Homebrew Feats

The following is a list of homebrew feats that have appeared. This list also contains abilities that may be categorized as boons or a unique type of character feature, as the delineation between feats and other abilities is not always clear.
==Feats==
Name 	Initial Appearance	Player Character
Legacy of the Stalwart Heart 	Campaign 3 	Callum Zidane
Your connection to your family shines even in the darkest times. At the end of a long rest, short rest, or coming out of a rage, you may choose to enter one of the stances described below. Additionally, as a bonus action, you may expend a hit die to swap stances. These stances cannot be used while raging. 
#Turtle Stance. You channel the naturalistic power of Vikas Zidane, reducing your movement speed by 10, but gaining the effects of the barkskin spell on yourself. Additionally, you may cast thorn whip and detect poison and disease at will.
#Bear Stance. You channel the compassionate power of Arona Zidane. You cannot be moved against your will. Additionally, you may use your action to expend a use of Rage to give yourself and each creature of your choice within 10 feet of you 10 temporary hit points.
#Songbird Stance. You channel the imaginative power of Kauri Zidane. You gain a +2 bonus to all ability checks you make that you don't have proficiency in. Additionally, you may cast guidance and sanctuary at will.
#Coelacanth Stance. You channel the ancient power of Noctis Zidane, only for a brief moment. As an action, you may use Rebellion, moving 15 feet in a straight line towards a creature of your choice, forcing them to make a contested grappling check. On a failure, you grab the target and jump with them into the air. Both you and the target fall on a space within 20 feet, causing them to take 3d10+5 bludgeoning damage and be knocked prone. Creatures within 5 feet of the impact must make a DC 14 Strength saving throw or additionally be knocked prone. Upon successfully using Rebellion, you switch out of this stance and cannot re-enter it until you have completed a long rest.	Your connection to your family shines even in the darkest times. At the end of a long rest, short rest, or coming out of a rage, you may choose to enter one of the stances described below. Additionally, as a bonus action, you may expend a hit die to swap stances. These stances cannot be used while raging. 
#Turtle Stance. You channel the naturalistic power of Vikas Zidane, reducing your movement speed by 10, but gaining the effects of the barkskin spell on yourself. Additionally, you may cast thorn whip and detect poison and disease at will.
#Bear Stance. You channel the compassionate power of Arona Zidane. You cannot be moved against your will. Additionally, you may use your action to expend a use of Rage to give yourself and each creature of your choice within 10 feet of you 10 temporary hit points.
#Songbird Stance. You channel the imaginative power of Kauri Zidane. You gain a +2 bonus to all ability checks you make that you don't have proficiency in. Additionally, you may cast guidance and sanctuary at will.
#Coelacanth Stance. You channel the ancient power of Noctis Zidane, only for a brief moment. As an action, you may use Rebellion, moving 15 feet in a straight line towards a creature of your choice, forcing them to make a contested grappling check. On a failure, you grab the target and jump with them into the air. Both you and the target fall on a space within 20 feet, causing them to take 3d10+5 bludgeoning damage and be knocked prone. Creatures within 5 feet of the impact must make a DC 14 Strength saving throw or additionally be knocked prone. Upon successfully using Rebellion, you switch out of this stance and cannot re-enter it until you have completed a long rest.	Your connection to your family shines even in the darkest times. At the end of a long rest, short rest, or coming out of a rage, you may choose to enter one of the stances described below. Additionally, as a bonus action, you may expend a hit die to swap stances. These stances cannot be used while raging. 
#Turtle Stance. You channel the naturalistic power of Vikas Zidane, reducing your movement speed by 10, but gaining the effects of the barkskin spell on yourself. Additionally, you may cast thorn whip and detect poison and disease at will.
#Bear Stance. You channel the compassionate power of Arona Zidane. You cannot be moved against your will. Additionally, you may use your action to expend a use of Rage to give yourself and each creature of your choice within 10 feet of you 10 temporary hit points.
#Songbird Stance. You channel the imaginative power of Kauri Zidane. You gain a +2 bonus to all ability checks you make that you don't have proficiency in. Additionally, you may cast guidance and sanctuary at will.
