168澳洲幸运5开奖网:Dungeons & Dragons feats are special abilities that players ca꧂n choose in place of ability score improvement (ASI). For most classes, 🧸this occurs every fourth level. Feats are a great way to make your character feel like more than just options from a list of class abilities. Power gamers, narrative enthusiasts, and combat aficionados can all find feats to tweak their experience through feats.

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Homebrew feats are player- (and DM-) made talents that offer even more customization options. There are thousands of homebrew feats online, but creating custom feats for your character is satisfying. There are some loose🍃 rules and occasional balance issues, but homebrew feats in D&D are a lཧot of fun.
Always ask your DM if homebrew feats are allowed. They'll probably need to approve your 𒊎creation before you play. Use this guide for a better chance of creating an acceptable feat.
The Three Types Of Feat In D&D
E♊xisting D&D feats can be broadly divided int🧔o three categories:
- Single Powerful Ability: This type of feat confers one significant ability similar in power to a class feature. Tough from the Players Handbook (PHB) is a good example.
- Multiple Smaller Abilities: This type of feat is broken down into several smaller abilities, often only triggered when specific criteria are met. Shield Master from the PHB, with its three components, is a good example.
- Ability And +1 ASI: This type of feat gives you a new ability and increases an ability score by one. Weapon Master is an example, with its choice of +1 to Strength or Dexterity and its four weapon proficiency options.
In most cases, homebrew feats should follow similar principles to these three categories. There might be some exceptions, but the closer your homebrew feat feels to something in the PHB or the Dungeon Masters Guide (DMG), the more likely your DM will approve them. Useꦛ the PHB, DMG (or any other sourcebooks) for inspiration and guidance.
Half Feats
Some players and DMs 🍌refer to feats that grant a single ability score increase and other features as "half feats". This is because they confer half the benefits of ASI and half of taking a feat.
Balancing Homebrew D&D Feats
Using feats instead of ASI gives us an idea of a feat's value. ASI results in +1 to two ability scores or +2 to a single score. No matter howꦗ your homebrew feat breaks down, it should roughly correspond to the power of an ASI.
That said, a feat should never confer exactly the same bonus as an ability score increase. For example, a feat shouldn't give a static bonus to Attack a🥀nd Damage because inꦛcreasing a character's Strength score has the same effect. Feats should offer options that increasing ability scores can't cover.
Previous versions of D&D didn't have restrictions on feats conferring static bonuses. Some feats became must-haves for players who wanted to optimize their characters. Fifth Edition feats give features of approximate value to ASI but avoid giving direct static bonuses. This system frees players up to choose whatever suits their character concept best.
Feats in Fifth Edition are powerful 𒈔but generally optional. Homebrew feats work best when made in this sp𒆙irit.
Homebrew Feat Essentials For D&D
The Name
The names of existing feats in the PHB offer guidance here. A feat's name should be as descriptive as it is evocative. Cool names are great, but they should tell you something about the feat's feature set. Feat names are often nouns that can describe a person (Sharpshooter, Grappler, etc).
Where possible, use either a noun that describes a person (e.g., Dual Wielder) or an adjective that describes a person (e.g., Alert.) Most feats in published source books follow this format, so you should, too. Avoid unnecessary descriptions and aim for a maximum of two words.
Flavour Text
This text appears below the feat's listing in the PHB. It should give a narrative overview of what the feat does and might hint at how you acquired it. For example, the text for Barbed Hide reads:
One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head.
The text introduces the feat's origin and hints at its utility. There are no specifics on how the feat works in-game, only a narrative description as your character might see it. One or two sentences should cover this section.
Mechanical Description
This section should describe exactly what the feat does and under what circumstances it is active. If the feat has multiple components, each should take up a separate bullet point. Check out published feats to get a feel for this format. The text here doesn't need narrative flavour as much as ꦬclarity. Try to read over your creation from the perspective of ౠa total stranger.
You are writing this section for the player, not for their cha♔racter. Can they understand how and when this feat is useful? Is there anything that could confuse players?
Prerequisites
Many feats have ability score or proficiency prerequisites. For example, a Defensive Duelist requires a Dexterity of 13 or higher, a Heavily Armoured feat requires medium armour proficiency, etc. Not all feats have prerequisites, but your DM might decide that a prerequisite restriction makes thematic sense for the feat you've created.
Prerequisites for feats don't only apply when the character chooses a feat. If your character is afflicted by a debuff that drops their Dexterity below 13, for example, they can no longerꦍ use Defensive Duelist. Once the status effect is resolved, the chara♌cter can use their associated feats as normal.
Homebrew Feat Checklist For D&D
D&D's loose rules and open interpretation are part of the fun. There are ultimately no right and wrong ways to play. However, before playing, it might be a good idea to run your homebrew feat through concept and stress testing. Act as both DM and player, and r🧔un you𒊎r character through some situations that use the feat.
Is My Homebrew Feat Necessary?
A surefire way to have your DM reject your feat is to create one already covered by the rules. If your feat confers the same mechanical bonuses as an ability score increase, class features, or existing feat, your DM will likely reject it. This is fair enough and the DM's prerogative.
Is My Homebrew Feat Useful?
Being unique isn't enough. Unless a feat does something with a true in-game application, your DM might reject its use. Vague benefits don't usuall♊y count here. Backgrounds already exist to give characters profi🌱ciencies and skills for roleplaying purposes.
A feat should have a tangible impact on a character's attack output, defensive ability, spellcasting, or health. This impact must be something that can't be achieved through ASI. For example, the feat Lightly Armoured increases your Dexterity or Strength score by one, granting proficiency with Light Armour.
Is My Homebrew Feat Fair?
D&D is a power fantasy. But it's also an experience we share with the other players and the DM. It might seem tempting to create feats that make you a near-invincible demi-god, but it doesn't leave much room for the other players at the table. Loo🌱k at feats in published materials for guidance here.

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