Homebrew Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead.

You can take each feat only once, unless the feat's description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow you can't benefit from the Grappler feat until your Strength is restored.

## Broadened Breath

*Prerequisite: Demi-dragon or dragonborn, line breath*

The width of your elemental breath broadens, spilling forth to wash over your enemies. You gain the following benefits:

* Your Constitution or Charisma increases by 1, to a maximum of 20.
* The width of your Dragon's Breath increases from 5 ft. to 10 ft.

## Dragon's Hoard

*Prerequisite: Demi-dragon, 8th level*

A deep-seated greed takes hold of you. The sight of glinting metal excites you, and you know that it must be yours. You feel the need to construct a hoard. Pour out any amount of your treasure anywhere you like. During a long rest, you link yourself magically to that spot and all nearby treasure. You can only be linked to one hoard at a time. If any treasure is removed from the hoard, you immediately know what is being taken, but do not know by whom. As long as you are on the same plane as the treasure, you gain the following benefits based on how much gold is stored in the hoard. If enough gold is lost to put you below a gold threshold, you immediately lose all benefits associated with that threshold.

**Absorb Magic Enchantments:** The maximum limit of magical items that you can have absorbed with **Absorb Magic** increases to the listed amount.

**Siphon Treasure:** Your magical hunger extends across any distance to the extraordinary items stored in your hoard. You can use any piece of non-equipment treasure, such as potions or wondrous items, that is stored within your hoard as if you were holding it. The item functions as normal, and is consumed on use or expends charges if it normally would. If the item requires itself to function, such as an *Immovable Rod* or a *Figurine of Wondrous Power*, you conjure a spectral projection of it. Such a spectral projection represents the magical essence of the item being pulled forth by you, and any damage sustained by such a projection carries over to the real item. An unattended projection fades after 1d4 hours.

**Auric Slumber:** Whenever you finish a long rest while resting within 30 ft. of your hoard, you gain temporary hit points equal to twice your level, lasting for 24 hours. Additionally, any exhaustion you had is reduced by 1 additional level.

**Attunement Slot:** The maximum amount of items you can be attuned to increases from 3 to 4.

## Innovator's Upgrade

*Prerequisite: Artificer*

You've honed your mind into a nonstop analytical machine. You can select two additional upgrades from your subclass list or one that is applicable to your Cross Disciplinary knowledge Feature. You can select this feat multiple times, selecting two different upgrades each time.

## Mental Adaptability

*Prerequisite: Artificer*

You've found ways to think outside the box, making connections that other - lesser - minds can never seem to understand.

* When you have to make a Intelligence, Wisdom or Charisma saving throw, you can roll all three and pick the highest result. Once you do this, you cannot do it again until you complete a long rest.
* You can select an additional upgrade that is not from your subclass list, so long as you can apply it to something in your possession. This upgrade cannot be a level restricted upgrade.

## Misfit's Adaption

*Prerequisite: Demi-dragon*

Your body continues to change in unexpected ways. You gain the following benefits:

* Your Strength, Constitution, or Charisma score increases by 1, to a maximum of 20.
* Choose one named feature from among the morphs available to the Metamorph archetype. You gain the chosen effect, which is permanent. If you already had access to morphs and have learned the associated morph category, you can choose whether to change this or your other Waning morph whenever you change morphs. The effect does not stack with itself.

You can take this feat multiple times. Each time you do, choose a different morph.

## Natural Ferocity

*Prerequisite: Demi-dragon*

You've grown used to using your body as the weapon it was meant to be. You gain the following benefits:

* You learn two maneuvers of your choice from among those available to the Juggernaut archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the **saving throw DC** = 8 + your proficiency bonus + your Strength modifier. If the maneuver makes use of a gore or wing natural weapon, you can add it to your list of natural weapons.
* Gain 2 points of fury, as described under the Juggernaut archetype. You can spend them on any Juggernaut maneuver you know and which you can pay the fury cost for. If you already had fury, your total increases by 2. You regain your expended fury when you finish a short or long rest.

## Shape Breath

*Prerequisite: Demi-dragon or dragonborn*

When you breathe destructive energy, you can shape pockets of relative safety within the area of your **Dragon's Breath** feature. You gain the following benefits:

* Your Constitution or Charisma increases by 1, to a maximum of 20.
* When you use your **Dragon's Breath** feature, you can choose a number of creatures that are within the area of the breath weapon and which you can see equal to 1 + your Charisma modifier (minimum 1). The chosen creatures need not make a saving throw, and take no damage from your **Dragon's Breath**.

## War Plating

*Prerequisite: Demi-dragon*

You've trained in wearing heavy armor into combat, rendering you a truly terrifying combatant on the battlefield. You gain the following b nefits:

* Your Strength increases by 1, to a maximum of 20.
* You gain proficiency with heavy armor