#Coelacanth Stance. You channel the ancient power of Noctis Zidane, only for a brief moment. As an action, you may use Rebellion, moving 15 feet in a straight line towards a creature of your choice, forcing them to make a contested grappling check. On a failure, you grab the target and jump with them into the air. Both you and the target fall on a space within 20 feet, causing them to take 3d10+5 bludgeoning damage and be knocked prone. Creatures within 5 feet of the impact must make a DC 14 Strength saving throw or additionally be knocked prone. Upon successfully using Rebellion, you switch out of this stance and cannot re-enter it until you have completed a long rest.
Me, an Empath... 	Campaign 2 	Ao Yanqiong
You are harmoniously in tune with the emotions of others. You gain the following benefits:
*You can cast detect thoughts once without expending a spell slot and requiring no verbal or material components. You regain this spell at the end of a long rest, or you may use a ki point to cast this spell again before then. The saving throw DC for this spell is the same as your ki save DC.
*Your presence can be channeled to warm the hearts of those around you. You may cast calm emotions at will.
*You gain proficiency in Insight (WIS) checks.	You are harmoniously in tune with the emotions of others. You gain the following benefits:
*You can cast detect thoughts once without expending a spell slot and requiring no verbal or material components. You regain this spell at the end of a long rest, or you may use a ki point to cast this spell again before then. The saving throw DC for this spell is the same as your ki save DC.
*Your presence can be channeled to warm the hearts of those around you. You may cast calm emotions at will.
*You gain proficiency in Insight (WIS) checks.	You are harmoniously in tune with the emotions of others. You gain the following benefits:
*You can cast detect thoughts once without expending a spell slot and requiring no verbal or material components. You regain this spell at the end of a long rest, or you may use a ki point to cast this spell again before then. The saving throw DC for this spell is the same as your ki save DC.
*Your presence can be channeled to warm the hearts of those around you. You may cast calm emotions at will.
*You gain proficiency in Insight (WIS) checks.
Nobody Messes With My Friends!	Campaign 2 	Diza
The bond you've created with your companions is unbreakable, and you'd kill to protect them. You gain the following benefits: 
* After a long rest, choose up to 5 creatures other than yourself. These are members of your herd for the purposes of this feat.
*While within 30 feet of a member of your herd, you gain an additional reaction.
*As a reaction to a member of your herd being hit by a melee weapon attack, you may use your Goring Rush ability, moving 20 feet towards them and immediately making an unarmed strike with your horns.
*You can cast Hellish Rebuke twice without using a spell slot. You regain both of these whenever you finish a long rest.	The bond you've created with your companions is unbreakable, and you'd kill to protect them. You gain the following benefits: 
* After a long rest, choose up to 5 creatures other than yourself. These are members of your herd for the purposes of this feat.
*While within 30 feet of a member of your herd, you gain an additional reaction.
*As a reaction to a member of your herd being hit by a melee weapon attack, you may use your Goring Rush ability, moving 20 feet towards them and immediately making an unarmed strike with your horns.
*You can cast Hellish Rebuke twice without using a spell slot. You regain both of these whenever you finish a long rest.	The bond you've created with your companions is unbreakable, and you'd kill to protect them. You gain the following benefits: 
* After a long rest, choose up to 5 creatures other than yourself. These are members of your herd for the purposes of this feat.
*While within 30 feet of a member of your herd, you gain an additional reaction.
*As a reaction to a member of your herd being hit by a melee weapon attack, you may use your Goring Rush ability, moving 20 feet towards them and immediately making an unarmed strike with your horns.
*You can cast Hellish Rebuke twice without using a spell slot. You regain both of these whenever you finish a long rest.
Aura of Loyalty 	Campaign 2 	Astryd Ansirah
Your devotion to those you love imbues your spellcasting and abilities. You gain the following benefits:
* Whenever you cast an abjuration or enchantment spell, you may restore 1d6 + your spellcasting ability modifier hit points to any creatures of your choice within your Aura of Protection.
* You may cast the bless spell once without expending a spell slot. You must complete a long rest to do so again.
