My goal here is to have at least one feat specific to each subclass in the game, plus another one that can be selected at 1st level by a variant human for each cleric, sorcerer, and warlock subclass.
I'm not using the D&D Beyond homebrew feat creator because, frankly, I don't know if it can handle some of my ideas.
Improved Wrath of the Storm
Prerequisites: Cleric (Tempest Domain), Wrath of the Storm feature
Whenever you roll initiative and have no uses of Wrath of the Storm remaining, you regain one use.
You gain a bonus to your damage rolls for Wrath of the Storm equal to your Wisdom modifier (minimum of +1).
"You don't want to hit me. No, really. I'm not bluffing." A resounding clap of thunder rings out. "I told you, you poor devil."
You can use your Thunderbolt Strike feature to push a creature whenever you deal thunder or lightning damage to it.
You can deal thunder or lightning damage with your Divine Strike feature.
Whenever you deal thunder or lightning damage to a Huge or larger creature, you can also push it up to 5 feet away from you.
I wonder if the Polearm Master synergy is too strong.
Many Blessings of the Forge
Prerequisites: Cleric (Forge Domain), Blessing of the Forge feature
You can now use your Blessing of the Forge feature twice per long rest, enchanting two objects at a time.
You can now use your Blessing of the Forge feature on magical armor and weapons, though if the item is armor that already has a bonus to AC or a weapon that already has a bonus to attack and damage rolls, that bonus does not increase.
When a creature you can see within 5 feet of you hits you with a melee attack while you are wearing armor enchanted by your Blessing of the Forge feature, you can use your reaction to force the creature to take fire damage equal to your Wisdom modifier (minimum of 1). Once you have used this ability, you cannot do so again until you finish a long rest.
When you hit a creature with a melee weapon enchanted by your Blessing of the Forge feature, you can choose to have the attack deal extra fire damage equal to your Wisdom modifier (minimum of 1). Once you have used this ability, you cannot do so again until you finish a long rest.
You gain proficiency with the warhammer. If you are already proficient with it, you instead gain proficiency with one martial melee weapon of your choice.
For Forge clerics who don't want to let the fighter have all the free-magic-item fun.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
These look extremely good to further specialise a class in a certain subclass, curious to see what you come up with for other classes :)
May I also suggest for the Cleric to maybe take into consideration a series of feats that would give access to another domain's feature (maybe a toned-down version of the lvl 1 feature) in order to cover the multi-domain gods of old? I always liked the fact that divinities had more than one domain associated to it, and while this is still present in the 5ed, I think giving the chance to embrace, albeit partially, another aspect of your god influence could be a nice touch (and help smaller groups to be a bit more rounded, maybe).
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I love this and the idea behind it. Feats tailored to subclasses gives thise who use feats an option if they dont find another feat they like.
Might i suggest that for the forge feat (hehe, that's fun to say) the extra bits of fire damage be able to be used up to your wisdom modifier each long rest? An extra 5 fire damage (which is one of the most resisted/immune damage types) once a day for your armor (if you're wearing it) and your weapon (which you'd have to be weilding) isnt that much.
KageAcuma, I thought about letting the fire damage be used more often, and I would have if it'd been the only thing the feat did, but there's just too much going on there. You get a set of armor +1 or a weapon +1, you can make magical armor and weapons +1 if they aren't already +X, you get what might be your first martial melee weapon, and you get the fire damage.
LeK, that's a very good idea. As it happens, I already made a feat that could work for the Nature domain.
Druidic Acolyte
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
You learn one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
You also gain proficiency with herbalism kits and one of the following skills of your choice: Animal Handling, Nature, or Survival.
It's a bit more druid-themed than the Nature domain, so I'm not sure how appropriate it is.
Combative Arcana
Prerequisite: 5th-level cleric (Arcana Domain)
The counterspell spell is added to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.
Whenever you successfully use counterspell to stop a spell being cast, you or another creature you can see within 30 feet of yourself regains hit points equal to twice the countered spell's level.
Whenever you roll initiative and have no uses of Warding Flare remaining, you regain one use.
You learn the control flames,dancing lights, or produce flame cantrip. Your spellcasting ability for it is Wisdom. It doesn't count against your number of cantrips known. All three cantrips are added to the cleric spell list for you.
