Image: Pedro Krüger

Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. The selection of feats available on SCAR are below.

At levels 4, 8, 12, 16, and 19, you may use the alternate feat rule. This only applies to the levels listed, and replaces the standard choice Feat/ASI you receive. Please see the Advancement & Death page under Feat Progression for full information.


Class Feat

Astute Scholar

Source: Shunni Homebrew
Prerequisites: Thaumaturgical Scholar Class, Level 4+

Once per day, when you use your Burning the Candle ability, you gain an additional amount of Academia equal to your Proficiency bonus.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Sages Knowledge: You can learn one additional Spell at a Spell Level you can cast.
  2. Mentored Advice: Once per day, when you use your Academic Power, you can choose to add an additional bonus equal to your Proficiency bonus, no action required.
  3. Degree Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Arcana, History, Insight, Investigation, Nature, Perception, or Religion.
Class Feat

Barbaric Intensity

Source: Shunni Homebrew
Prerequisites: Barbarian Class, Level 4+

When you activate your Rage ability, you can choose to consume two uses instead of one, turning it into an Intense Rage. During this Intense Rage, the first attack on each of your turns deals twice the amount of Rage damage. This can be done once per day.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Adrenaline: Once per day, as a bonus action when you Reckless Attack, you gain a surge of adrenaline, giving you a number of temporary hit points equal to your Proficiency bonus.
  2. But a Scratch: Once per day, as a reaction when you take a critical hit, you can reduce the damage taken by a number equal to your Proficiency bonus.
  3. Hard Living: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival.
Class Feat

Bardic Wonder

Source: Shunni Homebrew
Prerequisites: Bard Class, Level 4+

Once per day, as a reaction, you can force an allied creature within 60 feet that has one of your Bardic Inspirations to trigger it automatically, adding your Charisma Modifier to the result. The ally must be able to see or hear you.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Performer: Once per day, when you use Countercharm, you grant a bonus to the allies' affected saving throw equal to half your Proficiency bonus, rounded down, no action required. This must be announced when Countercharm is used.
  2. Minor Magical Secret: You learn one Cantrip from any Class list.
  3. Talented Jack: You gain Proficiency in any one Skill and Expertise in the same Skill.
Class Feat

Bushido Serenity

Source: Shunni Homebrew
Prerequisites: Bushido Class, Level 4+

Once per day, you can activate your Focus ability from your subclass (Sawtooth Focus, Arsenal Focus, or Naginata Focus) with no action required. This still requires the Honor cost.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Focused Grunt: Once per day, as a reaction if you fail a Focus roll, you can choose to succeed instead.
  2. Practiced Maneuvers: Once per day, as a part of activating a Combat Maneuver, you can reduce the Honor cost by 1, to a minimum of 1 Honor.
  3. Honorable Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Sleight of Hand, or Stealth.
Class Feat

Cursed Hunter

Source: Shunni Homebrew
Prerequisites: Blood Hunter Class, Level 4+

Once per day, when you successfully affect a creature with a Blood Curse, you can use your reaction to heal a number of hit points equal to 2x your Proficiency bonus + your intelligence modifier.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Pressing Rite: Once per day, as a bonus action, you can take damage equal to a roll of your hemocraft die to allow your Crimson Rite to surpass Resistance for 1 minute. This does not surpass Immunity.
  2. Expert Hunter: You can choose one additional creature type as a part of your Hunter's Bane between: Draconic, Aberration, or Monstrosity. You gain a +1 to any research rolls to any creature type involved in your Hunter's Bane.
  3. Inquisitive Hunter: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Acrobatics, Arcana, Athletics, Insight, Investigation, or Survival.
Class Feat

Doctor Specialist

Source: Shunni Homebrew
Prerequisites: Doctor Class, Level 4+

Once per day, as a reaction when you use First Aid, you can add your Proficiency bonus to the roll, and heal for the maximum amount on the dice.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Third Opinion: Once per day, as a part of using Second Opinion, you can grant the target a number of Temporary hit points equal to your Proficiency bonus.
  2. Defensive Diagnosis: Once per day, when using your Diagnosis ability, you can use your reaction to put your gained insight into good use; granting the creature a -1d4 on its next attack roll or saving throw for the next 1 minute.
  3. Doctorate Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: History, Insight, Investigation, Perception, or Sleight of Hand.
Class Feat

Druidic Attunement

Source: Shunni Homebrew
Prerequisites: Druid Class, Level 4+

Once per day, you can use an action to expend a use of your Wild Shape to replenish an expended Spell Slot of up to third level.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Traveled Nomad: You can choose a second Biome/Environment for your selection of Wildshape forms.
  2. Natural Caster: You learn an additional Cantrip from the Druid spell list.
  3. Natural Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival.


Class Feat

Empathic Resonance

Source: Shunni Homebrew
Prerequisites: Empath Class, Level 4+

Once per day, as a reaction, you can use your Helpful Thoughts ability when an ally is within reach of your Telepathy to grant them advantage on a saving throw with a bonus equal to your proficiency modifier.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Telepathic Reach: Once per day, as a bonus action, you can extend the reach of your Telepathic Empath ability by 2x, until the end of your next turn.
  2. Rending Splash: Once per day, as a reaction, you can cause half of the damage done by your Rend to hit another creature within 5 feet of your original target.
  3. Empathic Skills: You gain Proficiency in any one skill and Expertise in the same skill.
Class Feat

Fated Inquisitor

Source: Shunni Homebrew
Prerequisites: Karmic Inquisitor Class, Level 4+

Once per day, you can move your Karmic Mark using your reaction.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Infused Karma: Once per day, when you gain Debt or Favor, you can use your reaction to move up to half your movement, though this may still provoke attacks of opportunity.
  2. Dust: Once per day, you can observe the karmic dust around a creature, gaining advantage on an Insight or Persuasion roll against them.
  3. Favored Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Deception, History, Insight, Investigation, Persuasion, Religion, or Stealth.
Class Feat

Forester Ranger

Source: Shunni Homebrew
Prerequisites: Ranger Class, Level 4+

Once per day, using your reaction when you attack a creature that is considered a Favored Enemy, you gain a bonus to hit and damage equal to your Proficiency bonus until the end of your turn.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Ranger Companion: Once per day, you can cast the Find Familiar spell. Additionally, instead of summoning a Familiar, you can choose to bond a docile CR 0 Beast within 5 feet to act as your familiar. Casting the spell this way does not use a spell slot or material components, and the creature keeps its Beast type, following all the other rules and restrictions of the spell.
  2. Forager: When traveling to a quest, you are able to forage two rations (roundtrip) for each person in your party as you hunt and gather towards your destination. This does not work for air travel.
  3. Tracker Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival.


Class Feat

Pious Cleric

Source: Shunni Homebrew
Prerequisites: Cleric Class, Level 4+

Once per day, as an action, you can call upon your deity and expend a 3rd level or higher spell slot to restore one of your expended Channel Divinities.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Turn of Dawn: Once per day, as a reaction, you can force a number of creatures equal to your Wisdom modifier within range of your Turn Undead feature to roll their saves with a -1d4.
  2. Righteous Divine: Once per day, as a reaction when you deal Radiant damage to a creature, you deal an additional amount of Radiant damage equal to your Proficiency bonus, and heal a number of hit points equal to your Proficiency bonus.
  3. Acolyte Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: History, Insight, Medicine, Persuasion, or Religion.
Class Feat

Pious Paladin

Source: Shunni Homebrew
Prerequisites: Paladin Class, Level 4+

Once per day, as a bonus action when using your Lay on Hands ability, you can add additional hit points healed equal to your Proficiency bonus and heal yourself for an amount equal to your proficiency modifier.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Concentrated Smite: Once per day, as a bonus action when you cast a spell with Smite in the name (except Banishing Smite), you cannot fail your Concentration rolls until the start of your next turn.
  2. Holy Provokator: Once per day, you can gain advantage on one Persuasion or Intimidation check.
  3. Righteous Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion.


Class Feat

Prestige Fighter

Source: Shunni Homebrew
Prerequisites: Fighter Class, Level 4+

Once per day you can use your bonus action to add your Proficiency bonus to your attack and damage rolls against that same creature until the end of your turn.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Sturdy Body: You gain +2 to your Maximum hit points.
  2. Versatile Ability: Once per day, you can use your reaction to grant yourself advantage on one skill check that you are proficient in.
  3. Martial Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, or Survival.
Class Feat

Rite Witch

Source: Shunni Homebrew
Prerequisites: Witch Class, Level 4+


Once per day, when you use your Quickening ability, you can choose to gain the additional ability to See Invisibility as per the spell, up to 30 feet, for the duration.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Protective Ward: Once per day, as a reaction while your Spiritual Ward is active, you can reduce the damage by an attack that you or an ally within range of the Ward takes by an amount equal to your Proficiency bonus.
  2. Spirit Guidance: You learn one additional spell from the Witch spell list, at a Spell Level you are able to cast.
  3. Coven Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Animal Handling, Arcana, Deception, Insight, Medicine, Nature, Religion, or Persuasion.
Class Feat

Rogue Skullduggery

Source: Shunni Homebrew
Prerequisites: Rogue Class, Level 4+

Once per day, as a bonus action, you can make a precise attack against a target, adding your Proficiency bonus to your attack roll and damage until the end of your turn.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Twisting Stab: Once per day, as a reaction when you strike a target with Sneak Attack, you can move up to 10 feet away without provoking attacks of opportunity, so long as you have the Movement to do so.
  2. Quick Escape: Once per day, gain an additional 10 feet of movement when you Disengage using the Cunning Action feature.
  3. Shadowed Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Performance, Sleight of Hand, and Stealth.


Class Feat

Rune Artisan

Source: Shunni Homebrew
Prerequisites: Rune Forger Class, Level 4+

Once per day, when you use the secondary function of a Glyph, you can choose not to expend a Glyph use.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Masterful Mundane: You can craft one additional Mundane Rune per long rest.
  2. Self Rejuvenation: Once per day, when standing within your Glyph, you can use your reaction to heal yourself for a number of hit points equal to your Proficiency bonus.
  3. Runic Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Acrobatics, Athletics, Arcana, History, Sleight of Hand, or Stealth.