* As a Reaction to missing an attack roll, you may add a bonus to that attack roll equal to the amount of allies you can see within 30 feet of you (maximum bonus of +4). You can use this ability a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.	Your devotion to those you love imbues your spellcasting and abilities. You gain the following benefits:
* Whenever you cast an abjuration or enchantment spell, you may restore 1d6 + your spellcasting ability modifier hit points to any creatures of your choice within your Aura of Protection.
* You may cast the bless spell once without expending a spell slot. You must complete a long rest to do so again.
* As a Reaction to missing an attack roll, you may add a bonus to that attack roll equal to the amount of allies you can see within 30 feet of you (maximum bonus of +4). You can use this ability a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.	Your devotion to those you love imbues your spellcasting and abilities. You gain the following benefits:
* Whenever you cast an abjuration or enchantment spell, you may restore 1d6 + your spellcasting ability modifier hit points to any creatures of your choice within your Aura of Protection.
* You may cast the bless spell once without expending a spell slot. You must complete a long rest to do so again.
* As a Reaction to missing an attack roll, you may add a bonus to that attack roll equal to the amount of allies you can see within 30 feet of you (maximum bonus of +4). You can use this ability a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.
Requiem of the Six-Tailed 	Campaign 2 	Ryfon Sarren
After finally understanding your limits and the strength of putting trust in others, Michi has deemed you worthy of one of the kitsune's greatest abilities: cheating death. This creates a direct link between you and the afterlife, being able to see flickers of the spirits that inhabit the world beyond.
When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The trinket is a silver medallion of a fox head, with two tiny pieces of topaz for eyes. It manifests and dissipates in a faint blue/pink flame. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum. You can use soul trinkets in the following ways:
*Reaper's Resilience. While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
*Spiritual Courier. As an action, you can destroy one of your soul tokens and ask the spirit associated with it to deliver a message to a designated recipient. The message can be up to 25 words long, and the spirit will attempt to deliver the message in the most appropriate way possible.
*Soulful Insight. While a soul trinket is on your person, it serves as a reminder of a departed creature, keeping the token on your person or in a designated place to honor their memory. You are able to vividly recall one memory from the spirit's life, of their choosing, and gain advantage on any checks to recall information about that creature or their life. As an action, you can destroy the soul token and gain proficiency in a skill that the soul had in life (as determined by the DM) for 10 minutes.	After finally understanding your limits and the strength of putting trust in others, Michi has deemed you worthy of one of the kitsune's greatest abilities: cheating death. This creates a direct link between you and the afterlife, being able to see flickers of the spirits that inhabit the world beyond.
When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The trinket is a silver medallion of a fox head, with two tiny pieces of topaz for eyes. It manifests and dissipates in a faint blue/pink flame. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum. You can use soul trinkets in the following ways:
*Reaper's Resilience. While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
*Spiritual Courier. As an action, you can destroy one of your soul tokens and ask the spirit associated with it to deliver a message to a designated recipient. The message can be up to 25 words long, and the spirit will attempt to deliver the message in the most appropriate way possible.
*Soulful Insight. While a soul trinket is on your person, it serves as a reminder of a departed creature, keeping the token on your person or in a designated place to honor their memory. You are able to vividly recall one memory from the spirit's life, of their choosing, and gain advantage on any checks to recall information about that creature or their life. As an action, you can destroy the soul token and gain proficiency in a skill that the soul had in life (as determined by the DM) for 10 minutes.	After finally understanding your limits and the strength of putting trust in others, Michi has deemed you worthy of one of the kitsune's greatest abilities: cheating death. This creates a direct link between you and the afterlife, being able to see flickers of the spirits that inhabit the world beyond.
When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The trinket is a silver medallion of a fox head, with two tiny pieces of topaz for eyes. It manifests and dissipates in a faint blue/pink flame. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum. You can use soul trinkets in the following ways:
*Reaper's Resilience. While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
*Spiritual Courier. As an action, you can destroy one of your soul tokens and ask the spirit associated with it to deliver a message to a designated recipient. The message can be up to 25 words long, and the spirit will attempt to deliver the message in the most appropriate way possible.
