight as a skill if you don't already have it, if you already have it you may double your proficiency modifier in that skill.
Whenever you roll an Insight check to determine an outcome, you may add 1d6 to that roll, you can do this a number of times equal to your Wisdom modifier (a minimum of 1), and must finish a Long Rest to regain all spent uses.

Lovable
+1 Charisma
You gain a mob of admirers equal to your Charisma modifier (a minimum of 1). They are hardcore fanatics that will live & die for you. They do not fight, but they will take a hit for you. And if an admirer is killed, a new one will come to replace it.
Follower's Stats -
HP: 4
AC: 10
Stats, skills, saves: +0
Movement: 30 feet
 

Horwath

Adventurer
martial training:
+1 to str, dex or con
You gain one fighting style
You gain proficiency in one weapon
 

Horwath

Adventurer
Shield bash, requirement; proficiency with shields and all martial weapons
+1 str or con
When you take Attack action with one handed melee weapon while you have your shield equiped, you can make one attack with your shield as a Bonus action.
Use str for attack and damage bonus.
Add any shield magic bonus to AC as bonus to attack and damage.
 

Volund

Explorer
Generic Ability Feat

Choose one ability and add +1 to that ability score.

Then choose one of the following benefits:
1) You can add half of your proficiency bonus to any ability check you make using your chosen ability if the check does not already include your proficiency bonus,

OR

2) Choose one of your proficient skills that uses your chosen ability. Your proficiency bonus is doubled for any ability check you make with that skill, provided the skill is not already benefiting from a feature that doubles your proficiency bonus.
 

Blue

Ravenous Bugblatter Beast of Traal
Well Rounded
+2 to your lowest ability score
Gain training in a skill normally associated with that ability score.

Yes, this is a +2 ... but it's a +2 that you'd never spend your ASI on. (And the cheapest one to increase via point buy.)
 

Sadras

Adventurer
Virtuous
+1 to WIS, INT or CHA

Select an additional Personality Characteristic* (Ideal, Bond or Flaw) for your character.

(WIS) Earn 1 Renown in every Faction, Organisation or Society per 5 Levels; or
(INT) Learn 1 additional Language, Musical Instrument or Tool Proficiency; or
(CHA) Increase your Attunement limit by 1.

Gain one Virtue from the list below:

Virtue of Charity
You gain a +1 bonus on saving throws and Insight checks to see through masquerades and illusions as well as resisting mind-affecting spells related to grandeur, power and wealth including the temptation thereof. This would include spells such as Fool’s Gold, Nystul’s Magic Aura and any forms of illusion or suggestion which would generally run contrary to this Virtue.

Virtue of Chastity
You gain a +1 bonus on saving throws to resist seductions and temptations of the flesh, this would include the charm effects from various creatures who promote lustfulness such as a nereid or succubus.

Virtue of Diligence
You gain a +1 bonus on Concentration and Endurance-type checks and saving throws. This Virtue would be useful in maintaining Concentration on a spell after taking damage or checks relating continued physical activity, such as forced marches, extensive period of swimming or running, combating fatigue or drowsiness…etc

Virtue of Humility
You gain a +1 bonus on Persuasion checks as long as no Deception is involved.

Virtue of Kindness
You gain a +1 bonus on saving throws and checks where Empathy might be applicable i.e. various Insight checks. Furthermore you gain a +1 bonus on skill checks when attempting to assist someone.

Virtue of Patience
You gain a +1 bonus on saving throws against effects that would alter your mood towards a more aggressive state. Furthermore you gain a +1 bonus on all skill checks related to crafting items as well as training someone or something (animals or beast companions).

Virtue of Temperance
You gain a +1 bonus on checks and saving throws where hope and morale are applicable, this would include fear saving throws.


*For those tables that earn Inspiration Points by invoking Personality Characteristics.
 
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Blue

Ravenous Bugblatter Beast of Traal
Parkour!
+1 STR or +1 DEX
Gain proficiency in either Athletics or Acrobatics
Gain advantage on all Athletics and Acrobatics rolls used specifically for movement (jumping, tumbling, etc.).
Do not reduce your move for alternate modes of locomotion (climbing, crawling, etc.)

