I tried my hand at a few different racial feats and wanted to see what others thought from a flavor/balance perspective.
Dragon Breath
Prerequisite - Dragonborn (race)
Increase your Constitution score by 1, to a maximum of 20
When you use your breath weapon, you can reroll 1s on the damage dice once and must use the new value.
Each time you use your breath weapon, you can choose whether to affect a 15 ft cone or a 30 ft line.
When you roll for initiative, if you have no uses of your breath weapon remaining you regain one use.
Eye of the Sea
Prerequisite - Triton (race)
Increase your Wisdom score by 1, to a maximum of 20.
Your darkvision is extended by 60 feet. While underwater, your darkvision is extended by an additional 60 feet.
You can see normally out to 60 feet in areas which are heavily obscured due to rain, mist, snow, or fog (including those produced by magic).
Eyes of Vulnerability
Prerequisite - Tabaxi (race)
(....) Insert flavor text about cute kitten eyes
Increase your Charisma score by 1, to a maximum of 20
You gain proficiency in the Persuasion and Performance skills if you are not already proficient.
Using your action, choose up to six creatures that can see you within 60 feet. Those creatures must each succeed on a Wisdom saving throw or be charmed by you for 1 minute. A creature can repeat this saving throw at the end of each of it's turns, ending the effect on a success. A creature can also repeat this saving throw every time they take damage. The DC for this feature is equal to 8+your proficiency bonus+your Charisma modifier. Once you have used this feature you must complete a long rest before you can use it again.
Odin’s Beard
Prerequisite - Dwarf (race)
Your beard grows to a luxurious length and softness and braided with intricate knots. Your beard is now so beautiful, it can faintly call upon the power of the gods to grant you minor magical abilities.
Increase your Charisma score by 1 (to a maximum of 20)
You gain proficiency in the Persuasion and Intimidation skills if you are not already proficient.
You can cast the Find Familiar spell as a ritual once per long rest without providing material components. The familiar made this way must take the form of a crow or raven.
When you hit a creature with a weapon attack using a battleaxe, handaxe, lighthammer, or warhammer the damage dealt is treated as magical for the purposes of overcoming resistances.
Sunlight Acclimation
Prerequisite- Any race with the Sunlight Sensitivity racial trait
Increase your Wisdom score by 1, to a maximum of 20
You ignore the effects of the Sunlight Sensitivity trait.
You gain resistance to radiant damage.
Vice Grip
Prerequisite - Lizardfolk (race)
Increase your Strength score by 1, to a maximum of 20.
The damage die for your bite attack becomes a d8.
When you hit a creature with an attack made using your bite, you can forgo dealing damage to instead grapple the creature using your jaw (DC to escape = 8 + your proficiency bonus + your Strength modifier). You can only have one creature grappled this way at a time.
Eyes of vulnerability doesn't make as much sense to me. charmed is very reserved for magics. Instead, I recommend maybe negating fall damage like a monk or adding a jump increase.
Odin's beard could be interesting, but more interesting than just magic axes. Maybe delve into the giant/dwarf relationship. The two have a complicated past, with draugr even able to grow to huge. Perhaps you learn rune magic, or a spell associated with each type of giant. A feat that can be taken many times.
Sunlight Acclimation is good, but bland. Perhaps being keeping to vision is a good idea: Increased darkvision range, able to see in magical darkness, etc.
Eyes of vulnerability doesn't make as much sense to me. charmed is very reserved for magics. Instead, I recommend maybe negating fall damage like a monk or adding a jump increase.
Odin's beard could be interesting, but more interesting than just magic axes. Maybe delve into the giant/dwarf relationship. The two have a complicated past, with draugr even able to grow to huge. Perhaps you learn rune magic, or a spell associated with each type of giant. A feat that can be taken many times.
Sunlight Acclimation is good, but bland. Perhaps being keeping to vision is a good idea: Increased darkvision range, able to see in magical darkness, etc.
Vice grip is good.
Great job! I might use these later.
Ill think about your notes. Appreciate the feedback!
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Okay, here's what I think about these... Just as a personal gripe, I don't like feats that only give a +1 to only one stat because it limits who would be more willing to use it. Like there are some people who focus on getting 20 in their main stat then get feat, but might be less willing to pick that feat up if it give a +1 to a stat that already have a 20 in.
Dragon's Breath. This is the one that actually got me interested in commenting because I like it. Maybe you can also add the option to allow the player to choose to use either a 15' cone or 30 foot line as another boost if you wanted.
Eyes of the Sea. I would suggest looking over the darkvision part again because tritons already have darkvision out to 60 feet. Like maybe give them 120 darkvision base, then 300 while underwater?
Eyes of Vulnerability. I don't have an issue with the mechanics but I'd would like to know the flavor of why they can charm 6 creatures. Not much, but maybe a line that explains how you use kitten eyes to have other fall for you.
Odin's Beard. I would probably change the find familiar spell only be able to be cast as a ritual once per long rest. Not entirely sure why I think that, but it just sit right with me. it's probably due to Find familiar being strong while also giving a ignore resistance/immunity to all dwarven nonmagical weapons.
Sunlight Acclimation. No issues here.
Vice Grip. The only thing that comes to mind is to maybe have it apply the restrained condition as well... Maybe?
Okay, here's what I think about these... Just as a personal gripe, I don't like feats that only give a +1 to only one stat because it limits who would be more willing to use it. Like there are some people who focus on getting 20 in their main stat then get feat, but might be less willing to pick that feat up if it give a +1 to a stat that already have a 20 in.
