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KISMET'S FEATS

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Homebrew Creations Index

I originally started working on additional feats when third edition D&D was new and many books had yet to be released. I found the supply of feats rather lacking and I wanted to offer my players more options. I created some of the feats based off of Vampire the Masquerade merits, which are the work of White Wolf Gaming Studios. 

General Feats

Bard's Gift [General]
Benefit: A bard with this feat knows 2 extra spells per level than what is listed in the Spells Known chart for the bard. Thus, a first level bard would have 6 zero level spells, and a third level bard would have 8 zero level spells and 5 first level spells. This feat may be taken more than once.

Beauteous [General]
Benefit: The character gains +1 to Charisma. A character may take this feat up to five times if desired.

Daredevil [General]
Benefit: When attempting particularly risky actions, the character with this feat gets a +1 luck bonus to any one roll. The player must state which risky action they would like the bonus on ("I am using the Daredevil feat to jump the gorge"). This may be used for a total of 2 times per day.

Friendly Face [General]
Prerequisites: Charisma 10+.
Benefit: There is something about the character's face that people recognize and trust. The character gains +3 to Bluff, Diplomacy, and Gather Information checks involving strangers (or +3 to Bluff and Diplomacy in Pathfinder).

Hardy [General]
Benefit: The character gains +1 to Constitution. A character may take this feat up to five times if desired.

Jack of All Trades [General]
Benefit: The character milks everything they can from what they learn. The character has twice as many skill points to use for the level in question. If the character takes this feat at first level, instead of getting (__ + Intelligence modifier), the character will get skill points from this formula: ([__ + Intelligence modifier] x 4) x 2. If the character takes this feat at any other level, they will get skill points from this formula: (__ + Intelligence modifier) x 2. This feat may be taken more than once. Rogues and bards may not take the feat at any time.

Keen Insight [General]
Benefit: The character gains +1 to Wisdom. A character may take this feat up to five times if desired.

Swiftness [General]
Benefit: The character gains +1 to Dexterity. A character may take this feat up to five times if desired.

Muscles [General]
Benefit: The character gains +1 to Strength. A character may take this feat up to five times if desired.

Mystery of the Gods [General]
Prerequisites: Able to cast 4th level divine magic, in the employ of a deity (like the cleric or paladin).
Benefit: The character gains the use of a domain listed under the portfolio of their patron deity. This is an extra domain in addition to any already chosen. This feat may e taken only once.

Nine Lives [General]
Benefit: Whenever the character fails or botches a roll that would result in death, the character may reroll at a +1 bonus and use up one of their lives. If the character fails again, another life will be used up and they may reroll again. The character gets a total of nine lives to use up in such a fashion. This feat may only be taken once.

Precocious [General]
Benefit: The character gains +1 to Intelligence. A character may take this feat up to five times if desired.

Skillful [General]
Benefit: The character gains +2 to any three skills of the player's choice (or any two skills in Pathfinder). This feat may be taken multiple times.

Sorcerer's Gift [General]
Benefit: A sorcerer with this feat knows 2 extra spells per level than what is listed in the Spells Known chart. Thus, a first level sorcerer would have 6 zero level spells and 4 first level spells and a third level character would have 7 zero level spells and 5 first level spells. This feat may be taken more than once.

Spell Resistance [General]
Benefit: This feat grants spell resistance to characters that would not gain it naturally. This grants spell resistance of 5 + character level, which continues to go up as character advances. This feat may be taken only once.

Unbendable Will [General]
Benefit: This feat gives the character +3 to saving throws versus Command, Dominate, and other mind-affecting effects.

Dragonblooded Feats

The feats below were made for use with my Dragonblooded racial templates.

Breath Weapon [General]
Prerequisites: Dragonblooded
Benefit: The character gains the use of a breath weapon, based on the breath weapon of the dragonblooded type.

