Feats

This is a list of homebrewed feats.

### Aspect of Purpure Slime

After drinking a potion of Purpure Slime, you gain this feat. Your constitution and charisma score decrease by 2, and your dexterity score increases by 2. This increase can go above 20 unlike regular ASI progression.

You take on aspects of a slimy demonic energy, altering your appearance. Your skin gains a purple hue in some places, your eyes turn yellow and your pupils become aberrant. Your creature type is replaced with Ooze. Your movement speed increases by 10 ft and you gain a climbing speed equal to your movement speed. You can squeeze through a space as narrow as 1 inch.

You gain the option to make an unarmed attack with a pseudopod that you can grow from your body. This attack inflicts 1d4 bludgeoning damage and 1d4 acid damage on hit. It is considered Finesse and Nimble.

### Aspect of Rockflesh

After drinking a potion of Rockflesh, you gain this feat. Your dexterity and wisdom scores decrease by 2, and your constitution score increases by 2. This increase can go above 20 unlike regular ASI progression.

You take on the aspects of a sacred chalk-colored mineral, the opposite of purpure slime, altering your appearance. Your skin is covered in rock scales in certain areas and your eyes have a purple iris with an irregularly shaped pupil. Your creature type becomes Celestial. At the cost of 1d6 HP you can grow your flesh into an object made from your sacred mineral no heavier than 10 lbs, such as a non-magical weapon, or a shield. Due to your weight, you sink in water like a brick.

You can overgrow yourself with your mineral, giving you the following benefits for 1 minute or until you decide to dispel them. Activating or dispelling this transformation takes 1 bonus action. Your movement speed decreases by 15 ft, you gain temporary hit points equal to your player level+ con modifier. Your AC grows by 2. You can create a colossal Rockflesh weapon when you transform, or as a bonus action during the effect. This weapon has the Reach, Heavy, and Two-handed properties and inflicts 2d8 slashing, piercing, or bludgeoning damage. It uses your strength modifier.

After you use this feature, you cannot use it again until you finish a long rest.

### Aspect of Ostaerus: Servitor

You can take on this aspect by allowing the hand-sized growth to fuse itself onto you. This takes 1 action, and then cannot be removed. This Aspect is connected to a formless growth of flesh and bone, which starts to change into a form of your choosing when you fuse with the Aspect. This takes 1 minute, and upon completion can be changed on a long rest. The options are: Gnoll Witherling, Fastieth, Giant Bat, Giant Badger, Swarm of Rats

### Aspect of Ostaerus: Extension

You can take on this aspect by allowing the hand-sized growth to fuse itself onto you. This takes 1 action, and then cannot be removed. You can use your bonus action to command it to grow into different shapes made from bone.

Bone Tower Shield: +3 to AC, takes up one arm. Half cover to allies behind you.

Marrowblade: A +1 greatsword with the Reach property

Exoskeleton: You gain a +1 to AC, Dex and Str checks/saves, and a 5 ft increase in movement speed.

Skeletal Arm: Your unarmed strikes inflict 1d4 additional piercing damage and you add 1d4 to grapple checks and contests.

### Titan Crawler

You increase your dexterity or strength score by 1

When you are climbing a creature you have advantage on attack rolls against the target and on contests to resist being Dislodged. You can use your Opportunity Attack against the climbed creature when it takes the attack action.

### Steamwing Trainee

When you are using a Steamwing, you gain the Flyby feature: you trigger no opportunity attacks when passing an enemy. In addition, you can make one opportunity attack against a creature you pass that is within range.

You gain the ability to safely perform a Divebomb attack: when you move at least 30 ft in a straight line while flying a Steamwing, you can make a special attack against a creature. You inflict 1d10 times your proficiency bonus in bludgeoning damage. This attack is considered Finesse and unarmed, and you land prone on a square adjacent to the targeted creature. You can use this feature a number of times equal to your dexterity modifier and regain all uses on a short or long rest.

### Iri awakening

You manifest your 'iri', the backside of your soul. The Iri is a unique ghostly being that looks different for every person, but usually takes the form of a strange looking monstrosity with animalistic traits. Your Iri is an aberration and small in size. It either has a 30 ft movement speed or a 15 ft fly (hover) speed. You use your highest mental stat (wis, int or cha) for several aspects of the Iri. Its AC is equal to 8+your proficiency bonus+modifier, and it has no HP, instead you take whatever damage is inflicted on the Iri. Your Iri can exist a distance away from you equal to 10 ft multiplied by your modifier, it cannot by any means be moved past that distance. You can manifest or dismiss your Iri with a bonus action. When your Iri is manifested, you can not cast spells from the point of your own character, instead casting them from the Iri, removing the need to use a spellcasting focus. In addition, your Iri learns one cantrip and one 1st level spell or your choice which can only be cast from your iri.

### Ancient Cauzai:

*Prerequiste: A* Cauzai *that is at least 80 years old*

Your movement speed drops to 20 ft and your size becomes huge. You still do not benefit from increased damage dice on weapon attacks or range, however your unarmed attack now inflicts 2d6+str bludgeoning damage.