Now I'm picturing an in-your-face tank with that feat and word of radiance.
When you cast a necromancy spell of 6th level or higher that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Flanked by a pair of extra-nasty enemies? Twinned true contagion. Other than that . . . I suppose twinned harm is better than normal harm.
When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target up to three creatures within range and within 5 feet of each other.
As an action, you can create a reaper's scythe in your free hand. Your reaper's scythe is a martial melee weapon that either does 1d8 slashing damage and has the versatile (1d10) property or does 2d6 slashing damage and has the heavy and two-handed properties. You choose which it is each time you summon it. It disappears if you ever stop touching it or if you fall unconscious. The scythe counts as magical for the purposes of overcoming resistance and immunity to nonmagical weapons.
All necromancy spells (including cantrips) are considered to be on the cleric spell list for you.
"I'm Death. Nice to meet you."
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
KageAcuma, I thought about letting the fire damage be used more often, and I would have if it'd been the only thing the feat did, but there's just too much going on there. You get a set of armor +1 or a weapon +1, you can make magical armor and weapons +1 if they aren't already +X, you get what might be your first martial melee weapon, and you get the fire damage.
LeK, that's a very good idea. As it happens, I already made a feat that could work for the Nature domain.
Druidic Acolyte
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
You learn one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
You also gain proficiency with herbalism kits and one of the following skills of your choice: Animal Handling, Nature, or Survival.
It's a bit more druid-themed than the Nature domain, so I'm not sure how appropriate it is.
Combative Arcana
Prerequisite: 5th-level cleric (Arcana Domain)
The counterspell spell is added to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.
Whenever you successfully use counterspell to stop a spell being cast, you or another creature you can see within 30 feet of yourself regains hit points equal to twice the spell's level.
These both look very good, but I think it might be best to word the second Combative Arcana feature as "... regains hit points equal to twice the spell slot level of the countered spell." It harder to counter a Fireball cast with a 5th level slot than it is countering a 3rd level slot one (it's mostly a matter of wording, as I am confident your intention was the same, but making it clearer might be better to avoid possible misinterpretation).
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Whenever you roll initiative and have no uses of Warding Flare remaining, you regain one use.
You learn the control flames,dancing lights, or produce flame cantrip. Your spellcasting ability for it is Wisdom. It doesn't count against your number of cantrips known. All three cantrips are added to the cleric spell list for you.
Now I'm picturing an in-your-face tank with that feat and word of radiance.
When you cast a necromancy spell of 6th level or higher that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Flanked by a pair of extra-nasty enemies? Twinned true contagion. Other than that . . . I suppose twinned harm is better than normal harm.
When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target up to three creatures within range and within 5 feet of each other.
As an action, you can create a reaper's scythe in your free hand. Your reaper's scythe is a martial melee weapon that either does 1d8 slashing damage and has the versatile (1d10) property or does 2d6 slashing damage and has the heavy and two-handed properties. You choose which it is each time you summon it. It disappears if you ever stop touching it or if you fall unconscious. The scythe counts as magical for the purposes of overcoming resistance and immunity to nonmagical weapons.
All necromancy spells (including cantrips) are considered to be on the cleric spell list for you.
"I'm Death. Nice to meet you."
Keep up the good work Matthias! These as well look good, but I am just a bit "worried" that the second feature of Tri-Reaper might be a little bit too powerful... How about giving the summoned weapon a number of turns it lasts? or a number of times it can be summoned each long rest? As it is , is quite a boost to the already good damage-capabilities of a Cleric. Also, how would you feel about making the damage half slashing and half necrotic instead of just slashing? (this could technically be considered a boost as well, but I think it's thematically sound)
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
The counterspell spell is added to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.
Whenever you successfully use counterspell to stop a spell being cast, you or another creature you can see within 30 feet of yourself regains hit points equal to twice the spell's level.
These both look very good, but I think it might be best to word the second Combative Arcana feature as "... regains hit points equal to twice the spell slot level of the countered spell." It harder to counter a Fireball cast with a 5th level slot than it is countering a 3rd level slot one (it's mostly a matter of wording, as I am confident your intention was the same, but making it clearer might be better to avoid possible misinterpretation).
When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target up to three creatures within range and within 5 feet of each other.
