General Feat (Prerequisite: Level 4+, Constitution of 13 or higher)
You've mastered harnessing the energy within your own body, granting you the following benefits:
Ability Score Increase. Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
Jump. You learn the Jump spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level.
Jumping Action. Your martial training allows increased strain on your body. You can take your bonus action on each of your turns to use the Jump action.
Elemental Unarmed Strike. Your hands become magic weapons. Once per short rest, you may use a bonus action and choose one of the following damage types: acid, cold, fire, lightning, or thunder. Once per turn, unarmed strikes have a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. In addition, when you roll damage of that type, you can treat any 1 on a damage die as a 2. This bonus lasts for 1 hour.
At Higher Levels. Damage rolls increase by 2d4 (3d4) at 7th level, 4d4 (5d4) at 11th level, 6d4 (7d4) at 15th level and 8d4 (9d4) at 19th level.







-
View User Profile
-
Send Message
Posted Nov 11, 2025This is my first ever Homebrew. Let me know what you think and let me know about any errors that you see.
Please Note:
-This feat is specifically to boost Unarmed Strike builds. Or if you like the Jump bonus :D
-The Damage Die button will work on the online Character Sheet for D&D Beyond and it will do the dice number increase for higher levels.
-The elemental damage is to be added to your Unarmed Strike damage, this doesn't add the base Unarmed Strike damage in.