*Soulful Insight. While a soul trinket is on your person, it serves as a reminder of a departed creature, keeping the token on your person or in a designated place to honor their memory. You are able to vividly recall one memory from the spirit's life, of their choosing, and gain advantage on any checks to recall information about that creature or their life. As an action, you can destroy the soul token and gain proficiency in a skill that the soul had in life (as determined by the DM) for 10 minutes.
Sunblessed 	Campaign 3 	Cori Burrows
Description. 	Description. 	Description.
Vanse de Coppélia 	Campaign 3 	Echo
Description. 	Description. 	Description.
Vitae Furtum 	Campaign 3 	Callum Zidane
Once per rage, as a bonus action, you can use your antlers to attempt to drain the life essence of the creature. On a hit, deal 1d10 + STR magical piercing damage, and regain an amount of hit points equal to half the damage dealt. 
At level 6, deal an additional 1d10 magical piercing damage.	Once per rage, as a bonus action, you can use your antlers to attempt to drain the life essence of the creature. On a hit, deal 1d10 + STR magical piercing damage, and regain an amount of hit points equal to half the damage dealt. 
At level 6, deal an additional 1d10 magical piercing damage.	Once per rage, as a bonus action, you can use your antlers to attempt to drain the life essence of the creature. On a hit, deal 1d10 + STR magical piercing damage, and regain an amount of hit points equal to half the damage dealt. 
At level 6, deal an additional 1d10 magical piercing damage.
Walking Storm 	Campaign 3 	Walker
You have become an expert at manipulating the natural forces of wind and water. Once per long rest, you can summon a storm centered on yourself, as an Action. The storm extends out up to a radius of 20 feet, follows your movement, and extinguishes any unprotected flames in its area. The storm lasts for 1 minute or until you fall unconscious.
Wind Master. While the storm is active, you gain a flying speed equal to your movement speed. Whenever you cast a spell, you can choose a number of creatures equal to your Intelligence modifier in the area of the storm. The chosen creatures automatically succeed on their saving throws.
Shattering Freeze. When a hostile creature starts its turn in the storm, it begins to freeze. If it takes an amount of damage equal to or higher than its Constitution score before the start of its next turn, it immediately takes an additional 1d6 cold damage and attacks against it are considered a critical hit on a roll of 19-20 until the end of its next turn.
You can use this ability again by expending a spell slot of 4th level or higher.	You have become an expert at manipulating the natural forces of wind and water. Once per long rest, you can summon a storm centered on yourself, as an Action. The storm extends out up to a radius of 20 feet, follows your movement, and extinguishes any unprotected flames in its area. The storm lasts for 1 minute or until you fall unconscious.
Wind Master. While the storm is active, you gain a flying speed equal to your movement speed. Whenever you cast a spell, you can choose a number of creatures equal to your Intelligence modifier in the area of the storm. The chosen creatures automatically succeed on their saving throws.
Shattering Freeze. When a hostile creature starts its turn in the storm, it begins to freeze. If it takes an amount of damage equal to or higher than its Constitution score before the start of its next turn, it immediately takes an additional 1d6 cold damage and attacks against it are considered a critical hit on a roll of 19-20 until the end of its next turn.
You can use this ability again by expending a spell slot of 4th level or higher.	You have become an expert at manipulating the natural forces of wind and water. Once per long rest, you can summon a storm centered on yourself, as an Action. The storm extends out up to a radius of 20 feet, follows your movement, and extinguishes any unprotected flames in its area. The storm lasts for 1 minute or until you fall unconscious.
Wind Master. While the storm is active, you gain a flying speed equal to your movement speed. Whenever you cast a spell, you can choose a number of creatures equal to your Intelligence modifier in the area of the storm. The chosen creatures automatically succeed on their saving throws.
Shattering Freeze. When a hostile creature starts its turn in the storm, it begins to freeze. If it takes an amount of damage equal to or higher than its Constitution score before the start of its next turn, it immediately takes an additional 1d6 cold damage and attacks against it are considered a critical hit on a roll of 19-20 until the end of its next turn.
You can use this ability again by expending a spell slot of 4th level or higher.