Dragon's Breath. This is the one that actually got me interested in commenting because I like it. Maybe you can also add the option to allow the player to choose to use either a 15' cone or 30 foot line as another boost if you wanted.
Eyes of the Sea. I would suggest looking over the darkvision part again because tritons already have darkvision out to 60 feet. Like maybe give them 120 darkvision base, then 300 while underwater?
Eyes of Vulnerability. I don't have an issue with the mechanics but I'd would like to know the flavor of why they can charm 6 creatures. Not much, but maybe a line that explains how you use kitten eyes to have other fall for you.
Odin's Beard. I would probably change the find familiar spell only be able to be cast as a ritual once per long rest. Not entirely sure why I think that, but it just sit right with me. it's probably due to Find familiar being strong while also giving a ignore resistance/immunity to all dwarven nonmagical weapons.
Sunlight Acclimation. No issues here.
Vice Grip. The only thing that comes to mind is to maybe have it apply the restrained condition as well... Maybe?
Eyes of the Sea: Very good point. When I wrote this one for some reason I thought they weren't given darkvision
Eyes of Vulnerablilty: Flavor text very much needed, I agree
Odin's Beard: An easy enough change
Vice Grip: I feel restraining a creature is a bit strong, especially when all you have to do is hit with an attack and have them fail a saving throw (compared to something like stunned by a monk). If I went that route, I would probably treat it like the Grappler feat where both creatures are considered restrained.
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Vice Grip: I feel restraining a creature is a bit strong, especially when all you have to do is hit with an attack and have them fail a saving throw (compared to something like stunned by a monk). If I went that route, I would probably treat it like the Grappler feat where both creatures are considered restrained.
Yeah, I'd pass on that suggestion the more I think about
Dragon Breath feels l a little weak to me. I think you could add a +1 stat and it would still be fine.
Odin's Beard has a lot of flavor but I'm not sure on the use cases. I know it's kind of passé in the post-Tasha's world, but racial feats typically enhance archetypal traits of a race and dwarven charisma ain't that. And the axe/hammer benefit is one of those things that becomes obsolete fairly quickly, especially considering level 4 is the soonest you could get this. Overall it feels like a mechanically inferior choice that pushes the narrative that you can have flavor OR beneficial mechanics but not both. I'd try to keep the theme but give lasting benefits that make dwarves better at what dwarves do.
Vice Grip is cool. Considering the power is already limited use, I don't think it would be too strong if you kept the damage and just added on the grapple for free.
I tried my hand at a few different racial feats and wanted to see what others thought from a flavor/balance perspective.
Dragon Breath
Prerequisite - Dragonborn (race)
Eye of the Sea
Prerequisite - Triton (race)
Eyes of Vulnerability
Prerequisite - Tabaxi (race)
(....) Insert flavor text about cute kitten eyes
Odin’s Beard
Prerequisite - Dwarf (race)
Your beard grows to a luxurious length and softness and braided with intricate knots. Your beard is now so beautiful, it can faintly call upon the power of the gods to grant you minor magical abilities.
Sunlight Acclimation
Prerequisite- Any race with the Sunlight Sensitivity racial trait
Vice Grip
Prerequisite - Lizardfolk (race)
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Dragonborn breath is good
Eye of the see is good
Eyes of vulnerability doesn't make as much sense to me. charmed is very reserved for magics. Instead, I recommend maybe negating fall damage like a monk or adding a jump increase.
Odin's beard could be interesting, but more interesting than just magic axes. Maybe delve into the giant/dwarf relationship. The two have a complicated past, with draugr even able to grow to huge. Perhaps you learn rune magic, or a spell associated with each type of giant. A feat that can be taken many times.
Sunlight Acclimation is good, but bland. Perhaps being keeping to vision is a good idea: Increased darkvision range, able to see in magical darkness, etc.
Vice grip is good.
Great job! I might use these later.
My only good homebrews: Races, Subclasses.
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Ill think about your notes. Appreciate the feedback!
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Okay, here's what I think about these... Just as a personal gripe, I don't like feats that only give a +1 to only one stat because it limits who would be more willing to use it. Like there are some people who focus on getting 20 in their main stat then get feat, but might be less willing to pick that feat up if it give a +1 to a stat that already have a 20 in.
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Eyes of the Sea: Very good point. When I wrote this one for some reason I thought they weren't given darkvision
Eyes of Vulnerablilty: Flavor text very much needed, I agree
Odin's Beard: An easy enough change
Vice Grip: I feel restraining a creature is a bit strong, especially when all you have to do is hit with an attack and have them fail a saving throw (compared to something like stunned by a monk). If I went that route, I would probably treat it like the Grappler feat where both creatures are considered restrained.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Yeah, I'd pass on that suggestion the more I think about
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Dragon Breath feels l a little weak to me. I think you could add a +1 stat and it would still be fine.
Odin's Beard has a lot of flavor but I'm not sure on the use cases. I know it's kind of passé in the post-Tasha's world, but racial feats typically enhance archetypal traits of a race and dwarven charisma ain't that. And the axe/hammer benefit is one of those things that becomes obsolete fairly quickly, especially considering level 4 is the soonest you could get this. Overall it feels like a mechanically inferior choice that pushes the narrative that you can have flavor OR beneficial mechanics but not both. I'd try to keep the theme but give lasting benefits that make dwarves better at what dwarves do.
Vice Grip is cool. Considering the power is already limited use, I don't think it would be too strong if you kept the damage and just added on the grapple for free.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm