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#homebrew feat
jaypea00101010 · 1 month
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Revised Drow
I just dropped my first ever paid paid product, which is also my first ever product over on the DMsGuild
It's my attempt at revising Drow, splitting them into 3 with unique lore and traits There's also 6 new feats, 1 for each type of drow, 2 for any drow, and 1 for elves in general
If you're interested, come check it out, and if you use THIS LINK this week, it's only $1 instead of $2.99!
If it's too late for the offer, you can still grab it for the normal price HERE.
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Have you considered: Werewolf feat?
I have not, and I have no interest in - oh, feat. I hadn't considered that either, but I can give it a shot.
Gift of the Full Moon: The power of the full moon resides within you, allowing you to strike with monstrous strength. As a bonus action, you can enter a berserk form, shifting your body into one similar to that of a werebeast. While in this form, you gain the following benefits:
Moonlight floods the area around you, drowning out all other light sources in a cylinder with a height of 60 feet and a radius of 30 feet around you.
You gain resistance to bludgeoning, piercing, and slashing damage from non-silvered weapons.
Claws extend from your hands, allowing your unarmed strikes to deal 1d8 damage.
You gain 60 feet of darkvision. If you already had darkvision, its range increases by 60 feet.
While in this state, you cannot cast or concentrate on spells. Once you use this ability, you can't use it again until you finish a long rest.
Or maybe something like...
Gift of the Wild Call: The hunters of the night call to you, inviting you to join them in bloodshed and revelry.
Once per turn, when you hit a creature with an attack, you can choose to deal additional damagr equal to your proficiency bonus. When you do so, make a DC 8 Wisdom save. On a failed save, you become overtaken by a feral frenzy; at the start of your next turn, you move to the nearest creature and take the Attack action against it. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Each time you use this feature, the DC of the Wisdom save increases by 1, resetting on a long rest.
Or maybe another way...
Gift of the Bestial Spirit: The spirit of a werebeast has united with you, allowing you to shift into its form. When you take this feat, choose a beast of CR 1 or lower. As a bonus action, you can transform into that creature, as per the rules of the Druid's Wild Shape, with the following exception: Instead of the beast's usual HP, your maximum Hit Points in this form equal 10 + twice your character level.
You can remain transformed in this way for up to 1 minute. Once you use this feature, you cannot use it again until you finish a long rest.
Lycanthropy, now in Barbarian, Blood Hunter, and Druid flavors. Are they balanced? I sure don't know, but they're pretty werewolfy.
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rollforimagination · 4 months
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Mechanic/Feat Idea
Silliest worshipper
Description: You have the ability to use Divine Intervention and all the other “Ask to your God” spells any times you want with an instant recharge only if you use it for something silly (DM’s decision) and if your God is Chaotic-Neutral/Good aligned.
Functionality: You use the spell to ask something silly to your God (another of the same meal you just had, to win a low/no reward slug race, have a nice silly hat, find a good pun on the spot, etc etc) and the God does it, then you feel a pat on your head and hear an astral voice say “Yes, sure darling, no need to use your precious spells for this” you feel warm and then everything turns back to normal, with your wish granted.
This can also work for warlocks only if your patron is Chaotic-Neutral/Good aligned.
In general, this can take effects if your deity is a momma type, even if it’s Lawful/Good but if it is Lawful/Good sometimes it will say things like “But next time use it for good alright sweetie?” making you feel slightly guilty, the more you use it for sillies without using it for something good.
Inspiration: the BG3 playthrough of @dare-to-dm (silly paladins are my favourite, use this so you can have fun in D&D sweetie ❤️)
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soylent-crocodile · 9 months
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Time Spells
Time magic is a powerful but evocative storytelling device, and one the Pathfinder system does not delve into much; you more or less have Time Stop, Time Dragons, and nothing else. This is understandable, as playing with causality is hard to write and an order of magnitude harder to improv, but I do wish we had a little more of playing with time. So here's two of my spells that do just that!
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(Stargazer by FrostAlexis on Deviantart)
Amalia’s Temporal Displacement
School: Transmutation Level: Occultist 3, Sorcerer/Wizard 3, Witch 3 Casting Time: 1 Standard Action Components: V, S Target: One creature within range Range: Medium (100ft+10ft/level) Duration: 1 hour/level Saving Throw: Will Negates Spell Resistance: Yes You push the creature a few seconds backwards in time. They cannot act on their next turn, and cannot act the first turn of any combat they enter under the effect of this spell. Additionally, they gain a -5 penalty to reflex saves and cannot take attacks of opportunity.
Chronostutter
School: Transmutation Level: Sorcerer/Wizard 5, Witch 5 Casting Time: 1 Standard Action Components: V, S Target: One creature within range Range: Medium (100ft+10ft//level) Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes You twist the creature’s relation to the time stream, causing it to frequently stutter in and out of time. At the start of its turn or when it would take an attack of opportunity, it has a 50% chance to be unable to take any action, freezing in place. Additionally, if it would make a reflex save or dexterity check or dexterity-based skill check, it has a 50% chance to immediately fail that save or check.
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A Collection of Homebrew Feats
Escape Artist
You’re an expert at avoiding and getting out of tight situations. If you are targeted by an attack that would grapple or restrain you, you add +2 to your Armor Class for that attack. When making skill checks or saving throws to escape or avoid being grappled or restrained, you add 1d4 to the roll.
Mariner
You are an excellent and trained swimmer. You gain the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
You gain a swimming speed equal to your walking speed.
You can survive while suffocating for 1 additional round.
When you make a ranged attack against a target while underwater, you do not have disadvantage while using a weapon’s normal range.
Outsize Strength
Prerequisite: Your size is Small Despite your small size, you have no difficulty wielding large weapons or carrying large objects. You gain the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
You do not have disadvantage on attack rolls due to your size while wielding weapons with the Heavy property.
When determining how much weight you are carrying, heavy weapons weigh half as much for you.
Prone Fighter
Being prone has less of an effect on your fighting abilities. You gain the following benefits:
Crawling does not cost you extra movement.
You do not have disadvantage on attack rolls as a result of being prone.
You have a +5 bonus to Dexterity (Stealth) checks made while you are prone, as long as you do not move on your turn.
Scroll Adept
Prerequisite: Spellcasting or Pact Magic feature You are especially adept at the use and creation of spell scrolls. You gain the following benefits:
You gain proficiency with the Arcana skill. If you are already proficient, you gain a +2 bonus to Arcana checks.
The time and cost it takes for you to create a spell scroll is reduced by half.
You can use a spell scroll even if the spell contained in it does not appear on your spell list.
When you use a cantrip spell scroll, it is not destroyed, and can be reused. With higher level spell scrolls, roll 1d10. If the number you roll is the spell’s level or lower, the spell scroll is destroyed as normal, but if you roll higher than the spell’s level, it can be reused. A roll of 0 always destroys the scroll.
Instead of the spell save DC listed, you use your own spell save DC for spell scrolls, unless the DC on the scroll is higher.
Whip Expert
Prerequisite: Proficiency with whips You use a whip not just for offense, but for utility and defense. You gain the following benefits while you are wielding a whip:
You can use your whip in the same way that you would use a grappling hook, swinging from or climbing up anything you attach your whip to.
While you are within 5 feet of a creature and using a whip, you can attempt to use the whip to grapple it. While grappling a target in this way, it is restrained, but can escape the grapple as normal.
You can grab tiny objects not being worn or carried with your whip, bringing them to a free hand. In addition, when you attack a creature wielding a weapon with your whip, you can forgo any damage you would have dealt to force your opponent to drop an object it is holding in its hands (you choose the item). You may only do so once per turn.
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ghoulcaclulator64 · 6 months
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Eidolon Defenses
hey guys, made a collection of level 8 evolution feats for summoner! each one is based on an existing eidolon type.
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heres a link to pf2 scribe if its difficult/not possible to see these as images
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onehobgoblin · 6 months
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Homebrew - For the cost of a 7th level skill feat and 1 minute, you can die!
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Also, if you are really into being dead:
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duvithemook · 6 months
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Oh damn, it's been a while, huh? Yeah, I suppose it has. Well, if anyone still wants free homebrew, I still have a huge backlog for ya. Spells again; seems like those are what people like the most.
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Hope y'all enjoy!
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theoutcastrogue · 4 months
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concept, fairy thief who steals and redistributes metaphysical concepts. such as discovering the mayor is twice as ugly and coincidentally, their home caught fire
Yes! I LOVE thieves who steal impossible things, and redistributing them is a fantastic twist!
The sky's the limit: abstract concepts, dreams, colours, voices, memories, anything. Incredible flavour, straight out of a fairytale, or possibly a sci-fi story (steal quanta!). And of course it would be a fey creature of some sort, though we can work with a particularly shifty spellcaster, or get more creative.
That reminds me, there was an old homebrew project for 3.5, where Epic levels came with truly epic things, prestige classes and feats that basically changed the game's genre. [Instead of RAW's apporach of "number go up even more" for mundanes and "you're invincible and all-powerful now" for fullcasters.] And Epic Rogues could pick the following:
SUPERNATURAL THEFT [Epic] You can steal things that shouldn’t be possible. Benefits: You are a master of stealing what shouldn't be possible. You gain all of the following abilities. Each one can be used as a standard action: Steal Feature: You can steal two dimensional details from a touched object or creature (such as the stripes of a tiger or words from a page). Stealing from a creature in this way requires a sleight of hand check opposed by the target’s spot check as normal. While stolen in this way, these loose details weigh nothing and can’t be seen by anyone other than perfect wights. You can’t do anything with these details other than giving (or more frequently, selling) them to other perfect wights or putting them on another object or creature by touching it as a standard action. Steal Voice: You can steal a creature’s voice by succeeding on a sleight of hand check opposed by the target’s spot check. While stolen in this way, the target is rendered mute and you may make use of this voice as you see fit. By touching a creature as a standard action, you can pass one or more voice onto them. You may even surrender your own voice in this way. Steal Years: You can steal a year of a creature’s life by succeeding on a sleight of hand check opposed by the target’s spot check. Neither you nor the target seems to age or become younger as only maximum lifespans are affected in this way. As a standard action, you can touch a creature and give it any number of years you possess (including those that were yours to start with). Creatures immune to magical aging can’t have years stolen from them but can have years added to them. Steal Identity: You can steal a sentient creature’s identity by succeeding on a sleight of hand check opposed by the target’s spot check. Unlike similar feats, you may only possess one identity at a given time and stealing the identity of one creature grants them your former identity. Regardless of evidence provided to the contrary, all creatures are recognized according to their identities rather than by their physical forms or abilities. In most cases, this costs the target its job, friends, and more. Special: This feat fools divination effects that look for people (such as discern location or scrying) but not effects that detect things about you (such as detect evil). Steal Life [Epic]: Within 1 round of killing a creature, you may formally steal its life force. When doing so, you heal hit points equal to twice the HD of that creature. Furthermore, the next time you would be slain through hit point damage, you instead stabilize at -1 hit points and the soul is expended. A creature can only store one additional life force at a time and you can pass on a life force along with it’s death-defying properties (but not the healing). To a touched creature as a full-round action.
Far from vanilla D&D!
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dm-tuz · 1 year
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Wolf Folk Update - Feats
I announced the update to Wolf Folk a while ago, but here’s a preview. There’s more where this came from on my Patreon and Ko-fi store!
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honourablejester · 10 months
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Homebrew Feat: Familiar Guidance
I’m not actually sure if this is worth or would need a feat, but, for reasons, I was looking at the feasibility of using a familiar as a rather more literal seeing-eye animal? For a blind or deaf PC, or a PC who doesn’t have darkvision, for example. And you can use the familiar’s senses as part of the spell itself, it’s just a little clumsy long-term:
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
An action and it only lasts a turn. So. A feat to make that a little more feasible longterm? For if you do want to play a blind character with a little mouse familiar that sits on their head, or an owl that sits on their shoulder, and lets them use its eyes as their own pretty much continuously.
(I realise this might be slightly overpowered on, say, a bat familiar, giving 60ft blindsight, or even the owl giving essentially superior darkvision, but … that might be worth spending a feat? Also, I’ve put it so you have to be touching the familiar for this to work, so while you’re using them as eyes they can’t do a lot else)
FEAT: FAMILIAR GUIDANCE
You gain the companionship of a familiar, with whom you have a special supportive bond. When you take this feat, you gain the following benefits:
You learn the Find Familiar spell, which you can cast only as a ritual.