Class Feat

Saintly Directive

Source: Shunni Homebrew
Prerequisites: Saint Class, Level 4+

Once per day, while in Initiative and with 0 Miracle Points, you can use your bonus action to gain a number of Miracle Points equal to your Proficiency bonus. These disappear once out of Initiative.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Protective Shielding: Once per day, when using your Divine Shielding ability, you can choose to reduce the damage from an attack by 3x your Proficiency bonus, up from 2x, no action required.
  2. Divine Requirement: Once per day, as a reaction when you heal someone using Miracle Points, you can heal an additional number of hit points equal to your Proficiency bonus.
  3. Prayer Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Insight, Investigation, Medicine, Nature, Persuasion, or Religion.


Class Feat

Serene Monk

Source: Shunni Homebrew
Prerequisites: Monk Class, Level 4+

Once per day, while in Initiative and with 0 Ki points, you can use your bonus action to gain a number of Ki Points equal to half your Proficiency bonus. These disappear once out of Initiative.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Rapid Block: Once per day you can use your Deflect Missiles for a melee weapon strike instead of a Ranged attack.
  2. Meditation: Once per day you can spend an action to roll and expend a hit dice to gain that roll in Temporary Hit Points.
  3. Serene Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Acrobatics, Athletics, History, Insight, Religion, or Stealth.


Class Feat

Shaman Spiritualist

Source: Shunni Homebrew
Prerequisites: Shaman Class, Level 4+

Once per day, when your Spirit Animal uses its Blink ability, you can use your reaction to direct your spirit animal to take an additional willing target along with it.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Extended Link: Once per day, when you use your Sixth Sense ability, you can ask the spirit two questions instead of one.
  2. Additional Ritual: You can select another Ritual Spell of a Spell Level you can cast.
  3. Spiritual Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival.


Class Feat

Sorcerer Supreme

Source: Shunni Homebrew
Prerequisites: Sorcerer Class, Level 4+

Once per day, while in Initiative and with 0 Sorcery Points, you can use your bonus action to gain a number of Sorcery Points equal to your Proficiency bonus. These disappear once out of Initiative. You can only use these Sorcery Points for Metamagic, and not to recover spell slots.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Supreme Guidance: Once per day, as a reaction when you use your Magical Guidance ability, you can add your Proficiency bonus to the roll.
  2. Magic Blood: Once per day, you can cast the Detect Magic spell by spending 1 Sorcery Point. Additionally when you cast this spell using a sorcery point you do not need to maintain concentration on it, and its duration increases to 1 hour.
  3. Bloodline Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion.


Class Feat

Soul-ful Warlock

Source: Shunni Homebrew
Prerequisites: Warlock Class, Level 4+

Once per day, while in Initiative, you can use your action to spend some of your own life force to besiege your patron, asking them for more power. When you use this ability, you must spend a number of Hit Dice equal to half your Proficiency bonus, rounded down, taking damage equal to the amount rolled. This damage cannot be reduced or negated in any way, but cannot reduce you below 1 hit point. After rolling the dice, you can recover one of your spent Pact Magic spell slots. This spell slot lasts only until the end of Initiative.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Servant: You can meditate in solitude, entering a trance in order to contact your Patron, or one of their servants, asking a simple question. The answer will be "Yes", "No", or "Uncertain". Please note, your Patron may not be omniscient. You can do this once per real life week.
  2. Need of Power: You gain an additional Cantrip from the Warlock spell list.
  3. Patron Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Arcana, Deception, History, Intimidation, Investigation, or Religion.


Class Feat

Superstar Balladeer

Source: Shunni Homebrew
Prerequisites: Lyric Balladeer Class, Level 4+

Once per day, while in Initiative and with 0 Talent Points, you can use your bonus action to gain a number of Talent Points equal to half your Proficiency bonus, rounded down. These disappear once out of Initiative.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Faded Outro: Once per day, when a Song you are playing is about to end, you can use your reaction to extend the duration and have it last until the start of your next turn.
  2. Power Chord: Once per day, as a bonus action, you can strike a harder Chord, granting disadvantage on the saving throw for one target you can see.
  3. Musical Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Deception, Insight, Intimidation, Investigation, Perception, Performance, or Persuasion.
Class Feat

Vigilant Guardian

Source: Shunni Homebrew
Prerequisites: Guardian Class, Level 4+

Once per day, you can activate your Stance as a reaction.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Durable Resistance: Once per day, as a bonus action, you can prepare yourself for an attack, granting yourself Damage Resistance to the next attack against you equal to your Proficiency bonus. This lasts until the start of your next turn.
  2. Victorious Rally: Once per day, when you use your Rally Call, it also grants all allies within range Temporary Hit points equal to your Proficiency bonus.
  3. Guarded Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Acrobatics, Athletics, Insight, Intimidation, Perception, or Survival.
Class Feat

Warden Companion

Source: Shunni Homebrew
Prerequisites: Warden Class, Level 4+

Your Warden Companion starts each adventure with +10 Temporary hit points.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Skilled Growth: When your Warden Companion gains the Growth feature, you can choose a second Skill to become Proficient in.
  2. Bonded: Once per day, you can use a Command Point to stabilize your unconscious Companion if it is within 5 feet from you.
  3. Wilder Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, or Survival.


Class Feat

Warlord Leader

Source: Shunni Homebrew
Prerequisites: Warlord Class, Level 4+

Once per day, while in Initiative and with 0 Leadership Points, you can use your bonus action to gain a number of Leadership Points equal to your Proficiency bonus. These disappear once out of Initiative.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. Superior Presence: Once per day, as a reaction when you grant a target Battlefield Presence, you can choose to grant an additional bonus to their Battlefield Presence attack roll equal to your Proficiency bonus.
  2. Banner Carrier: You gain a +2 to your Maximum hit points.
  3. Commander Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Athletics, History, Insight, Intimidation, Investigation, Performance, or Persuasion.


Class Feat

Yer A Wizard!

Source: Shunni Homebrew
Prerequisites: Wizard Class, Level 4+

Once per day, when you use your Arcane Recovery, you can choose to additionally regain an expended 1st level Spell Slot, no action required.


In addition, you can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:

  1. All The Spells: You learn one additional spell from the Wizard spell list, at a Spell Level you are able to cast.
  2. Prepared: You can prepare one additional spell after a long rest, up to 6th level.
  3. Weave Skills: You gain Proficiency in one skill and Expertise in the same skill from one of the following: Arcana, History, Insight, Investigation, Medicine, or Religion.
Combat Feat

Blunt Weapon Trauma

Source: SCAR Homebrew

You are practiced in the art of crushing your enemies. You gain the following benefits:

  1. Increase your Dexterity, Constitution, or Strength, score by 1, to a maximum of 20.
  2. Weapons with the Blow-back property that you are proficient in, now push back an additional 5 feet.
  3. Weapons with the Staggering property that you are proficient in, now also grant disadvantage on the creature's next attack roll until the end of their next turn.
Combat Feat

Brutal Finisher

Source: ArgenisDBarrios Homebrew (SCAR Version)

You take down your foes with an intense and brutal force, making a display of it to those around you. You gain the following benefits:

  1. Increase your Strength or Charisma score by 1, to a maximum or 20.
  2. You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you gain expertise.
  3. Strike Fear. When you reduce a creature to 0 hit points, you can use your bonus action to strike fear into the heart of those around you. Creatures of choice within 10 feet of you must make a Wisdom saving throw (DC equal to 8 + your Proficiency bonus + your Charisma modifier) or become Frightened of you until the end of your next turn. This ability can be used a number of times equal to half your Proficiency bonus, rounded down per long rest.
Combat Feat

Charger

Source: Player's Handbook

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.


If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Combat Feat

Crossbow Expert

Source: Player's Handbook

Thanks to extensive practice with the crossbow, you gain the following benefits:

  1. You ignore the loading property of crossbows with which you are proficient.
  2. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  3. When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Combat Feat

Dagger Expert

Source: Homebrew (SCAR Version)
Prerequisites: Dexterity 13+

You have honed your skills with daggers. You gain the following benefits:

  1. When wielding a Dagger weapon, you gain a +2 bonus to initiative.
  2. Your throwing range for daggers increases to 40/80.
  3. You gain advantage on any Dexterity (Sleight of Hand) checks to conceal a dagger on your person.
  4. When you use the attack action and attack with a dagger, you can use a bonus action to make two additional attacks with that weapon. You do not add your ability modifier to the damage of the bonus attacks, unless that modifier is negative.
Combat Feat

Dervish Fighter

Source: Bronze Johnson Homebrew

Standing still is boring, so you’re always on the move. You gain the following benefits:

  1. Increase your Dexterity or Strength score by 1, to a maximum of 20.
  2. Your speed increases by 5 feet.
  3. When you hit a creature with a melee attack, you may move 5 feet at no movement cost.
Combat Feat

Dirty Fighting

Source: Thasm Homebrew (SCAR Version)

You know that there is no such thing as fighting honorably or well. There is only surviving, and you do anything you must to survive. You gain the following abilities, and can use your choice between them up to a total of 3 times per long rest:

  1. Fist full of sand. Use your bonus action to attempt to impair the vision of an enemy within 5 feet of you. The enemy must make a Dexterity saving throw (DC equal to 8 + your Proficiency bonus + your Dexterity modifier). On a failed save, the enemy has disadvantage on attacks until the end of their next turn.
  2. Headbutt. When an enemy within 5 feet of you makes a melee attack against you and misses, you may use your reaction to headbutt them. You deal damage to the enemy equal to 1 + your Strength modifier, and they must make a Constitution saving throw (DC equal to 8 + your Proficiency bonus + your Strength modifier) or they cannot take reactions until the end of their next turn.
  3. Prone Fighting. If an enemy within 5 feet of you knocks you prone with a physical attack or effect, you may use your reaction to attempt to pull them down with you. They must succeed on a Strength saving throw (DC equal to 8 + your Proficiency bonus + your Strength modifier). On a failure, the enemy immediately falls prone with you.
Combat Feat

Dual Wielder

Source: Player's Handbook

You master fighting with two weapons, gaining the following benefits:

  1. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  2. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  3. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Combat Feat

Grappler

Source: Player's Handbook
Prerequisites: Strength 13+

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  1. You have advantage on attack rolls against a creature you are grappling.
  2. You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Combat Feat

Great Weapon Master

Source: Player's Handbook

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  1. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  2. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Combat Feat

Intuitive Fighting

Source: Cheesie Homebrew (SCAR Version)

When in the brunt of a battle you hold yourself as high as your enemy holds themselves. You gain the following benefits:

  1. Increase your Strength or Dexterity by 1, to a maximum of 20.
  2. Once per long rest, when you miss an attack that was made at disadvantage, you gain the benefits of the Disengage action until the end of your turn.
  3. When you deal damage with an attack that was made with disadvantage, you gain Temporary hit points equal to half of the weapon damage dealt. This feature can only trigger once per encounter.
Combat Feat

King Fisher

Source: Unknown

Through creativity and training, you have learned how to apply your fishing abilities to combat, gaining the following benefits:

  1. Increase your Strength or Dexterity by 1, to a maximum of 20.
  2. You gain proficiency in the use of Tridents and Nets.
  3. When you make an attack with a Trident, you score a critical hit on a roll of 19 or 20.
  4. The range you can throw a Trident and Net increases to 30/60 and 10/30 respectively.
Combat Feat

Mage Slayer

Source: Player's Handbook

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  1. When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  2. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  3. You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Combat Feat

Mounted Combat

Source: Player's Handbook (SCAR Version)

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  1. You gain a +2 on melee attack rolls against any unmounted creature that is smaller than your mount.
  2. You can force an attack targeted at your mount to target you instead, no action required.
  3. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Combat Feat

Natural Weapon Specialist

Source: u/Kingslayer059

Whether it be claws, fangs, or other natural appendages, you have learned to hone your assets for use in combat. You gain the following benefits:

  1. Increase your Dexterity score by 1, to a maximum of 20.
  2. The damage die of your Natural Weapons is increased by 1. (A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, a d10 becomes a d12.)
  3. If your natural weapon deals Bludgeoning damage, it gains the Sundering property. If it deals Piercing damage, it gains the Skewering property. If it deals Slashing damage, it gains the Slicing property.
Combat Feat

Piercing Weapon Adept

Source: SCAR Homebrew

You have achieved a penetrating precision in combat, granting you the following benefits:

  1. Increase your Dexterity, Constitution, or Strength, score by 1, to a maximum of 20.
  2. Weapons with the Skewering property that you are proficient in, now also grant additional bonus to damage on a critical hit.
  3. Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
Combat Feat

Poisoner

Source: Tasha's Cauldron of Everything (SCAR Version)

You can prepare and deliver deadly poisons, granting you the following benefits:

  1. When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  2. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  3. If you are proficient in Alchemist's Supplies, or gain proficiency with Alchemist's Supplies at any time while you have this feat, you learn the Shade Poison Vial and Stormclaw Scorpion Poison Vial recipes.
Combat Feat

Polearm Master

Source: Player's Handbook (SCAR Version)

You gain the following benefits:

  1. When you take the Attack action and attack with only a weapon with the Heavy and Reach properties, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
  2. While you are wielding a melee weapon with the Heavy and Reach properties, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Combat Feat

Protector

Source: D&D Wiki

You are a dedicated protector of your allies. You gain the following benefits:

  1. You can use your reaction to force one attack targeted at a creature within 5 feet of you to target you instead. You must be able to see the attacker.
  2. When a ranged attack hits a creature within 5 feet of you, you can use your reaction to take half of the damage. The creature is still hit for the remaining damage. You must be able to see the attacker.
Combat Feat

Savage Attacker

Source: Player's Handbook

You have learned to attack with savage force. You gain the following benefits:

  1. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  2. Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Combat Feat

Sentinel

Source: Player's Handbook

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  1. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  2. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  3. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Combat Feat

Sharpshooter

Source: Player's Handbook

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  1. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  2. Your ranged weapon attacks ignore half cover and three-quarters cover.
  3. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Combat Feat

Shield Cleaver

Source: CoffeeSorcerer69 Homebrew (SCAR Version)

Your ability to cleave through people, has taught you the ability to cleave through your enemies shields. You gain the following benefits:

  1. Increase your Strength score by 1, to a maximum of 20.
  2. Once per day, when you make an opportunity attack while wielding a weapon with the Heavy property, you can have advantage on the attack roll, no additional action required.
  3. When you successfully land a strike on a target that is using a shield, you can use your reaction to knock the shield askew. The next attack against the target has advantage until the end of the target's next turn. This ability can be used a number of times per long rest equal to half your Proficiency bonus, rounded down per long rest.
Combat Feat

Slashing Weapon Zealot

Source: SCAR Homebrew

You’ve learned where to cut to have the greatest results, granting you the following benefits:

  1. Increase your Dexterity, Constitution, or Strength, score by 1, to a maximum of 20.
  2. Weapons with the Sweeping property that you are proficient in, now allow you to strike an additional target within reach when you reduce an enemy to 0 hit points, as long as the attack roll would hit them.
  3. Weapons with the Slicing property that you are proficient in, now allow the bleed damage to continue a number of rounds equal to your Proficiency Bonus, up to a maximum of 4.
Combat Feat

Tavern Brawler

Source: Player's Handbook

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  1. Increase your Strength or Constitution score by 1, to a maximum of 20.
  2. You are proficient with improvised weapons.
  3. Your unarmed strike uses a d4 for damage.
  4. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Combat Feat

Throwing Weapons Expert

Source: Homebrew (SCAR Version)
Prerequisites: Dexterity 13+

You have mastered the art of throwing weapons. You gain the following benefits when you are wielding a weapon with the thrown property:

  1. Your Dexterity score increases by 1, up to a maximum of 20.
  2. When you make a ranged weapon attack by throwing the weapon, you can use Dexterity instead of Strength for the attack and damage rolls of the attack, even if the weapon does not have the finesse property.
  3. When you make a ranged weapon attack by throwing the weapon, the attack's normal range is increased by 10 feet, and the long range is increased by 20 feet.
Combat Feat

Versatile Combatant

Source: D&D Wiki Homebrew
Prerequisites: Strength 13+

You effectively wield your weapon in one or two hands, and can easily alternate between two styles of fighting. You gain the following benefits:

  1. When you wield a versatile weapon in two hands, the damage die increases one size greater: d4 becomes d6, d6 becomes d8, d8 becomes d10, and d10 becomes d12.
  2. When you wield a versatile weapon in one hand, you gain a +1 bonus to your AC.
Combat Feat

Weapon Master

Source: Player's Handbook (SCAR Version)

You have practiced extensively with a variety of weapons, gaining the following benefits:

  1. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  2. You gain proficiency with 1 Simple, 1 Martial, and 1 Exotic weapon of choice. This cannot be used to gain proficiency with firearms.
  3. Select a single weapon you are proficient in, you gain a +1 to attack rolls (not damage) with this weapon. This may not stack with the University degree granting the same boon.
Combat Feat

Whip Master

Source: LunarSyphonia Homebrew
Prerequisites: Dexterity 13+, Whip Proficiency

You have mastered the ways of the whip and the intricacies of such an exotic weapon. You gain the following benefits:

  1. You gain proficiency in whips.
  2. You gain a +1 bonus to attack rolls you make with a whip.
  3. When you hit with a melee attack using a whip you deal an additional 1d4 damage of whatever type the whip deals.
  4. While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
Enhancement Feat

Absolute Beefcake

Source: Homebrew (SCAR Version)
Prerequisites: Strength 13+

You have trained your body to become stronger then any entity breaking your strength limitations and as such can do things with strength that most would consider impossible. You gain the following benefits:

  1. Increase your Strength score by 1, to a maximum of 20.
  2. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, gaining Powerful Build (Does not stack with Powerful Build)
  3. You may grapple a creature two sizes larger than you.
  4. You can reroll one Strength check. Once you use this ability, you can't use it again until you complete a short or a long rest.
Enhancement Feat

Alert

Source: Player's Handbook

Always on the lookout for danger, you gain the following benefits:

  1. Increase your Wisdom or Dexterity score by 1, to a maximum of 20.
  2. You gain a +5 bonus to initiative.
  3. You can't be surprised while you are conscious.
  4. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Enhancement Feat

Athlete

Source: Player's Handbook

You have undergone extensive physical training to gain the following benefits:

  1. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  2. When you are prone, standing up uses only 5 feet of your movement.
  3. Climbing doesn't cost you extra movement.
  4. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Enhancement Feat

Battle-hardened

Source: D&D Wiki
Prerequisites: Constitution 13+

You have seen enough battle in your time, you brace yourself, showing up already prepared to fight. You gain the following benefits:

  1. Increase your Constitution score by 1, to a maximum of 20.
  2. You can add your Constitution modifier to your initiative rolls.
  3. You have advantage on Constitution saving throws you make to maintain concentration.
Enhancement Feat

Critical Rejuvenation

Source: Blackbrando Homebrew (SCAR Version)
Prerequisites: Ability to cast a healing spell, or a Class Feature that heals

Due to your mastery of healing magic, sometimes even your skills at healing surprise you. You gain the following benefits:

  1. Your spells or class abilities that roll a dice to heal, heal for an additional amount, depending on your tier: +1 (tier 1), +2 (tier 2), and +3 (tier 3+).
  2. When you cast a spell or use a class feature that heals a target using a dice roll, roll a separate 1d20. On a 19 or 20, add another die to the amount healed. On a spell or ability that heals multiple targets, only roll the 1d20 once to affect everyone.
Enhancement Feat

Duck and Weave

Source: Luciious Homebrew

Your prowess as a shifty and athletic contender make you difficult to strike and pin down, gaining the following benefits:

  1. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  2. While you take the Dodge action in combat, you can use your reaction to add either your Strength or Dexterity modifier (whichever was chosen above) to your AC for one attack.
  3. If you take the Dodge action, and the first attack against your misses, you can use your reaction to move up to 10 feet without provoking attacks of opportunity.
Enhancement Feat

Expert Climber

Source: SwordMeow Homebrew (SCAR Version)

You excel at scaling cliff sides, hills, trees, and general climbing. You gain the following benefits:

  1. Your Strength score increases by 1, to a maximum of 20.
  2. You gain a climbing speed equal to your walking speed.
  3. You can spend 5 minutes instructing, pointing out handholds, and guiding other creatures before making a climb. When you do so, choose up to 6 friendly creatures (which can include yourself) within 30 feet of you, that can hear you. Each creature can add a 1d6 to any ability check or saving throw they make for length of that climb.
Enhancement Feat

Field Medic

Source: Luciious Homebrew

You’re an expert of saving people in the direst of circumstances with your medical expertise, gaining the following benefits:

  1. Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
  2. Allies within 30 feet of you must fail an additional death saving throw to die.
  3. As a reaction, you can move up to your movement speed towards an unconscious creature. This movement may still provoke attacks of opportunity. You can do this a number of times per day equal to half your Proficiency bonus, rounded down.
Enhancement Feat

Heavily Armored

Source: Player's Handbook
Prerequisites: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  1. Increase your Strength score by 1, to a maximum of 20.
  2. You gain proficiency with heavy armor.
Enhancement Feat

Heavy Armor Master

Source: Player's Handbook (SCAR Version)
Prerequisites: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  1. Increase your Strength score by 1, to a maximum of 20.
  2. While you are wearing heavy armor, as a reaction, you can reduce the damage of a melee or ranged attack on you by half your level (minimum 1), as your armor protects you with more ease.
Enhancement Feat

Heroic Destiny

Source: Aethan Homebrew

You have a destiny to fulfill, and fate helps keep you alive until you do. You gain the following benefits:

  1. You start with one additional Renown die per adventure.
  2. When making Death saving throws, a natural 1 only causes one failure, instead of two.
  3. At the end of each short or long rest, you gain temporary hit points equal to your level.
Enhancement Feat

Light Armor Advancement

Source: Unknown
Prerequisites: Dexterity 13+, Proficiency with light armor

You have perfected how to wear and combat in light armor. You gain the following benefits:

  1. Increase your Dexterity score by 1, up to a maximum of 20.
  2. You have advantage on Dexterity (Acrobatics) checks to escape grapples while wearing Light armor.
  3. If a creature misses you with a melee weapon attack, and you are wearing Light armor, you can use your reaction to move up to 5 feet away without provoking an attack of opportunity.
Enhancement Feat

Light Armor Master

Source: Unknown
Prerequisites: Proficiency with light armor

You know how best to use the thin armor that protects you. While wearing Light Armor, you gain the following benefits:

  1. Your speed increases by 5 feet.
  2. You gain a +1 bonus to your AC whenever you are at least 15 feet from where you started your turn. This bonus lasts until the start of your next turn.
Enhancement Feat

Lightly Armored

Source: Player's Handbook

You have trained to master the use of light armor, gaining the following benefits:

  1. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  2. You gain proficiency with light armor.
Enhancement Feat

Lucky

Source: Player's Handbook

You have inexplicable luck that seems to kick in at just the right moment.

  1. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  2. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  3. You regain your expended luck points when you finish a long rest.
Enhancement Feat

Medium Armor Master

Source: Player's Handbook (SCAR Version)
Prerequisites: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  1. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  2. Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  3. You have learned to adapt to life in this armor, and the weight of Medium armor that you wear is counted only as half for carrying capacity calculations.
Enhancement Feat

Mobile

Source: Player's Handbook

You are exceptionally speedy and agile. You gain the following benefits:

  1. Your speed increases by 10 feet.
  2. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  3. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Enhancement Feat

Moderately Armored

Source: Player's Handbook
Prerequisites: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefits:

  1. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  2. You gain proficiency with medium armor and shields.
Enhancement Feat

One Step Ahead

Source: Luciious Homebrew

You are insightful and gain quick reactions to the snapshot of the situation at hand, predicting what will happen to get the first move first, gaining the following benefits:

  1. Increase your Wisdom score by 1, to a maximum of 20.
  2. You gain expertise in Insight. You must be proficient in this skill first, to gain expertise.
  3. Once per long rest, during an encounter, you can alter your initiative in order to act before a creature ahead of you in initiative would act, no action required. This changes your initiative to this new position for the rest of the encounter.
Enhancement Feat

Resilient

Source: Player's Handbook

Choose one ability score. You gain the following benefits:

  1. Increase the chosen ability score by 1, to a maximum of 20.
  2. You gain proficiency in saving throws using the chosen ability.
Enhancement Feat

Shield Master

Source: Player's Handbook

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  1. If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  2. If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  3. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Enhancement Feat

Tough

Source: Player's Handbook

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Magic Feat

Conjuration Enchanting Weave

Source: SCAR Homebrew
Prerequisites: Level 4

You have a knack for Conjuration and Enchantment magic, gaining the following benefits:

  1. Increase your Intelligence, Wisdom, or Charisma score by 1 to a maximum of 20.
  2. You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Enchantment or Conjuration school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Magic Feat

Divination Abjuration Weave

Source: Shunni Homebrew
Prerequisites: Level 4

You have a knack for Divination and Abjuration magic, gaining the following benefits:

  1. Increase your Intelligence, Wisdom, or Charisma score by 1 to a maximum of 20.
  2. You learn the Lesser Restoration spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Abjuration school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.


Magic Feat

Elemental Spell Masteries

Source: AcrobaticPlant Homebrew
Prerequisites: Spellcasting

You have trained and mastered a specific elemental spell type. Select ONE of the following masteries at the time of taking this feat. This cannot be changed.


Elemental Spell Mastery: Acid

You have mastered the practice of weaving arcane acid into being in such a way that it continues to corrode your enemies over time. When you cast a spell of first level or higher that deals acid damage, and you hit the target with an attack roll, or the target fails their saving throw, the target suffers an additional 1d4 points of acid damage at the start of their next turn. Additionally, spells you cast ignore resistance to acid damage.


Elemental Spell Mastery: Cold

You have mastered the craft of spinning ice magic in patterns that are capable of slowing and debilitating creatures who would otherwise oppose you. When you cast a spell of first level or higher that deals cold damage and you hit the target with an attack roll or the target fails their saving throw, the target's speed is reduced by 10 feet until the end of their next turn. Additionally, spells you cast ignore resistance to cold damage.


Elemental Spell Mastery: Fire

You have mastered the art of manipulating flame spells so that you can set alight the clothing of rival casters and blow smoke into their face, among further ways of distracting them. When you cast a spell of first level or higher that deals fire damage and you hit the target with an attack roll or the target fails their saving throw, the target suffers disadvantage on any concentration checks they make as a result of the spell. Additionally, spells you cast ignore resistance to fire damage.


Elemental Spell Mastery: Lightning

You have mastered the skills required to sling lightning spells in order to bounce them between your foes. When you cast a spell of first level or higher that deals lightning damage, and you hit the target with an attack roll, or the target fails their saving throw, you can choose to deal 1d4 points of lightning damage to another creature within 5 feet of the target. Additionally, spells you cast ignore resistance to lightning damage.


Elemental Spell Mastery: Thunder

You have mastered the ability to cast thunder magic in ways forceful enough to throw your opponents backwards. When you cast a spell of first level or higher that deals thunder damage and you hit the target with an attack roll or the target fails their saving throw, the target is pushed 5 feet away from you, or 5 feet away from the center of the area of effect for spells such as shatter or thunderstep. Additionally, spells you cast ignore resistance to thunder damage.

Magic Feat

Expanded Knowledge

Source: Homebrew (SCAR Version)
Prerequisites: Spellcasting

You have read from a book of Arcane Knowledge and grew with expanded knowledge. You may take this feat multiple times, choosing a different spell each time. You gain the following benefits:

  1. Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  2. You may add a spell of a level you are able to currently cast, from a spell list you have access to, to your known spells list.
Magic Feat

Flexible Caster

Source: Lottie Homebrew
Prerequisites: Spellcasting

You have adapted to adjusting your spells to the situation at hand. You gain the following:

  1. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  2. When you complete a short rest, you can change a number of spells you have prepared equal to half your Spellcasting modifier. You can do this once per long rest. The new spells chosen must be the same spell level as the old spells.
Magic Feat

Focused Mind

Source: Homebrew (SCAR Version)
Prerequisites: Prepared Spellcaster

You in depth studies of the arcane arts have been ingrained into your memory. You can perfectly recall spells from your spell book without referring to it.

  1. Increase your Intelligence, Wisdom, or Charisma score by 1 to a maximum of 20.
  2. You can memorize additional spells equal to your proficiency bonus.
Magic Feat

Honed Cantrip

Source: Homebrew (SCAR Version)
Prerequisites: Ability to cast cantrips, Character Level 4+

You have spent your time honing onto one specific cantrip, adapting your time and energy to increase its potency. This cannot be stacked with a Class or Race ability that already gives you your spellcasting modifier to the damage or attack rolls. You gain the following benefits:

  1. Increase your Wisdom, Charisma, or Intelligence score by 1.
  2. Select one Cantrip that you know that deals damage, and add an additional half of your spellcasting modifier (rounded down) to its damage and attack roll.
Magic Feat

Illusion Necromantic Weave

Source: SCAR Homebrew
Prerequisites: Level 4

You have a knack for Illusion and Necromancy magic, gaining the following benefits:

  1. Increase your Intelligence, Wisdom, or Charisma score by 1 to a maximum of 20.
  2. You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion and Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Magic Feat

Magical Overcharge

Source: Dragonknight Homebrew (SCAR Version)
Prerequisites: Spellcasting or Pact Magic Class Feature

You have learned to channel incredible amounts of magical energy into your spells, even though they become hard to control. You gain the following benefits:

  1. Increase your Intelligence, Charisma, or Wisdom score by 1, to a maximum of 20.
  2. Before you cast a spell that requires you to make an attack roll against a single target, you can choose to take a -5 penalty to the attack roll. If the attack hits, you gain +10 the damage roll, with a damage type equal to the spell damage.

*NOTE. This can only be applied to single-target spells with an attack roll. If a spell makes multiple attacks, such as Eldritch Blast or Twinned Metamagic, this only applies to the first attack roll, and does not apply to any other ongoing effects the spell may inflict.

Magic Feat

Magic Initiate

Source: Player's Handbook

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You gain the following benefits:

  1. You learn two cantrips of your choice from that class's spell list.
  2. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
  3. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Magic Feat

Prepared Caster

Source: Yoaprh Homebrew (SCAR Version)
Prerequisites: Spellcasting

You have honed your spellcasting to a point where you are able to react at a moments notice. You gain the following benefits:

  1. If you choose to take the Cast a Spell action when you take the Ready Action, you do not need to expend the spell slot until the reaction is triggered, though all other requirements apply (maintaining concentration). This means if you hold an action using a slotted spell, you do not need to expend the spell slot until the spell goes off.
  2. Once per day when you roll for initiative, if you are not surprised, you can immediately cast a spell as a reaction. To cast a spell in this way, the spell must have a casting time of 1 action and must not allow you to make an attack roll or force any creature to make a saving throw
Magic Feat

Reckless Caster

Source: Homebrew (SCAR Version)
Prerequisites: Spellcasting, Constitution 14+

You can unleash the arcane power stored within your very bones, wielding magics in a new destructive way with little concern for yourself or surroundings. You gain the following benefits:

  1. Increase your Wisdom, Intelligence, or Charisma score by 1, to a maximum of 20.
  2. When you cast a spell of 1st Level or higher (up to 5th level), you can use a bonus action to expend a number of hit dice equal to twice the spell slot level used instead of spending the spell slot. You can do this a number of times equal to half your Proficiency Bonus (rounded down). If you use this ability again past that point, you gain a level of Exhaustion for each time used after.
Magic Feat

Ritual Caster

Source: Player's Handbook
Prerequisites: Intelligence 13+ or Wisdom 13+

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.


When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.


If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Magic Feat

Spell Sniper

Source: Player's Handbook
Prerequisites: Spellcasting

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  1. When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. This does not apply to spells with a range of Touch.
  2. You gain a +2 to ranged spell attack rolls.
  3. When you roll damage for a spell you cast that deals damage, you treat any 1 on a damage die as a 2.
Magic Feat

Transmutation Evocation Weave

Source: Shunni Homebrew
Prerequisites: Level 4

You have a knack for Transmutation and Evocation magic, gaining the following benefits:

  1. Increase your Intelligence, Wisdom, or Charisma score by 1 to a maximum of 20.
  2. You learn the Enhance Ability spell and one 1st-level spell of your choice. The 1st-level spell must be from the Transmutation or Evocation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.


Magic Feat

War Caster

Source: Player's Handbook
Prerequisites: Spellcasting

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  1. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  2. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  3. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Racial Feat

Adaptive Morph

Source: Homebrew (SCAR Version)
Prerequisites: Race: Changeling

You have mastered the art of shape-changing, allowing you to use your form for even deadlier pursuits, gaining the following benefits:

  1. Increase your Charisma score by 1, to a maximum of 20.
  2. Once per short rest, if you fail a Deception ability check, you can reroll the check, and you must take the new roll. When used outside of a quest, this can be done once per RL week.
  3. Natural Adaptation. As an action when you change your form, you may grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Alternatively, instead of growing a natural weapon, you may grow a tail that counts as a limb, though this feat does not make it prehensile.
Racial Feat

Advanced Feline Grace

Source: BadEye Homebrew
Prerequisites: Race: Tabaxi

Your incredible reflexes and agility further improve. You gain the following benefits:

  1. Increase your Dexterity score by 1, to a maximum of 20.
  2. You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.
  3. You don’t take damage from falling 20 feet or less if you aren’t incapacitated.
Racial Feat

Advanced Gloomweave

Source: Shunni Homebrew
Prerequisites: Race: Gloamn

You have spent years scavenging, or have been gifted an advanced Gloomweave suit reserved for those in a higher caste. Or perhaps took it of your own accord... The Advanced Gloomweave suit grants additional benefits to one surviving within the Gloom, adapting to the dangerous natures that are ever present. Your suit appears more advanced than others, though still within the limitations of our world. You gain the following benefits:

  1. Increase your Intelligence or Constitution score by 1, to a maximum of 20.
  2. Your Gloomsight now also grants Darkvision as long as you are wearing your Gloomweave mask.
  3. Your movement speed increases by 5 feet.
Racial Feat

Arcane Conduit

Source: Lottie Homebrew
Prerequisites: Race: Spellborn

Your profound connection to magic has granted you a deeper understanding and affinity for the arcane forces that shape the world. You have honed your abilities to resonate harmoniously with magical energy, unlocking new potential within yourself. You gain the following benefits:

  1. Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  2. While you have both hands free, you can use your own body as a spellcasting focus in place of material components for casting spells that you know, as long as that material component does not have a gold cost of 50g or less.
  3. Your Arcane Glow extends to a radius of 30 feet and produces bright light instead of dim. When you use your action to activate it, the effect’s duration lasts for 1 minute.
Racial Feat

Awakened Celestial Touch

Source: Lithxe Homebrew
Prerequisites: Race: Aasimar

The light of the heavens has awoken within you. You gain additional powers based on your third level racial feature, depending on your subrace:


Fallen.

  1. Increase your Charisma or Strength score by 1, to a maximum of 20.
  2. Your ghostly flightless wings are now always visible, though when not within your active Necrotic Shroud, they are faded and mostly transparent. Each of your attacks or spells deal an additional 1d4 Necrotic damage, as they are fueled by your inner shadow. When within your Necrotic Shroud, creatures that fail their saving throw are now Frightened of you for 1 minute instead of until the end of your next turn, though they can remake the save at the end of each of their turns to end the effect early.

Protector.

  1. Increase your Charisma or Wisdom score by 1, to a maximum of 20.
  2. Instead of your luminous spectral wings, you grow a permanent pair of feathered angel wings from your back, gaining a flying speed equal to your walking speed if you are not wearing medium or heavy armor or exceeding your carrying capacity. When using your Radiant Soul feature, the wings glow luminous and work as per the normal ability, with the added benefit of shedding light in a 20-foot radius of bright sunlight.

Scourge.

  1. Increase your Charisma or Constitution score by 1, to a maximum of 20.
  2. Your eyes now always radiate your bright divine energy, shedding light in a 10-foot radius of bright and an additional 10 feet of dim. Your Radiant Consumption damage is increased to twice your Proficiency Bonus, and you are able to exclude a number of creatures from the damage equal to half your Proficiency Bonus, rounded down.

Spark Soul.

  1. Increase your Charisma or Dexterity score by 1, to a maximum of 20.
  2. Your flightless wings of lightning are now always visible, though when not within your Living Spark, they are pale and ghostly faint. You gain a permanent +10 to your movement speed. While in your Living Spark, your reach with weapons and attacks is increased as arcs of lightning extend out with your attacks, temporarily granting melee weapons you wield with the Reach property, and extending the range of Ranged weapons by 15 feet and ranged spells by 30 feet.

Titan Soul.

  1. Increase your Charisma or Strength score by 1, to a maximum of 20.
  2. Your body becomes incredibly toned and muscled like a perfect carved statue. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (This counts as Powerful Build and cannot be stacked with other similar features.) While in your Enlarge Form, you cannot be pushed or pulled against your will, and standing up from prone only costs 5 feet of movement.
Racial Feat

Beastial Shifter

Source: SCAR Homebrew
Prerequisites: Race: Shifter

You are tapped into more of your animal heritage than most of your race. This may show as increasingly animalistic features, or additional changes in your physique. You gain the following benefits:

  1. You gain a +1 to your Constitution modifier, to a maximum of 20.
  2. You gain expertise in the skill gained by your Shifter subrace.
  3. When you use your bonus action to shift, the number of temporary hit points you gain increases by an additional 1d6. This increases as you level; to 2d6 at 4th level, to 3d6 at 8th level, to 4d6 at 12th level, to 5d6 at 16th level, and to 6d6 at 20th level.
Racial Feat

Bountiful Luck

Source: Xanathar's Guide to Everything
Prerequisites: Race: Halfling

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!

  1. When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
  2. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.
Racial Feat

Child of Desire

Source: Nergali Homebrew
Prerequisites: Race: Tiefling

One of your ancestors was a succubus or incubus. Their hellish blood flows through your veins, granting you some of their innate magic and abilities. You gain the following benefits:

  1. Increase your Charisma score by 1, up to a maximum of 20.
  2. You gain the ability to alter your physical features as per the Change Appearance option of the alter self spell, and may do so once per long rest.
  3. You can cast Charm Person or Enthrall, without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Racial Feat

Cindersoul

Source: Homebrew (SCAR Version)
Prerequisites: Race: Genasi (Fire)

You have uncovered the aggressive magics of elemental fire inside yourself. You may see soft gray or ember-like markings shifting just under your skin as your internal fire burns, or your skin may become warmer to the touch as if feverish. You gain the following benefits:

  1. Increase your Constitution or Intelligence score by 1, to a maximum of 20.
  2. When wielding metal weapons, your internal heat allows your attacks to deal additional damage. As a bonus action, you may flare your internal fire. Any metal weapons you wield deal additional fire damage equal to your proficiency bonus on a hit. This effect lasts for 1 minute, and you can do this once per long rest.
  3. Once you reach 5th level, you can cast the Fireball spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.
Racial Feat

Critter Friends

Source: Wolfensoul Homebrew
Prerequisites: Race: Gnome (forest)

Your friendship with animals mystically deepens. You gain the following benefits:

  1. You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
  2. You learn the Speak with Animals spell and can cast it at will, without expending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Racial Feat

Deep Training

Source: Homebrew (SCAR Version)
Prerequisites: Race: Gnome (Deep)

Your people have a natural knack for finding and appraising highly-valued items, typically ones that are magical in nature. You gain the following benefits:

  1. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  2. You have a +5 bonus to your passive Wisdom (Perception) score.
  3. You can cast the Detect Magic and Identify spells on yourself, without expending a spell slot. Intelligence is your spellcasting ability for these spells.
Racial Feat

Dragon Fear

Source: Xanathar's Guide to Everything
Prerequisites: Race: Dragonborn

When angered, you can radiate menace. You gain the following benefits:

  1. Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  2. Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Racial Feat

Dragon Hide

Source: Xanathar's Guide to Everything
Prerequisites: Race: Dragonborn

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

  1. Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  2. Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  3. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Racial Feat

Dragon Might

Source: Fizban’s Treasury of Dragons (SCAR version)
Prerequisites: Race: Dragonborn

The primal roar of the dragons calls out from within you. When you attack with a Breath Weapon, instead of your regular one, you may use one of the following:


Booming Breath. Each creature in the 15-foot cone must succeed on a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be knocked prone until the start of your next turn.


Repulsion Breath. Each creature in the 15-foot cone must succeed on a Strength saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be pushed 20 feet away from you.


Your DC for this is the same as for your regular Breath Weapon (DC = 8 + your Constitution modifier + your proficiency bonus).


Racial Feat

Drow High Magic

Source: Xanathar's Guide to Everything
Prerequisites: Race: Elf (Drow), 5th level

You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Racial Feat

Dwarven Fortitude

Source: Xanathar's Guide to Everything
Prerequisites: Race: Dwarf

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  1. Increase your Constitution score by 1, to a maximum of 20.
  2. Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Racial Feat

Echo of a Dragon

Source: Vimmy Homebrew
Prerequisites: Race: Dragonborn

Your dragon heritage begins to manifest further. You gain the following benefits:

  1. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  2. You are able to manifest a spectral tail as the distant echo of relation to the dragons of Abeir, if you were not already born with one. As a part of your reaction you can try to trip your enemy before attacking them. If you succeed at the Athletics (Strength) roll contested by Athletics (Strength) or Acrobatics (Dexterity) (creature's choice), the enemy falls prone. Target must be no larger than one size category above you. You may then conduct your opportunity attack.
Racial Feat

Elven Accuracy

Source: Xanathar's Guide to Everything
Prerequisites: Race: Elf or Half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  1. Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  2. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Racial Feat

Enhanced Armour Plating

Source: Homebrew (SCAR Version)
Prerequisites: Race: Gearforged

The Forgemaster and Lifebringer made you from an atypical material. You gain the following benefits:

  1. You gain a +1 to your Constitution modifier, to a maximum of 20

Choose one of the following options when you take this feat. This cannot be changed.

  1. Adamantine Plating. Your body has been reinforced with Adamantine, granting you greater resistance to attacks. Your armor class increases by 1 and, once per long rest, you may turn a critical hit against you into a regular hit.
  2. Ironwood Body. Your body is constructed from a light, organic wood that is as hard as steel that allows you to be more nimble without giving up protection. Your movement speed increases by 10 feet and, once per long rest, when you make a Dexterity saving throw to avoid damage, you may reduce the damage you do take by half.
  3. Elemental Warding. Your body is enchanted with magic that helps ward against the elements. When you finish a long rest, you may choose a damage type: cold, fire, lightning, or thunder. You gain resistance to the chosen damage type until you next finish a long rest.
Racial Feat

Enhanced Assistant

Source: Pidgeon Homebrew
Prerequisites: Race: Assistant

You have awakened a deeper part of your Assistant nature. You gain additional abilities, depending on your subrace:


Discarded.

  1. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  2. Your tenacity to make your own way in the world is unmatched. You gain a +1 to two Wisdom skills of your choice between: Animal Handling, Insight, Medicine, Perception, or Survival.
  3. Your Own Way. When traveling for Out of Quest events, reduce the travel time by 2 days, minimum of 1 day travel. If traveling on a quest, you can reduce the travel time for you and your party by 1 day each way, minimum of 1 day travel.

Displaced.

  1. Increase your Intelligence or Constitution score by 1, to a maximum of 20.
  2. Your drive to collect knowledge is unrivaled. You gain a +1 to two Intelligence skills of your choice between: Arcana, History, Investigation, Nature, or Religion.
  3. Memory Vault. You are able to remember any text you have read or symbol you have seen with incredible accuracy, recalling it as needed.

Storied.

  1. Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  2. You are a natural performer, whether you realize your part in a story or believe it whole-heartedly. You gain a +1 to two Charisma skills of your choice between: Deception, Intimidation, Performance, or Persuasion.
  3. Costume Change. Use a bonus action to cause the clothing and gear you are wearing to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the gear. A physical inspection of the glamoured gear can determine the illusion with a DC 14 Intelligence check.
Racial Feat

Ethereal Walker

Source: Lithxe Homebrew
Prerequisites: Race: Etherean

Your ghostly ethereal nature has taken a stronger hold on your physical form. This may be seen in faint wisps of blue light that trail from your eyes or the occasional soft flicker of your physical form. You gain the following benefits:

  1. Increase your Wisdom score by 1, to a maximum of 20.
  2. You are able to cast the spell Levitate on yourself once per long rest.
  3. Twice per day, you can walk through a solid wall of stone, metal, or wood that is up to 2 feet deep. A thin sheet of lead blocks this movement. If the wall is deeper than 2 feet, you are shunted back to your original space, but take no damage. If your original space is occupied, you appear in the closest unoccupied space on the side you began your movement.
Racial Feat

Fade Away

Source: Xanathar's Guide to Everything
Prerequisites: Race: Gnome

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

  1. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  2. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
Racial Feat

Fey Dealings

Source: Homebrew (SCAR Version)
Prerequisites: Race: Feyling

You have learned to use the fey charm that has indebted you. You gain the following benefits:

  1. You gain a +1 to your Charisma Score, to a maximum of 20.
  2. You gain proficiency in Persuasion. If you are already proficient, you gain Expertise in Persuasion instead.
  3. As an action, you can beguile those who would damage the natural world. Choose one creature within 30 feet of you. It must succeed on a Wisdom saving throw with a DC equal to 8 + your Proficiency Bonus + your Charisma modifier, or become Charmed by you for 1 hour. If the target takes any damage, it may repeat the saving throw, ending the effect on a success. You can do this once per long rest.
Racial Feat

Fey Teleportation

Source: Xanathar's Guide to Everything
Prerequisites: Race: Elf (High)

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  1. Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  2. You learn to speak, read, and write Sylvan.
  3. You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Racial Feat

Flame of Phlegethos

Source: Xanathar's Guide to Everything
Prerequisites: Race: Tiefling

You learn to call on hellfire to serve your commands. You gain the following benefits:

  1. Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  2. When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  3. Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Racial Feat

Friend of the Forest

Source: Homebrew (SCAR Version)
Prerequisites: Race: Naarboren

When entering the familiar dappled shadows of the trees, you are greeted with calming familiarity. You gain the following benefits:

  1. Increase your Wisdom score by 1, to a maximum of 20.
  2. You gain a bonus to your initiative equal to your proficiency bonus. When in a forest environment, you have advantage on your initiative rolls.
  3. You learn the Speak with Animals and Speak with Plants spells, and you can cast them once per long rest, without expending material components. Your spellcasting ability modifier for these spells is Intelligence, Wisdom, or Charisma.
Racial Feat

Friend to All

Source: Homebrew (SCAR Version)
Prerequisites: Race: Half-elf

Your Human and Elven descent makes you well liked among most people. You gain the following benefits:

  1. You gain a +1 to your Charisma Score, to a maximum of 20.
  2. You learn the Friends cantrip. Charisma is your spellcasting ability for this cantrip.
  3. You gain proficiency in either Deception or Persuasion. If you already have proficiency in the chosen skill, you instead gain expertise.
  4. When you cast the Friends cantrip, the creature does not know they were affected by your magic. Each creature can only be affected by your Friends cantrip once per day.
Racial Feat

Gore and Glory

Source: Homebrew (SCAR Version)
Prerequisites: A racial Natural Weapon attack that deals piercing or slashing damage

You've sharpened and cared for your claws, horns or fangs, so much as to make them into deadly lacerating weapons. You gain the following benefits:

  1. You make a critical hit with your Natural Weapons on a roll of 19 or 20.
  2. When you hit a creature with your natural weapons, as a bonus action, you can Rend them, leaving them bleeding. The target must make a Constitution saving throw at the start of each of its turns. On a failure, the creature takes damage equal to your Proficiency Bonus. The condition lasts until they receive any healing or spend an action to staunch the bleeding. The saving throw equals 8 + your Proficiency Bonus + your Strength or Dexterity Modifier. You can use this feature a number of times equal to your Proficiency Bonus, per long rest.
Racial Feat

Greater Mind Link

Source: Derpyfirp Homebrew
Prerequisites: Race: Kalashtar

You have honed your mind as a Kalashtar to new lengths. You gain the following benefits:

  1. Your Mink Link racial trait extends to 120 feet.
  2. You can use Mind Link on up to five creatures at once.
  3. You don't have to see the creature to communicate telepathically (but you must have an idea where they are; for instance, behind you or on the other side of a door).
  4. While a creature remains inside the range of your Mink Link, the duration of your Mind Link is infinite. When that creature leaves your Mind Link range, the duration lasts for a number of hours equal to your proficiency bonus.
Racial Feat

Human Grit

Source: Fri Minis (SCAR Version)
Prerequisites: Race: Human

Human perseverance is legendary and you are no exception. You gain the following benefits:

  1. Once per long rest, when you fail a saving throw, you may choose to succeed instead.
  2. When rolling a Hit Die to restore hit points, you gain additional HP equal to your proficiency bonus.
  3. In addition, when you roll a 1 when rolling Hit Die to restore hit points, you can reroll the die and must use the new roll, even if the new roll is a 1.
Racial Feat

Illusory Master

Source: Homebrew (SCAR Version)
Prerequisites: Race: Firbolg

Your experience with illusory magic has granted you greater understanding of its art. You gain the following benefits:

  1. Increase your Wisdom score by 1, to a maximum of 20.
  2. You have advantage on saving throws against illusions.
  3. When you hit a creature with an attack on your turn, that creature can't turn invisible until the start of your next turn.
  4. You can cast disguise self using your Firbolg Magic trait at will, without expending a spell slot.
Racial Feat

Infernal Constitution

Source: Xanathar's Guide to Everything
Prerequisites: Race: Tiefling

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

  1. Increase your Constitution score by 1, to a maximum of 20.
  2. You have resistance to cold damage and poison damage.
  3. You have advantage on saving throws against being poisoned.
Racial Feat

Intimidating Mooooves

Source: Blackbandos Homebrew
Prerequisites: Race: Minotaur

The blood of your ancestral minotaurs, the ones written in legends, pulses through your veins, making you learn how to intimidate those who dare to defy you.

  1. Your Charisma score increases by 1, to a maximum of 20.
  2. You gain proficiency in Intimidation, if you did not have it already.
  3. When you take the Attack action on your turn, you can replace one attack to try and frighten a foe. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Racial Feat

Master of Waves

Source: Sarguro's Compendium
Prerequisites: Race: Triton

You have made the ocean your ally, bending the frigid sea to your will. You gain the following benefits:

  1. Increase your Constitution or Charisma score by 1, to a maximum of 20.
  2. You learn the Ray of Frost cantrip.
  3. Additionally, when you take damage from a creature you can see, you can use your reaction to cast the Armor of Agathys spell without expending a spell slot or material components, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level (but not as a reaction). Charisma is your spellcasting ability for these spells.
Racial Feat

Might of the Stout

Source: SCAR Homebrew
Prerequisites: Race: Dwarf, Gnome, Halfling, Harengon

You are small but mighty, and your steadfastness makes you fearless in the face of grave danger and challenge! You gain the following benefits:

  1. Increase your Constitution score by 1, to a maximum of 20.
  2. You have advantage on saving throws against being frightened.
  3. When fighting a creature that is larger than you, if you fail a saving throw you can instead choose to succeed. Once you use this ability, you must finish a long rest before you can do so again.
Racial Feat

Mountain Mover

Source: Homebrew (SCAR Version)
Prerequisites: Race: Goliath

Your strength and resilience rivals the giants that roam your homeland. You gain the following benefits:

  1. Increase your Strength or Constitution score by 1, to a maximum of 20.
  2. You gain a climbing speed equal to your walking speed.
  3. As an action, you can pick up a large boulder or rip a chunk of natural stone out of the ground and make the attack with it. The boulder is a simple melee weapon with the thrown property. It has a normal range of 20 feet and a long range of 60 feet, and on a hit, it deals bludgeoning damage equal to 2d6 + your Strength modifier. A creature struck by this boulder must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Racial Feat

Mountain's Strength

Source: Unknown
Prerequisites: Race: Goliath

Legends speak of goliaths able to move mountains, you are one of their descendants. You gain the following benefits:

  1. Increase your Strength score by 1, to a maximum of 20.
  2. As an action on your turn, you can gain 2 + Half your Proficiency Bonus as extra Strength score for 1 minute, or until you lose consciousness. With this bonus, the total Strength score can exceed 20 but not 30. Additionally, for the duration of this ability, you will have advantage on any ability check you make that uses Strength. Once you use this ability, you can’t do so again until you finish a short or long rest.
Racial Feat

Orcish Fury

Source: Xanathar's Guide to Everything
Prerequisites: Race: Half-orc

Your inner fury burns tirelessly. You gain the following benefits:

  1. Increase your Strength or Constitution score by 1, to a maximum of 20.
  2. When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
  3. Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Racial Feat

Prehensile Tail

Source: Couchatron Homebrew (SCAR Version)
Prerequisites: Race: Tiefling, Tabaxi, or Lizardfolk

You have trained and learned to use your tail with more accurate skill, and it is almost a third arm and hand for you. As a bonus action, you may perform one of the following actions with your tail:

  1. Draw or stow an object weighing up to 1 pound. If doing this while stealing, you gain advantage on your Sleight of Hand check.
  2. Open or close an unlocked door.
  3. Wield a dagger and make a single attack with a -4 to your attack modifier.
  4. Hang from a piece of scenery.
  5. Gain advantage on a Grapple check.
Racial Feat

Prodigy

Source: Xanathar's Guide to Everything
Prerequisites: Race: Half-elf, Half-orc, Human

You have a knack for learning new things. You gain the following benefits:

  1. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  2. Choose one skill in which you have proficiency. You gain Expertise with that skill. It cannot be a skill in which you already have Expertise.
Racial Feat

Renardy Heritage

Source: SCAR Homebrew
Prerequisites: Race: Lupin

You have grown up in or lived a number of your years in the harsh winters of Renardy. You gain the following benefits:

  1. You gain a +1 to your Constitution modifier, to a maximum of 20.
  2. Your winter fur allows you to survive in colder conditions without requiring protective gear or winter clothing.
  3. Once per adventure, if a spell or attack deals Cold damage, you may reduce it by half as you brace yourself against the familiar chill. This only applies to the Cold damage dealt.
  4. As a bonus action on your turn, you can embrace the zoomies, taking the Dash action to move up to 20 feet. This can be done a number of times per long rest equal to half your Proficiency Bonus, rounded down.
Racial Feat

Reptile Regeneration

Source: Homebrew (SCAR Version)
Prerequisites: Race: Lizardfolk

The environment that you grew up in is a hostile one; the weak perish, and the strong survive. Your body has has to adapt and as such you gain the following benefits:

  1. You gain a +1 to your Constitution modifier, to a maximum of 20.
  2. You can regrow lost limbs by expending downtime to rest and regenerate. You must have at least 1 hit point for this to function. The time required depends on the lost body part: 2 days for a finger or toe or similar, 10 days for your tail, and 20 days for an arm or leg.
  3. As an action, you can release a surge of regeneration in your body. For 1 minute, or until you fall unconscious, at the start of each of your turns, you regain a number of hit points equal to your Proficiency Bonus. This ability can be used once per long rest.
Racial Feat

Reveler

Source: Homebrew (SCAR Version)
Prerequisites: Race: Satyr

You are an excellent shepherd, seducer and musician, able to capture the magic of the gods in your revels. As an action you can play a magical melody or weave enchanted words into your honeyed speech and create one of the following effects:

  1. Charm. A creature within 60 feet that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 minute. If you or any of your companions harms the creature, it can repeat the saving throw, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Reveler effects for the next 24 hours.
  2. Fright. A creature within 60 feet that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened by you for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Reveler effects for the next 24 hours.
  3. Lullaby. A creature within 60 feet that can hear you must make an Intelligence saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or fall asleep for 1 minute, rendering them unconscious. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake. Once a creature awakens, is it immune to your Reveler effects for the next 24 hours.

Once you use each ability, you must finish a long rest before you can use that ability again.

Racial Feat

Routing Charger

Source: Homebrew (SCAR Version)
Prerequisites: Race: Ungulata or Minotaur

You are a dangerous foe to face for an unmounted opponent, and your intimidating presence can cause enemies to break ranks and flee. You remain relentless in your pursuit of a fleeing foe. You gain the following benefits:

  1. You gain proficiency in Intimidation. If you already have proficiency with Intimidation, you gain expertise in it.
  2. You may choose to use your Strength score instead of Charisma when using the Intimidation skill.
  3. When you critically hit or reduce a creature to 0 hit points, you can attempt to frighten nearby foes who are your size or smaller. Creatures of your choice that can see or hear you that are within 15 feet must make a Wisdom saving throw. On a failure, they are frightened of you for 1 minute. At the end of its turn, a frightened creature may repeat the saving throw, ending the effect on a success. If a creature succeeds the saving throw, they can not be frightened again by this effect for 24 hours. The DC for this save is equal to 8 + your Proficiency Bonus + your Strength or Charisma modifier.
Racial Feat

Secondary Mutation

Source: Shunni Homebrew
Prerequisites: Race: Errant

A secondary mutation has taken form, laid dormant until now You gain the following benefits:

  1. Increase your Constitution score by 1, to a maximum of 20
  2. Secondary Mutation. You can choose one of the following options. This is chosen upon selecting this feat and cannot be changed:
  3. Unnerving Speed. Gain +5 to your Movement speed and jumping distance. Your legs are unsettlingly large and bulbous or additional large toes grow granting better leverage for movement.
  4. Third Eye. You gain proficiency in the Perception skill. If you are already proficient, you gain expertise. A third eye appears on your forehead.
  5. Acid Tum Tums. You gain the ability to spit a colored bile from a secondary stomach. Using your bonus action, make a ranged attack roll against a target you can see within 30 feet. This attack uses your Dexterity modifier, and you are considered proficient in this attack. On a hit, the target takes 2d4 + your Constitution modifier in acid damage and has disadvantage on their attack rolls until the end of their next turn. This can be done a number of times per day equal to half your Constitution modifier, rounded down. A bulbous growth over your stomach shows or your veins over your body are large and showing a dark jet black and show under your skin easily.
Racial Feat

Second Chance

Source: Xanathar's Guide to Everything
Prerequisites: Race: Halfling

Fortune favors you when someone tries to strike you. You gain the following benefits:

  1. Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
  2. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Racial Feat

Shadow Walker

Source: Pidgeon Homebrew
Prerequisites: Race: Ononi

Your shadowstuff becomes a more prominent part of you. You gain the following benefits:

  1. Your Dexterity score increases by 1, to a maximum of 20.
  2. You can see in magical Darkness as if it was non-magical.
  3. While in dim light or darkness, you can use your action to become a shadow for up to 1 minute, requiring concentration. This can be done once per long rest. While in this form you gain the following trait: Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing. This allows you to move through enemy spaces if room allows.
Racial Feat

Shardswarm

Source: Marnthry Homebrew
Prerequisites: Race: Shardmind

The power you have over your physical form is far more refined than your other crystalline brethren, allowing you greater control over the fragments that make up your body.


You gain a +1 to your Intelligence or Dexterity Score, to a maximum of 20.


Once per long rest, as an action, you may loosen your grasp on your physical form, causing the fragments of crystal that make up your body to collapse into a swarm of hovering Tiny fragments.

Whilst in this form, you gain the following:

  1. You are considered a Medium swarm of Tiny constructs. Anything you were wearing or holding is dropped into the space you were in when you take on this form.You can occupy another creature's space and vice versa, and you can move through any opening large enough for a Tiny creature.
  2. You gain a flying speed equal to your walking speed and are considered hovering, and you gain resistance to nonmagical bludgeoning, piercing and slashing damage.
  3. You are unable to make physical attacks whilst in this form, but can still communicate as per the Telepathy ability, and, if able, may cast spells that only require the Verbal components.
  4. Whilst in this form and in a creature's space, you may do one of the following as an action: grant disadvantage to the creature's next attack roll, or grant the creature half cover against one attack, as your fragments help or hinder.

This transformation lasts for 1 minute, or until you reform as a bonus action. You may not reform whilst occupying the same space as another creature.

Racial Feat

Squat Nimbleness

Source: Xanathar's Guide to Everything
Prerequisites: Race: Dwarf or Small Race

You are uncommonly nimble for your race. You gain the following benefits:

  1. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  2. Increase your walking speed by 5 feet.
  3. You gain proficiency in the Acrobatics or Athletics skill (your choice).
  4. You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Racial Feat

Terrasoul

Source: Homebrew (SCAR Version)
Prerequisites: Race: Genasi (earth)

You have become more attuned with the earth, and gain the following benefits:

  1. Increase your Strength or Constitution score by 1, to a maximum of 20.
  2. You gain a burrow speed of 10 feet. If you already have a burrow speed, it increases by 10 feet instead. If you end your movement inside a space with no breathable air, you take 1d12 bludgeoning damage and immediately begin to suffocate.
  3. Once you reach 5th level, you can cast the Erupting Earth spell, requiring no spell slot or components. You must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.
Racial Feat

Thiccbolg

Source: ElekTriiK Homebrew
Prerequisites: Race: Firbolg

The blood of the elder giant of your race still run through your veins, you gain the following benefits:

  1. Your Strength score increases by 1, to a maximum of 20.
  2. Once per long rest, you can increase your size, gaining the "enlarge" effect of the enlarge/reduce spell (no concentration) for one minute.
Racial Feat

Tidesoul

Source: Homebrew (SCAR Version)
Prerequisites: Race: Genasi (water)

You have unlocked the unfathomable magics of elemental water inside yourself, granting you the following benefits:

  1. Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  2. Using the fluidity you have learned from the waves, you can move into a hostile creature's space regardless of its size. In addition, you can become more fluid in body, as you and your equipment (so long as you are unencumbered) move through a space as narrow as 1 foot in all directions.
  3. Once you reach 5th level, you can cast the Tidal Wave spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for this spell.
Racial Feat

Trigger Hoppy

Source: SCAR Homebrew
Prerequisites: Race: Harengon

You unusually quick to act than others of your kind. You gain the following benefits:

  1. You gain a +1 to your Dexterity score, to a maximum of 20.
  2. When you roll initiative, you can treat a roll of 9 or lower as a 10.
  3. When you roll for initiative, you may use your reaction to move up to your movement speed. When you move in this way, you don't provoke attacks of opportunity. This can be done once per long rest.
Racial Feat

Unicorn Magic

Source: Homebrew (SCAR Version)
Prerequisites: Race: Ungulata

Your family is one of the few lucky enough to have a bloodline with a unicorn ancestor, or you or your family have been blessed by a unicorn. Once dormant magic, now courses through your veins, providing you with the following benefits:

  1. Increase your Charisma score by 1, to a maximum of 20.
  2. You can choose to grow a unicorn horn on your forehead.
  3. You learn the Druidcraft cantrip.
  4. Majestic Horn. Once per long rest, you can channel a heal through your innate blessing, healing yourself or an ally you can see within 30 feet for hit points equal to your level + your Charisma modifier.
Racial Feat

Upgraded Hardware

Source: Sarguro's Compendium
Prerequisites: Race: Gearforged

Your frame has been updated to fulfill a particular function, improving your operating efficiency for a given subset of tasks. You gain the following benefits:

  1. Increase one ability score of your choice by 1, to a maximum of 20.
  2. Choose one of the following upgrades upon taking this feat, this cannot change:
  3. Envoy. You gain proficiency with one tool of your choice. Additionally, choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have at least one free hand to use this integrated tool.
  4. Juggernaught. You may double your Strength bonus when you make a Strength-based attack roll, a Strength check, or a Strength saving throw. You can use this a number of times equal to half your Proficiency Bonus (rounded down).
  5. Skirmisher. Your walking speed increases by 5 feet. Additionally, you can take the Disengage action as a bonus action, a number of times equal to half your Proficiency Bonus (rounded down).
Racial Feat

Vampire Heritage

Source: Homebrew (SCAR Version)
Prerequisites: Race: Dhampir

Your vampiric heritage has become much more apparent in your appearance and abilities. You gain the following benefits:

  1. Increase your Constitution score by 1, to a maximum of 20.
  2. You grow sharp fangs, and a soft drifting mist seem to follow you, though does not obscure you enough for a mechanical benefit.
  3. Fanged Bite. On your turn, immediately after you take the attack action, you can use your bonus action to make a special unarmed bite attack. You can use your Dexterity modifier instead of strength to hit with this attack. This attack deals piercing damage equal to 1d4 + your Strength or Dexterity modifier. The target must then succeed at a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or take 2d6 necrotic damage. You regain hit points equal to the necrotic damage dealt this way. This can be done a number of times per day equal to half your Proficiency Bonus, rounded down.
  4. Vampiric Mist. As a bonus action, you can disappear in a puff of shadowy mist and teleport up to 30 feet to an unoccupied space you can see. This can be done once per long rest.
Racial Feat

Windsoul

Source: Homebrew (SCAR Version)
Prerequisites: Race: Genasi (air)

You have freed the liberating magics of elemental air inside yourself, granting you the following benefits:

  1. Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  2. You can cast the Feather Fall spell on yourself or an ally as a reaction, without expending a spell slot, and you must finish a long rest before you can cast it this way again.
  3. You embody the elemental nature of your heritage, and have domain over the skies. You have a flying speed equal to your walking speed if you are not wearing medium or heavy armor or exceeding your carrying capacity.
Racial Feat

Wood Elf Magic

Source: Xanathar's Guide to Everything
Prerequisites: Race: Elf (Wood)

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Skill Feat

Acrobat

Source: Apostol Apostolov Homebrew (SCAR Version)

You become more nimble, gaining the following benefits:

  1. Increase your Dexterity score by 1, to a maximum of 20.
  2. You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you gain expertise.
  3. Twice per long rest, as a bonus action, you can move through non-magical difficult terrain without costing you extra movement. This lasts until the end of your turn.
Skill Feat

Actor

Source: Player's Handbook (SCAR Version)

Skilled at mimicry and dramatics, you gain the following benefits:

  1. Increase your Charisma score by 1, to a maximum of 20.
  2. Gain proficiency in either Deception or Performance. If you are already proficient in the skill chosen, you gain expertise instead.
  3. You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
Skill Feat

Analyzing Mind

Source: Adrius Homebrew (SCAR Version)

Your mind is lightning quick, enabling you to rapidly analyze and learn from your mistakes. You gain the following benefits:

  1. Increase your Intelligence score by 1, to a maximum of 20.
  2. You gain proficiency in the Investigation skill. If you already have proficiency, you gain expertise.
  3. When you miss with an attack roll or fail an ability check or saving throw, you can use your reaction to analyze the failure. The next time you try to perform the same task or resist the same effect before you finish a short or long rest, you have advantage on the roll. Once you use your reaction in this way, you can't do so again until you finish a long rest.
Skill Feat

Burglar

Source: r/caelreader on Reddit

You have broken many locks, and their mechanisms and designs are familiar to you. You gain the following benefits:

  1. Increase your Dexterity score by 1, to a maximum of 20.
  2. You gain proficiency with Thieves' Tools. If you are already proficient with them, you gain expertise instead.
  3. You automatically succeed on checks made to identify the complexity and difficulty of locks using your Thieves' Tools, knowing the DC to pick it.
  4. Once per day, you can give yourself advantage on a Thieves' Tools check made to pick locks.
Skill Feat

Candle at Both Ends

Source: Shunni Homebrew

You are an astute researcher, learning how to utilize your time best and how to narrow the search of the topic you are looking for, gaining the following benefits:

  1. You gain expertise in one knowledge skill that you are already proficient in between Arcana, History, Nature, or Religion.
  2. When doing Out of Quest Research using a Skill you have expertise in, you can reduce the number of days required for research by 1 (local), 2 (regional), 3 (special) once per real life week.
  3. Once per adventure, you gain advantage on a Charisma Skill when conversing with another academic or knowledgeable person to learn something new. When used outside of a quest, this can be done once per RL week.
Skill Feat

Combat Performer

Source: Shunni Homebrew
Prerequisites: Charisma 13+

You are a great performer of the arts, using your skills honed by your time as a performer on the field of battle. You gain the following benefits:

  1. Increase your Charisma score by 1, to a maximum of 20.
  2. You gain proficiency with the Performance Skill. If you are already proficient with it, you gain Expertise instead.
  3. Stylish Fighting. When you attack with your weapon, you tend to show off. When you take the Attack action on your turn, as a Bonus Action, you may subject a creature within 10 feet of you to make a Wisdom saving throw, where the DC is 8 + your Proficiency Bonus + your Charisma modifier. If they fail, they focus their attention on you, granting them disadvantage on their next attack if it is not against you. You can do this as many times per day equal to half your Proficiency Bonus, rounded down.
Skill Feat

Divine Missionary

Source: Shunni Homebrew
Prerequisites: Wisdom 13+, Follow a Deity

You fervently follow your deity and their tenets. You gain the following benefits:

  1. Increase your Wisdom score by 1, to a maximum of 20.
  2. You gain proficiency with the Religion Skill. If you are already proficient with it, you gain expertise instead.
  3. Divine Mission Blessing. Once per day as a bonus action, you can call to your Deity to provide a blessing to push forward through the hardship you are enduring to bring their light or darkness. You gain the benefits of the Bless spell with no concentration. This only affects yourself and lasts for 1 + your Proficiency Bonus in rounds.
Skill Feat

Exotically Trained

Source: Shunni Homebrew

You have acquired a specialized skill that would be difficult for most to learn or achieve, gaining the following benefits:

  1. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  2. You gain access to a language that is not usually trainable, learning one of the following of your choice: Druidic, Thieves' Cant, Sign Language, or a Dungeon Master-Approved Language that is feasible that cannot normally be learned from training commands.
  3. You can choose one Skill and one Tool, becoming proficient in it.
Skill Feat

Healer

Source: Player's Handbook (SCAR Version)

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  1. Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
  2. When using a Medical Procedure, target regains additional HP = to your Wisdom Modifier (minimum 1)
  3. You increase the number of slots your Healers Kit can hold by 3

Special: If you are the Doctor class, you may use your Intelligence Modifier in place of Wisdom for this feat.

Skill Feat

Linguist

Source: Player's Handbook (SCAR Version)

You have studied languages and codes, gaining the following benefits:

  1. Increase your Intelligence score by 1, to a maximum of 20.
  2. You learn three languages of your choice.
  3. You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  4. You can learn exotic languages just as easily as common languages. You no longer have to spend additional downtime when learning an exotic language.
Skill Feat

Observant

Source: Player's Handbook (SCAR Version)

Quick to notice details of your environment, you gain the following benefits:

  1. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  2. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  3. Choose expertise in either perception or investigation. You must be proficient in one of these skills first, to gain expertise.
Skill Feat

Savant

Source: Bronze Johnson Homebrew
Prerequisites: 13+ in the Ability Score chosen as part of this feat.

You’ve discovered a natural gift in a single focus, gaining the following benefits:

  1. You gain proficiency in a skill of your choice.
  2. Increase the ability score tied to the skill chosen by 1, to a maximum of 20.
  3. You gain a +1 bonus to any skill that is tied to the ability score of the skill chosen from this feat.
Skill Feat

Skilled

Source: Player's Handbook

You gain proficiency in any combination of three skills or tools of your choice.