Was considering +5' speed but think that might be too much.
 
Virtue of Charity
You gain a +1 bonus on saving throws and Insight checks to see through masquerades and illusions as well as resisting mind-affecting spells related to grandeur, power and wealth including the temptation thereof. This would include spells such as Fool’s Gold, Nystul’s Magic Aura and any forms of illusion or suggestion which would generally run contrary to this Virtue.
Overall I find the "Virtuous" feat to be too complex/different, compared to precedent. But I like the idea of a feat that makes you less susceptible to Illusion. Or how about this:

Discerning (formerly Skeptical)
+1 Int or Wis
You have Advantage on saving throws vs. Illusions
You have Advantage on Insight checks that are contested by Deception.
 
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vincegetorix

Jewel of the North
Sorry, I'll put the next Feats all in one post as they are all based on the same idea: trying to emulate 4e ''multiclass'' feats. I also want to add feats that allow the players to expand Inspiration to gain special feature other than just granting Advantage.

Wrathbearer
Prereq. 13 Str, any class other than barbarian
+1 Con or Str
Once per rest you can spend Inspiration to enter a fury-like trance for 1 minute. When the character enter this state, he gains 2x Con mod THP and gain +2 to damage roll with melee weapons for the duration of the effect.

Arcane Dilettante
Prereq 13+ Cha, any class other than bard.
+1 Cha or Int
- You count as a wizard for the purpose of item atunement and the use of spell scrolls.
- Once per long rest you can spend Inspiration to use your Action to cast a spell known by you or an ally within 15'. The spell cant be higher than level 2. Charisma is the spellcasting stat for this spell.

Divine Envoy
Prereq. Wis 13+, any class other than Cleric
- +1 Wis or Int
- Once per long rest you can spend Inspiration to enter a state of divine investiture. For 1 minute, you can replace any Charisma roll you make by a 10 after the original roll. For the duration you can speak and understand any languages.

Old Faith Initiate
Prereq. Wis 13+, any class other than Druid
- +1 Wis or Con
- You can understand the language of animals
- Once per long rest, you can spend Inspiration to take the shape of a small CR 0 animal for up to 1 hour.

Warrior Surge
Prereq. 13+ Str, any class other than Fighter
- +1 Str or Dex
- Gain proficiency in a martial weapon of your choice.
- Once per rest, when you spend Inspiration, you can also spend an Hit Dice to recover the same amount of HP or to make a saving throw against an ongoing effect.

Ascetic Training
Prereq. 13+ Wis, any class other than Monk
-+1 Con or Dex
- Damage with simple weapons 1d6 damage instead of their regular damage if lower.
- You have resistance to non-magic piercing damage as long a you wear no armor. On a turn you spend Inspiration, you can use the Dodge action as a Bonus Action.

Faith Militant
Prereq. Cha 13+, any class other than Paladin
- +1 Str or Cha
- Gain proficiency in a martial weapon of you choice
- When you use Inspiration on an attack roll against an Undead or Fiend creature, if the attack hits, you can add your Cha mod to damage. Choose Radiant or Necrotic for the damage of this attack.

Strider
Prereq. 13+ Con, any class other than Ranger
- +1 Con or Dex
- You have Advantage to resist any effect to would restrain, hold or slow you.
- You can spend Inspiration to ignore the effect of the two first level of Exhaustion for 1 hour.

Scoundrel
Prereq. Dex 13+, any class other than Rogue
- +1 Dex or Int
- You proficiency in Sleight of Hands
- At the start of an encounter, you can spend Inspiration to be automatically Hidden from all creatures in the encounter.

Mystic Birthright
Prereq. Cha 13+, any class other than Sorcerer
- +1 Cha or Con
- You gain the Thaumaturgy cantrip.
- Once per long rest, you can spend Inspiration to reveal your mighty lineage to your adversaries as a Bonus Action. Any non-allied creature with more than 5 Int within 30' must make a Wis saving throw against a DC of 8+prof+Cha or be frightened or charmed for 1 minute. The creatures can attempt the saving throw at the start of their turn.

Occultist
Prereq. Int 13+, any class other than Warlock
- +1 Int or Cha
- You gain proficiency in Arcana
- Once per long rest, you can invoke your power of foresight by spending Inspiration. When this happens, the DM should give you a relevant piece of information regarding important events likely to occur during your current adventure. You may gain clear images of where you should go, places to be wary of, a wanderer you can trust and so forth.

Loremaster
Prereq. 13+ Int, any class other than Wizard
- +1 Int or Wis
- Gain the Prestidigitation and Mage hand cantrips.
- Once per long rest you can spend Inspiration to gain proficiency in a Skill, Tool or Language you're not already proficient with for 10 minute. For the duration of this effect, you use Int instead of the regular ability for the use of the skill.
 
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Grognerd

Visitor
Faith Militant
Prereq. Cha 13+, any class other than Paladin
- +1 Str or Cha
- Gain proficiency in a martial weapon of you choice
- When you use Inspiration on an attack roll against an Undead or Fiend creature, if the attack hits, you can add your Cha mod to damage.
This one caught my eye. As an alternative, I thought of this... "When you use Inspiration on an attack roll against an Undead or Fiend creature, the damage of that attack becomes Radiant."

Strider
Prereq. 13+ Con, any class other than Ranger
- +1 Con or Dex
- You have Advantage to resist any effect to would restrain, hold or slow you.
- You can spend Inspiration to ignore the effect of the two first level of Exhaustion for 1 hour.
I have a homebrew feat called 'Unfettered' that looks almost exactly like this, except without the class restriction or the ASI. I also didn't think of the Exhaustion reduction. Nice touch!
 

TwoSix

The hero you deserve
Power Attacker
+1 Str or Dex
When you make an attack with a melee weapon, you may choose to take a -3 penalty to hit. If you do so, and the attack hits, the attack does 5 extra damage.
 

vincegetorix

Jewel of the North
This one caught my eye. As an alternative, I thought of this... "When you use Inspiration on an attack roll against an Undead or Fiend creature, the damage of that attack becomes Radiant."



I have a homebrew feat called 'Unfettered' that looks almost exactly like this, except without the class restriction or the ASI. I also didn't think of the Exhaustion reduction. Nice touch!
You are right, the extra damage, at least, should be Radiant or Necrotic. Thanks.
 

vincegetorix

Jewel of the North
Power Attacker
+1 Str or Dex
When you make an attack with a melee weapon, you may choose to take a -3 penalty to hit. If you do so, and the attack hits, the attack does 5 extra damage.
I would go with something a little different than GWM. What about ''You can take a penalty to attack up to your Prof bonus to add the same number as extra damage on a hit''? Or ''When you make an attack against a target and would have advantage on the roll, you can trade the advantage to deal extra 5 damage on a hit instead''.
 

Blue

Ravenous Bugblatter Beast of Traal
Arcane Sensitive
+1 INT or CHR
You gain one attunement slot.
You may cast Detect Magic as a ritual. Once done you may not do so again until you have taken a short or long rest.
 

Blue

Ravenous Bugblatter Beast of Traal
Favored of the Gods
+1 CON or WIS
Add your proficiency to healing done by any divine spell or channel divinity.
When you fail a WIS save or a save originating from a celestial or fiend, you may reroll it with +4. The may be only be done once per long rest.

(Idea of the second part is to break out of controls and such through the power of your belief, then I extended it to also anything done against you by "the baddies". Whom might be celestials if you are evil.)
 

Blue

Ravenous Bugblatter Beast of Traal
Orienteer
+1 WIS
* Gain proficiency with Cartographer's tools. If you are already proficient with them, double your bonus with them.
* You have a superior memory of location, and can produce maps of places you have been within the past month with high accuracy unless there is some outside factor clouding it.
* You have advantage on Wis (Perception) and Int (Investigation) rolls specifically about about terrain features and architecture. You also have advantage navigating with a map.
* You may support yourself at a Comfortable lifestyle by creating and selling maps.
 

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