As an action, you can create a reaper's scythe in your free hand. Your reaper's scythe is a martial melee weapon that either does 1d8 slashing damage and has the versatile (1d10) property or does 2d6 slashing damage and has the heavy and two-handed properties. You choose which it is each time you summon it. It disappears if you ever stop touching it or if you fall unconscious. The scythe counts as magical for the purposes of overcoming resistance and immunity to nonmagical weapons.
All necromancy spells (including cantrips) are considered to be on the cleric spell list for you.
"I'm Death. Nice to meet you."
Keep up the good work Matthias! These as well look good, but I am just a bit "worried" that the second feature of Tri-Reaper might be a little bit too powerful... How about giving the summoned weapon a number of turns it lasts? or a number of times it can be summoned each long rest? As it is , is quite a boost to the already good damage-capabilities of a Cleric.
Well, Death clerics are already proficient with martial weapons, and the reaper's scythe is currently either a longsword or a greatsword, so it's not really all that strong. I don't want to male it 1/rest or Wis/day because that would impair a couple of characters I want to see:
An Angel of Death, a low-Wis fallen aasimar cleric with this feat and shield of faith. Maybe throw in the occasional false life or death ward.
A whirlwind of reaping, a variant human fighter/cleric with this, Dual Wielder, Two-Weapon Fighting, and maybe a few other homebrew dual-wielding feats. Battle Master for Trip Attack, Cavalier for off-turn attacks and maybe Ferocious Charger, or Eldritch Knight for shield and absorb elements.
Also, how would you feel about making the damage half slashing and half necrotic instead of just slashing? (this could technically be considered a boost as well, but I think it's thematically sound)
Then I'd have to give the one-handed version an even number of dice and remove versatile. Actually, there's quite a lot I can do with a summonable magic scythe. I think I'll make it its own feat, but then I need a new ribbon for Tri-Reaper.
When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target up to three creatures within range and within 5 feet of each other.
Whenever you reduce a creature to 0 hit points, it can't regain hit points or be restored to life until the end of its next turn.
All necromancy spells (including cantrips) are considered to be on the cleric spell list for you.
I really have absolutely no idea how powerful that is, but I don't think it's very likely that all three features are very strong. If I were to guess, I'd say that the first one is potentially dangerous but too situational to be very good, the second one is almost a ribbon in power and about as situational as the first, and the third is most useful if you want to capitalize on Improved Reaper and (if you take it at 19th), Supreme Reaper.
Scythe of the Reaper
Prerequisites: Cleric (Death Domain), proficiency with martial weapons
As your object interaction on your turn, you can magically summon one or two reaper's scythes in your free hand or hands. Each reaper's scythe is a martial melee weapon that does 1d4 slashing damage and 1d4 necrotic damage and has the versatile (1d6 slashing and 1d6 necrotic) property. Your reaper's scythes disappear if you ever stop touching them or if you fall unconscious. Your reaper's scythes count as magical for the purposes of overcoming resistance and immunity to nonmagical weapons. When you score a critical hit with one of your reaper's scythes, you roll the damage dice three times instead of twice.
Starting when you reach 5th level as a cleric, when you summon your reaper's scythe or scythes, you can expend a 1st-level spell slot to give it or them a +1 bonus to attack and damage rolls for one hour or until they disappear. Starting at 11th level, you can expend a 2nd-level spell slot for a +2 bonus. Starting at 17th level, you can expend a 3rd-level spell slot for a +3 bonus. You cannot expend more than one spell slot in this way at a time.
Again, I'm not at all sure about balance. I considered adding this:
When you hit a creature with one of your reaper's scythes, you can use your reaction to cast a necromancy spell with a casting time of 1 action and a range of touch on that creature. If the spell requires a melee spell attack, that attack automatically hits. Once you have used this ability, you cannot do so again until you finish a short or long rest.
Here's five more feats, some of which are reasonably creative.
Warrior of Light and Forge
Prerequisite: Cleric (Light or Forge Domain)
You gain proficiency with three martial melee weapons of your choice.
You learn the green-flame blade cantrip. Your spellcasting ability for it is Wisdom. It counts as a cleric cantrip for you, but doesn't count against your number of cantrips known.
