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CaptainSnafuu

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About this mod

Hi, i am Captain Snafu.
The mod provides a lot of homebrewed new feats. They are more powerful than the vanilla feats, but they are not very overpowered. Many of them have hard prerequisites, because i want them to be more balanced, and can serve some non-mainstream class builds. Welcome to report the bugs and give me advices.

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Language: English & 中文

Last Updated: 20250427. add some new feats and make some balanced tweaks

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Feats Review:

Opportunist: Gain 1 Reaction.
Swift Hands: Gain 1 bonus action.
Magic Nature: All your cantrips only cost a bonus action.
Cerebral Split: Your cantrips can be applied to one more target.
School of Muscle: Add the Modifier of chosen physical ability to the damage dealt by your cantrip.
Power of Will: While you are concentrating, improve your damage of Psychic, Force or Radiant.
War Weave: When you are flanked, your spells deal extra damage. Whenever you deal damage by weapon attack, you gain 2 Arcane Acuity.
Arcane Aftershock: Whenever you deal damage by spell, you gain 2 Arcane Synergy.
Mighty Caster: The Difficulty Class and Attack Roll of your spells +2.
Agile Thrower: Add your Dexiterity Modifier to weapon throwing Attack Roll. After throwing, improve your movement.
Liberated Blade: Once per turn. If your offhand is empty, you can let a melee weapon attack has Advantage.
Medic: Medicine skill +5. Choose and learn 2 primary healer's spells.
First Aid: Once per round:When you heal someone with spell, make a Medicine Skill Check, if succeed, you gain Haste.
Empty Offhand: If your offhand is empty, gain an extra bonus action.
Pursue Victory: Once per combat, the first time you reduce a creature to 0 hit points, you gain Haste.
Bloodlust: Once per combat, the first time you reduce a creature to 0 hit points, your next Attack Roll must be a Critical Hit.
Iron Defender: At the start of your round, if there are 2 or more enemies within 3 meters, you gain resistance to slashing, bludgeoning, and piercing damage this round, but movement distance -3 meters.
Peak Attainment: When your HP is over 85%, after you dealing slashing, bludgeoning or piercing damage, deal 1d4 extra damage that will bypass damage bonus or reduction.
Master Disguise: You learn Spell Disguise Self. When you are shapeshifting or disguising: You gain Deception and Performance Proficiency, Armour Class +2, Saving Throw +1d4.
Invisible Killer: You learn Spell Invisibility. When you are invisible, reduce the number you need to roll a Critical Hit by 5.
Arcane Guidance: Once per round, when you deal damage by ranged Cantrip, use a reaction to extra deal main ranged weapon damage to the target.
Armbow: Your ranged weapon attack bypasses piercing resistance. Add your Strength Modifier to the damage roll of ranged weapon attack.
Weakness Analysis: Once per round, after dealing melee attack, make an Investigation and an Insight Skill Check. For each success, you make the target more earier to be hit.
Mystic Infusion: When you deal unarmed attack or attack in beast shape, you deal extra damage.
Ranged Specialization: Your ranged weapon attack roll gain a +1d4 bonus, and the damage rolls for these attacks cannot be less than 3. However, your melee weapon attack rolls take a -5 penalty.
Trajectory Calculation: At the first 2 rounds of combat, Add Intelligence Modifier to the Attack Roll of throwing, ranged weapon and ranged spell; When you make a thrown weapon or a ranged weapon attack, you can roll the damage dice twice and take the higher result.
Grumpy Drunker: You learn skill Rage. While raging or under the effects of alcohol, your unarmed attacks and thrown weapon attacks deal additional bludgeoning damage equal to your proficiency bonus.
Martial Training: Gain Extra Attack, but at the first 3 rounds of combat, you get penalty to the attack roll
Initiative Surge: Once per short rest, you gain Haste at the start of combat.
Martial Master: Choose 2 shooting skills and 2 melee weapon skills to learn.
Quick Swap: If you are wielding a light weapon and your offhand is empty, you can use Bonus Action to deal a main hand melee weapon attack.