If your familiar takes damage while they are within 100ft of you, you can use your reaction to take that damage yourself instead.
While you are in physical contact with your familiar, you can use their senses as if they were your own, without requiring an action. While sharing your familiar’s senses in this way, you gain the benefits of any special senses the familiar has, and you are blind and deaf with regard to your own senses. As your familiar is sharing your space, you can use their senses for any action, such as casting a spell or attacking, that would require your own.
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i made a dnd character. perceive my boy
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so basically his deal is that he’s a blind ex-pirate captain, he’s cursed as fuck because he lacks impulse control, and he’s a 128 year old human (don’t even worry about it).
he’s attempting to infiltrate and stop a cult with the help of a tiefling “time witch” sorcerer noble, a lizardfolk druid who journeyed across a desert and an ocean to escape her past, a half orc barbarian (who is now a werebear. again don’t worry about it) trying to rescue her kidnapped daughter, and a human fighter ex naval officer who kills pirates on sight.
more info about him under the cut
personal info
height: 175cm
weight: 170lbs
skin colour: light, ashy grey-brown (like the skin of someone who isn’t entirely alive)
eye colour: milky white
hair colour: black with grey streaks
personality traits
Extremely loyal to people he deems as his crew, especially when he perceives himself in a leadership role to them.
You are very direct and usually speak your mind without worrying about the feelings of other people. 
ideals
Ambition. Everyone wants things, I am just better than most at getting them.
bonds
Being hunted by dead crew
Connected to the cursed ship
flaws
You are very impulsive and often act before thinking through the consequences.
backstory
one of the older children born to a large family. grew up near the docks on the edge of the city. had poor eyesight from a young age. his parents were merchants who had many dealings with the thieves guild due to their success with smuggling. isaac often worked with the smuggling side of the family business, giving him good connections to the thieves guild and skills with handling a ship and managing a crew. as an older teen he left his family and joined a new ship, The Umbra. he took over from the captain after killing the creature that had killed the captain and possessed their body. the umbra spent the next 9 years attacking military ships, earning isaac a large price on his head, and hunting for legends. after 9 years the umbra found their greatest legend, the ghost ship known as the pandora, and it killed the whole crew except isaac, trapping everyone’s souls aboard. isaac lost what remained of his sight to the darkness, and was cursed to sail the ghost ship and his undead crew through the night, searching for the escaped spirit of hope, and to kill the undead crew of the pandora every morning. after 100 years, isaac came close enough to capturing hope that it gave some of himself to him, giving him the resolve to be free he lost when the pandora took him. he escaped and found his way back to the city he was raised in, finding it completely unrecognisable 100 years later.
ghost ship lore
a ghost ship that sails the waters of the Archon Knout sea, both on the surface and in the underdark. any who tries to take the helm will replace the cursed captain, and their companions will be added to the pandora’s undead crew. the pandora sails forever lead by their lantern wielding captain, on an endless mission to recapture hope. during the night it sails the seas, its image shimmering under the moonlight. during the day it sails through the underdark as the undead crew attempts to kill their trapped captain. each night the felled crew rises again, desperate to complete their mission.
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homebrewhighway · 9 months
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Hello gamers, dunno why its taken me so long to make an actual tumblr post but hey! I'm a newbie TTRPG creator that makes homebrew content for tabletop roleplaying games in general but especially 5e purely because that's what I'm most familiar with. Trying to learn Fate but scheduling makes it a slow process…
Anyways I do a bit of everything including Magic Items, Spells, Feats, Character / Monster Art & Sheets, Races, Subclasses, and Backgrounds, and beyond! Some of my stuff is serious but a lot of it is very silly. Currently working on my first adventure module which is based on barbie.
I'm a pretty mediocre artist all things considered but I am passionate and I put my everything into what I do! Not all of my content is paid but I have a patreon with a grand total of 0 patrons and little to no attention whatsoever lmao so not exactly making waves here so whatever support you can give would go a long way. Thamk!
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another-rpg-sideblog · 6 months
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Advanced Weapon Wield by Raccoomph on reddit
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soylent-crocodile · 9 months
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Polymorph Spells
I love the polymorph subclass of spells! Shapeshifting is just fun, whether you like it for gender reasons, sexy reasons, or both. Or for normal reasons ig. I love shapeshifting, and I love gishing, so the first homebrew spells I made were additions to the polymorph subschool. This is them!
You may notice the Tenjamin name! This is my first eldritch knight transmutationist, Tenjamin Velekopre. Feel free to remove the name if you really want, but it's here.
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(art by Lily Abdullina on artstation)
Tenjamin’s Binary Aspect
School: Transmutation (Polymorph) Level: Alchemist 3, Bloodrager 3, Cleric /Oracle 3, Sorcerer/Wizard 3, Magus 3 Casting Time: 1 Standard Action Components: V, S, M (A strip of cured muscle or tendon) Range: Personal Target: Self Duration: 1 min/level When you cast this spell, your body warps and twists to an idealized and heavily gendered version of yourself, fitted to one of two aspects- power or finesse. At the time of casting you choose either Powerful or Nimble. Powerful- If your size is not medium, you and your equipment become medium. You gain a +2 size bonus to strength, a +2 natural armor bonus, a +4 competence bonus to intimidate checks, and a +10 bonus to your movement speed.  Nimble- If your size is not small, you and your equipment become small. You gain a +2 size bonus to Dexterity, a +2 natural armor bonus, a +4 size bonus to stealth, and a +10 bonus to your movement speed.
Form of the Scalelord
School: Transmutation (Polymorph) Level: Alchemist 4, Animist/Druid 4, Bloodrager 4, Magus 4, Sorcerer/Wizard 4, Shaman 4 Casting Time: 1 Standard Action Components: V, S, M (A reptilian scale) Range: Personal Target: Self Duration: 1 min/level This ancient spell was used by softskin humanoids to hide among the reptilian rulers of the world, but in the absence of such rulers has been adopted for use in combat. Scales encase your body, your legs and face warp to a reptilian shape, and you grow a powerful set of claws, teeth, and a tail. You become a reptilian version of yourself, of the appropriate type for your race and personality. Your size becomes medium if it wasn’t already, and you gain a bite attack and two claw attacks that are all primary attacks and deal 1d6 damage plus your strength modifier and 1d4 damage plus your strength modifier, respectively. You gain a +4 enhancement bonus to strength and a +2 enhancement bonus to dexterity, a +2 natural armor bonus, a 40ft climb speed, a 40ft swim speed, a +10 bonus to your land speed, and pounce.
Tenjamin’s Implacable Form
School: Transmutation (Polymorph) Level: Alchemist 5, Bloodrager 4, Cleric /Oracle 5, Magus 5, Sorcerer/Wizard 5, Casting Time: 1 Standard Action Components: V, S, M (A small piece of iron) Range: Personal Target: Self Duration: 1 min/level Your body hardens and restructures itself, and you become an aspect of unstoppable, implacable power.  You gain DR 5/adamantine or epic, a -2 penalty to dexterity, a +4 enhancement bonus to constitution, a +4 bonus to natural armor, and a +4 enhancement bonus to your CMD. Additionally, you gain an immunity to fear effects, confusion, and stun and can ignore difficult terrain. 
Echo the Hag
School: Transmutation (Polymorph) Level: Shaman 3, Witch 3 Casting Time: 1 Standard Action Requirements: V, S, M (A lock of hag hair) Range: Personal Target: Self Duration: 1 min/level You warp yourself into a form reminiscent of hags, the monstrous spellcasters of the wild. Your features deform and exaggerate until you are grotesque.  Your size becomes medium if you are not already medium, and you gain a +2 size bonus to strength and constitution, a -4 penalty to diplomacy, and a +4 racial bonus to intimidate. You gain two claw natural attacks that are primary attacks so long as you aren’t wielding a weapon and deal 1d6 plus your strength modifier damage, and you gain a +2 enhancement bonus to the save DCs of your hexes.
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seafleece · 2 years
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can’t have shit in dndbeyond
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