Once you gain the Channel Divinity feature, when you roll fire damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
One of my better works, I think. The way it synergises with both domains' features and themes, but in different ways, is just--beautiful--
Whenever you roll lightning or thunder damage, or damage of any other type for one of your domain spells, you gain a bonus to the roll equal to your Wisdom modifier.
I really can't tell if that's overpowered or underpowered.
Undying Wrath of the Tempest
Prerequisite: Cleric (Tempest Domain)
You learn the booming blade,lightning lure,shocking grasp, or thunderclap cantrip. Your spellcasting ability for it is Wisdom. It doesn't count against your number of cantrips known. All four cantrips are added to the cleric spell list for you.
Once per turn, when you reduce a hostile creature to 0 hit points with thunder or lightning damage, you regain a number of hit points equal to your Wisdom modifier (minimum of 1).
When you are reduced to 0 hit points by a creature you can see, but not killed outright, you can use your reaction to be reduced to 1 hit point instead and force the creature to make a Dexterity saving throw. The creature takes thunder or lightning damage (your choice) equal to your cleric level plus your Wisdom modifier (minimum 1 damage) on a failed save, or half as much damage on a successful one. Once you have used this ability, you cannot do so again until you finish a long rest.
"Dying is for weaklings! I am strong!"
Armor of the Tempest
Prerequisite: 11th-level cleric (Tempest Domain)
You gain immunity to thunder and lightning damage.
The level restriction is there because I don't want to let PCs have two damage immunities at low levels, but the actual number is rather arbitrary.
Pervasive Tempest
Prerequisite: Cleric (Tempest Domain) or sorcerer (Storm Sorcery)
When you deal thunder or lightning damage, you ignore resistance to thunder or lightning damage and treat immunity to thunder or lightning damage as resistance.
That's the sixth Tempest feat. If I ever manage to roll a 19 for one of my stats, I am going to build a variant human cleric of the Tempest. And take nothing but my own homebrew domain-specific feats.
Here, at long last, are the cross-domain feats--assuming that Windows 10 doesn't notice that I'm working on it again before I finish.
Acolyte of Arcana
You gain proficiency in the Arcana skill. If you are already proficient in it, instead double your proficiency bonus for checks you make with it.
You learn one wizard cantrip of your choice. Your spellcasting ability for it is your choice of Intelligence, Wisdom, or Charisma (choose when you gain this feat).
As an action, you can force one celestial, elemental, fey, or fiend you can see within 30 feet of you to succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your modifier for the ability score you chose for the cantrip you gained from this feat) or be frightened of you and your allies for 1 minute or until it takes any damage.
If you think you know a shorter way to phrase the equation, please tell me. Please. I'm begging you.
Acolyte of Death
You gain proficiency with one martial melee weapon of your choice.
When you hit a creature with a melee weapon attack, you can cause the attack to deal extra necrotic damage equal to 1d6 + your Intelligence, Wisdom, or Charisma modifier (choose when you gain this feat). Once you have used this ability, you cannot do so again until you finish a short or long rest.
You learn one necromancy cantrip of your choice. Your spellcasting ability for it is the ability score you chose for the second benefit of this feat.
And more formatting issues--not as bad this time, but I suspect I'll be seeing a lot more of them in the near future.
Acolyte of the Forge
You gain proficiency with leatherworker's tools and smith's tools. If you're already proficient with them, instead double your proficiency bonus for checks you make with them.
You gain proficiency with light armor. If you are already proficient with it, you instead gain proficiency with medium armor and shields. If you are already proficient with them, you instead gain proficiency with heavy armor. If you are already proficient with it, instead while you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is magically reduced by an amount equal to your Intelligence, Wisdom, or Charisma modifier (choose when you gain this feat).
Armor, the tools to make it, and the skill to wear it. Forge domain in a proverbial nutshell.
Acolyte of the Grave
You learn the spare the dying cantrip, or another cantrip of your choice if you already know it. Your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you gain this feat).
When you use spare the dying to stabilize a creature, you can have the spell also restore hit points to the creature equal to 1d6 + your spellcasting ability modifier. Once you have used this ability, you cannot do so again until you finish a long rest.
As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. Once you have used this ability, you cannot do so again until you finish a short or long rest.
The general idea here is for these feats to give a character other than a cleric of the appropriate domain a sample of the domain's abilities and themes, but also round out the powers of a character who is a cleric of the appropriate domain.
Acolyte of Knowledge
You gain proficiency in two of your choice of the Arcana, History, Nature, and Religion skills. If you're already proficient in them, instead double your proficiency bonus for checks you make with them.
You learn three languages of your choice.
Because two extra languages are never enough.
Acolyte of Life
Prerequisite: Either the ability to cast at least one healing spell or at least one spell slot
You learn the cure wounds or healing word spell. You can cast it once without expending a spell slot and regain the ability to do so with this feat when you finish a long rest. Your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you gain this feat).
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
This is the only one that has prerequisites. I don't particularly like that, but I couldn't figure out a better way to do it.
Acolyte of Light
You learn the light cantrip, or another cantrip of your choice if you already know it. Your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you gain this feat).
When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this ability. Once you have used this ability, you cannot do so again until you finish a short or long rest. If you gain the Warding Flare feature and a feature that applies to it, that feature also applies to this ability.
Ooh, flashy.
Acolyte of Nature
You learn one druid cantrip of your choice. Your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you gain this feat).
You gain proficiency in two of your choice of the Animal Handling, Nature, and Survival skills. If you're already proficient in them, instead double your proficiency bonus for checks you make with them.
I like making expertise more widely available.
Acolyte of the Tempest
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, or half as much damage on a successful one. The DC = 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you gain this feat).
If the creature is Large or smaller, you can also push it away from you a number of feet equal to 5 times your modifier for the chosen ability score (minimum of 5 feet) if it fails the saving throw, or half as far if it succeeds.
Once you have used this ability, you cannot do so again until you finish a short or long rest.
If you gain the Wrath of the Storm feature and a feature that applies to it, that feature also applies to this ability.
Look, another Tempest feat.
Acolyte of Trickery
As an action, you can give yourself or a creature you touch advantage on Dexterity (Stealth) checks for 1 hour. Once you have used this ability, you cannot do so again until you finish a short or long rest.
As an action, you can become invisible until the end of your next turn. You become visible if you attack or cast a spell. Once you have used this ability, you cannot do so again until you finish a long rest.
The fact that it's not horrifically underpowered is, appropriately enough, well hidden.
Acolyte of War
You gain proficiency with one martial weapon of your choice.
When you use the Attack action, you can make one weapon attack as a bonus action. Once you have used this ability, you cannot do so again until you finish a short or long rest. If you gain the War Priest feature and a feature that applies to it, that feature also applies to this ability.
When you or a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to give that creature a bonus to the roll equal to your Intelligence, Wisdom, or Charisma modifier (minimum of +1; choose when you gain this feat). You make this choice after you see the roll, but before the DM says whether the attack hits or misses. Once you have used this ability, you cannot do so again until you finish a short or long rest.
That last benefit might need to go down to a long rest recharge, but I don't think so.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
And now, hopefully, feats for some more classes' subclasses.
Innumerable Ancestral Protectors
Prerequisites: 3rd-level barbarian (Path of the Ancestral Guardian), Ancestral Protectors feature
The spectral warriors called by your Ancestral Protectors feature hinder every creature you hit with an attack, even if it's not your turn when you make the attack.
The warriors hinder their targets for a number of extra rounds equal to 1 + your Wisdom modifier (minimum of 1 extra round).
Creatures of your choice other than you have advantage on saving throws against effects created by the targets of your Ancestral Protectors and resistance to all damage dealt by those creatures.
That last benefit is a bit awkward, but I'm sure you know what it means.
Spiked Fury
Prerequisites: 14th-level barbarian (Path of the Battlerager), Battlerager Armor feature, Spiked Retribution feature
When you take the Attack action on your turn while raging, you can make one attack with your spiked armor as part of that action. This ability stacks with the Extra Attack feature.
When a creature within 5 feet of you hits you with a melee attack while you are raging, you can use your reaction to make one attack with your spiked armor against that creature.
Also known as the Path of the Totem Warrior (Porcupine).
Improved Frenzy
Prerequisites: 3rd-level barbarian (Path of the Berserker), Frenzy feature
When your rage ends, if you used your Frenzy feature, you can make a DC 10 Constitution saving throw. On a success, you don't suffer the exhaustion you normally would. Each time you use this ability after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
The extra attack granted by your Frenzy feature no longer requires a bonus action. You can still only use it once per turn, though, and only on your turn, but you can use it the turn you enter your rage.
Three d12 attacks per round at 5th level, here I come!
Improved Mantle of Inspiration
Prerequisites: 3rd-level bard (College of Glamour), Mantle of Inspiration feature
When you use your Mantle of Inspiration feature, you gain the benefits of it as well.
The number of temporary hit points granted by your Mantle of Inspiration feature increases by an amount equal to your Charisma modifier (minimum of +1).
When a creature that gains temporary hit points from your Mantle of Inspiration feature uses its reaction to move, it can make one weapon attack as part of that reaction.
Doesn't really fit the theme of the subclass all that well, so I'll probably have to make another one later.
Cutting Lore
Prerequisites: 3rd-level bard (College of Lore), Cutting Words feature
You can use your Cutting Words feature when a creature you can see within range makes a saving throw.
When you use your Cutting Words feature, the target also takes psychic damage equal to the number rolled on the Bardic Inspiration die.
You gain proficiency with one tool of your choice and learn one language of your choice.
You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table. You cannot learn cantrips with this ability. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
"You addle-pated lackwit! That's not how you swing a broadsword. Here, let me show you."
Improved Combat Inspiration
Prerequisites: 3rd-level bard (College of Valor), Combat Inspiration feature
When a creature that has a Bardic Inspiration die from you spends it to gain a bonus to a weapon attack roll, the bonus also applies to the attack's damage roll if it hits.
When a creature that has a Bardic Inspiration die from you spends it to gain a bonus to its AC, the bonus lasts until the start of the creature's next turn.
I think I had it written better before Windows 10 updated.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I think Windows 10's let its guard down. If I rush, maybe I can get something out.
Improved War Priest
Prerequisites: Cleric (War Domain), War Priest feature
Whenever you roll initiative and have no uses of War Priest remaining, you regain one use.
When you attack with a weapon you're proficient with, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
This thing has gone through so many iterations. First it gave cantrips like the other two, then it spent a while adding shield to your domain spells, then it gave temporary HP, and yes, that is a lot of iterations.
You are virtually impossible to pin down in combat.
In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to use your Skirmisher feature, and you can’t use it on the same turn that you take your normal reaction.
Your speed increases by 5 feet.
Your Skirmisher feature lets you move half your speed rounded up to the nearest 5 feet.
You can use your Skirmisher feature when an enemy moves outside of its turn and ends its move within 5 feet of you.
You don't need to use your bonus action to use your Planar Warrior feature, though you can still only use it once per turn.
You can use your Planar Warrior feature on a creature up to 60 feet away.
When you use your Planar Warrior feature, the damage dealt by the attack ignores resistance and immunity to force damage.
You can automatically detect planar portals within 500 feet of you, as though you'd used your Detect Portal feature, without using your action or expending a use of that feature.
Yes, that first benefit lets you use Planar Warrior with off-turn attacks. I am so glad it's impossible to combo this with the Cavalier's Vigilant Defender.
Divine Armoury
Prerequisite: Cleric (War Domain)
The mage armor and shield spells are added to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. You also have the elemental weapon spell added to your domain spells when you reach 5th level as a cleric.
You learn the booming blade,green-flame blade, or sword burst cantrip. Your spellcasting ability for it is Wisdom. It doesn't count against your number of cantrips known. All three cantrips are added to the cleric spell list for you.
Prerequisites: 11th-level cleric (War Domain), War Priest feature
The steel wind strike and zephyr strike spells are added to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
When you cast steel wind strike, you can expend your bonus action to target an extra creature or to make an extra attack against one of the spell's targets.
I'm not entirely happy with that wording, but it's probably as good as I'm going to be able to get it.
When you cast steel wind strike, you can expend your bonus action to target 6 creatures or make two attacks against a target of the spell instead of one.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
When you cast steel wind strike, you can expend your bonus action to target 6 creatures or make two attacks against a target of the spell instead of one.
Yeah, that's much better than what I had. Thanks.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I'm going to stick to official, published subclasses--at least until I finish the last of them. On that note, the Circle of Spores and the Order domain.
Improved Halo of Spores
Prerequisites: 2nd-level druid (Circle of Spores), Halo of Spores feature
In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to use your Halo of Spores feature, and you can’t use it on the same turn that you take your normal reaction.
A creature that succeeds on its saving throw against your Halo of Spores feature still takes half as much damage as it would on a failed save.
Once you gain your Spreading Spores feature at 10th level, you can still use your Halo of Spores feature while Spreading Spores is active, but you don't gain the other benefits of this feat while it's active.
Yup, a Circle of Spores druid is a really fungi--
Improved Fungal Infestation
Prerequisites: 6th-level druid (Circle of Spores), Fungal Infestation feature
Whenever you roll initiative and have no uses of Fungal Infestation remaining, you regain one use.
You can use your Fungal Infestation feature on Medium or smaller beasts, humanoids, or monstrosities.
When you reanimate a creature with your Fungal Infestation feature, it gains hit points equal to your Wisdom modifier (minimum 1) instead of just 1 hit point.
--the unlife of the party.
True Embodiment of the Law
Prerequisites: 6th-level cleric (Order Domain), Embodiment of the Law feature
Whenever you roll initiative and have no uses of Embodiment of the Law remaining, you regain one use.
When a creature succeeds on a saving throw against an enchantment spell you cast, you can force that creature to reroll its saving throw and use the new roll. If the target succeeds anyway, you can force it to take psychic damage equal to the spell's level + your Wisdom modifier (minimum 1 damage). Once you have used this ability, you cannot do so again until you finish a long rest.
With all that psychic damage and the focus on enchantment spells, maybe an Order cleric is more of an emmindment of the law.
Voice of Higher Authority
Prerequisites: Cleric (Order Domain), Voice of Authority feature
Your Voice of Authority feature triggers when you cast a cantrip and target an ally with it.
Your Voice of Authority feature lets the target make any type of attack, not just a weapon attack, though it doesn't let the target cast a spell.
The attack granted by your Voice of Authority feature doesn't consume the target's reaction.
When your Voice of Authority feature lets an ally attack, that ally has advantage on the attack roll and if the attack hits, it deals extra psychic damage equal to the spell's level + your Wisdom modifier (minimum 1 extra damage).
A chorus of authority.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
My goal here is to have at least one feat specific to each subclass in the game, plus another one that can be selected at 1st level by a variant human for each cleric, sorcerer, and warlock subclass.
I'm not using the D&D Beyond homebrew feat creator because, frankly, I don't know if it can handle some of my ideas.
Improved Wrath of the Storm
Prerequisites: Cleric (Tempest Domain), Wrath of the Storm feature
Whenever you roll initiative and have no uses of Wrath of the Storm remaining, you regain one use.
You gain a bonus to your damage rolls for Wrath of the Storm equal to your Wisdom modifier (minimum of +1).
"You don't want to hit me. No, really. I'm not bluffing." A resounding clap of thunder rings out. "I told you, you poor devil."
My goal here is to have at least one feat specific to each subclass in the game, plus another one that can be selected at 1st level by a variant human for each cleric, sorcerer, and warlock subclass.
I'm not using the D&D Beyond homebrew feat creator because, frankly, I don't know if it can handle some of my ideas.
"You don't want to hit me. No, really. I'm not bluffing." A resounding clap of thunder rings out. "I told you, you poor devil."
I wonder if the Polearm Master synergy is too strong.
For Forge clerics who don't want to let the fighter have all the free-magic-item fun.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
These look extremely good to further specialise a class in a certain subclass, curious to see what you come up with for other classes :)
May I also suggest for the Cleric to maybe take into consideration a series of feats that would give access to another domain's feature (maybe a toned-down version of the lvl 1 feature) in order to cover the multi-domain gods of old? I always liked the fact that divinities had more than one domain associated to it, and while this is still present in the 5ed, I think giving the chance to embrace, albeit partially, another aspect of your god influence could be a nice touch (and help smaller groups to be a bit more rounded, maybe).
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I love this and the idea behind it. Feats tailored to subclasses gives thise who use feats an option if they dont find another feat they like.
Might i suggest that for the forge feat (hehe, that's fun to say) the extra bits of fire damage be able to be used up to your wisdom modifier each long rest? An extra 5 fire damage (which is one of the most resisted/immune damage types) once a day for your armor (if you're wearing it) and your weapon (which you'd have to be weilding) isnt that much.
KageAcuma, I thought about letting the fire damage be used more often, and I would have if it'd been the only thing the feat did, but there's just too much going on there. You get a set of armor +1 or a weapon +1, you can make magical armor and weapons +1 if they aren't already +X, you get what might be your first martial melee weapon, and you get the fire damage.
LeK, that's a very good idea. As it happens, I already made a feat that could work for the Nature domain.
It's a bit more druid-themed than the Nature domain, so I'm not sure how appropriate it is.
I think I'll go make some counterspell variants.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I seem to be having a good day for creativity.
Now I'm picturing an in-your-face tank with that feat and word of radiance.
Flanked by a pair of extra-nasty enemies? Twinned true contagion. Other than that . . . I suppose twinned harm is better than normal harm.
"I'm Death. Nice to meet you."
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
It harder to counter a Fireball cast with a 5th level slot than it is countering a 3rd level slot one (it's mostly a matter of wording, as I am confident your intention was the same, but making it clearer might be better to avoid possible misinterpretation).
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Also, how would you feel about making the damage half slashing and half necrotic instead of just slashing? (this could technically be considered a boost as well, but I think it's thematically sound)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Here's five more feats, some of which are reasonably creative.
One of my better works, I think. The way it synergises with both domains' features and themes, but in different ways, is just--beautiful--
I really can't tell if that's overpowered or underpowered.
"Dying is for weaklings! I am strong!"
The level restriction is there because I don't want to let PCs have two damage immunities at low levels, but the actual number is rather arbitrary.
That's the sixth Tempest feat. If I ever manage to roll a 19 for one of my stats, I am going to build a variant human cleric of the Tempest. And take nothing but my own homebrew domain-specific feats.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Here, at long last, are the cross-domain feats--assuming that Windows 10 doesn't notice that I'm working on it again before I finish.
If you think you know a shorter way to phrase the equation, please tell me. Please. I'm begging you.
And more formatting issues--not as bad this time, but I suspect I'll be seeing a lot more of them in the near future.
Armor, the tools to make it, and the skill to wear it. Forge domain in a proverbial nutshell.
The general idea here is for these feats to give a character other than a cleric of the appropriate domain a sample of the domain's abilities and themes, but also round out the powers of a character who is a cleric of the appropriate domain.
Because two extra languages are never enough.
This is the only one that has prerequisites. I don't particularly like that, but I couldn't figure out a better way to do it.
Ooh, flashy.
I like making expertise more widely available.
Look, another Tempest feat.
The fact that it's not horrifically underpowered is, appropriately enough, well hidden.
That last benefit might need to go down to a long rest recharge, but I don't think so.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
And now, hopefully, feats for some more classes' subclasses.
That last benefit is a bit awkward, but I'm sure you know what it means.
Also known as the Path of the Totem Warrior (Porcupine).
Three d12 attacks per round at 5th level, here I come!
Doesn't really fit the theme of the subclass all that well, so I'll probably have to make another one later.
"You addle-pated lackwit! That's not how you swing a broadsword. Here, let me show you."
I think I had it written better before Windows 10 updated.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I think Windows 10's let its guard down. If I rush, maybe I can get something out.
This thing has gone through so many iterations. First it gave cantrips like the other two, then it spent a while adding shield to your domain spells, then it gave temporary HP, and yes, that is a lot of iterations.
First flavor text!
Yes, that first benefit lets you use Planar Warrior with off-turn attacks. I am so glad it's impossible to combo this with the Cavalier's Vigilant Defender.
Shield of faith and spiritual weapon are already on your list of domain spells, and holy weapon is on the cleric spell list, so you should be good.
I'm not entirely happy with that wording, but it's probably as good as I'm going to be able to get it.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
For Steel Winds of War try the following:
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Yeah, that's much better than what I had. Thanks.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I'm going to stick to official, published subclasses--at least until I finish the last of them. On that note, the Circle of Spores and the Order domain.
Yup, a Circle of Spores druid is a really fungi--
--the unlife of the party.
With all that psychic damage and the focus on enchantment spells, maybe an Order cleric is more of an emmindment of the law.
A chorus of authority.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
That would be devastating, ‘oh I crit, that will be my weapon damage + STR + 14d8, which I am not rolling (112 damage)