Amethyst: A line of concussive force (sonic)
Black: A line of acid
Blue: A line of lightning
Brass: A line of fire
Bronze: A line of lightning
Brown: A line of acid
Copper: A line of acid
Crystal: A cone of brilliant light
Deep: A cone of acid
Emerald: A cone of sonic force
Gold: A cone of fire
Green: A cone of acid
Red: A cone of fire
Sapphire: A cone of sonic force
Silver: A cone of cold
Song: A cone of lightning
Topaz: A cone of dehydration
White: A cone of cold
Fang: A cone of enfeeblement. This ability can be used once per day for –1d6 to Strength.
Shadow: A cone of enfeeblement. This ability can be used once per day for –1d6 to Strength.

The breath weapons listed above can be used three times a day for 1d8 damage per attempt, or once a day for 1d4 damage per level. A dragonblooded line is 30 ft. long, 5 feet high, and 5 feet wide. A dragonblooded cone breath weapon is 15 ft. long, 15 feet high, and 15 feet wide. The save versus a dragonblooded’s breath weapon is 10 + ½ their character level + Charisma modifier.

Dragon Fear [General]
Prerequisites: Half-dragons, dragonblooded with at least one other dragonblooded feat, Intimidate 12 ranks
Benefit: The character begins to manifest the dragon’s legendary fearful presence, sending friend and foe alike fleeing when they attack, charge, or fly overhead. Creatures within a radius of 10 feet x character level are subject to the fear if they have fewer hit die than the character. Potentially affected creatures must make a Will save (10 + ½ their character level + Charisma modifier). Those that succeed are immune to the dragon fear for one day. Of those that fail, creatures with 4 or fewer HD are panicked for 4d6 rounds, and those with 5 or more HD are shaken for 4d6 rounds. Characters with this feat gain a bonus equal to ½ their character level to resist the fear effects of dragons, half-dragons, and other dragonblooded.

Dragon Wings [General]
Prerequisites: Dragonblooded, base Fortitude, Reflex, and Will saves +2, and one other dragonblooded feat
Benefit: The blood of the dragon still runs strong in the character. They are able to grow wings that are smaller versions of dragon wings, allowing the character to fly at their land speed with average maneuverability. A medium or heavy load that affects land speed affects flying speed proportionately.

Dragon Years [General]
Prerequisites: Dragonblooded
Benefit: The character ages at a slower rate than normal, carrying on the tradition of strength and longevity passed down through their dragon ancestry. The character doubles the years available in each aging effects category (in the Player’s Handbook).

Expanded Breath Weapon [General]
Prerequisites: Dragonblooded, Breath Weapon
Benefit: The character’s breath weapon is able to affect a larger area. A line breath weapon becomes 40 feet long. A cone breath weapon becomes 20 feet long, 20 feet wide, and 20 feet high.

Fang and Claw [General]
Prerequisite: Dragonblooded
Benefit: The dragonblooded gains bite and claw attack forms. These attacks do damage as appropriate to the character’s size (see the Dragon Attacks chart in the Monster Manual).
Special: Most strangers will not be comfortable around a person who has noticeable fangs and claws. Dragons strike fear wherever they roam, and lizardfolk do not have nicest reputation. The more closeted a community is from exotic-looking people and half-breed characters, the more likely it is that the character will receive a negative penalty (–1 to –5) on social skill rolls. The character can avoid the negative penalty if they take care to conceal their claws. They can also make a Disguise check to downplay their fangs (DC 15 to 20).

Scales [General]
Prerequisites: Dragonblooded
Benefit: Your body sprouts scales that are the color of the dragon type from which you are descended. These scales cover the belly and back but begin to thin out heading toward the legs and arms. There may be some scales around the neck but very rarely do they appear on the face. The scales provide a natural armor bonus of +2.
Special: Most strangers will not be comfortable around a person who has scales. Dragons strike fear wherever they roam, and lizardfolk do not have nicest reputation. The more closeted a community is from exotic-looking people and half-breed characters, the more likely it is that the character will receive a negative penalty (–1 to –5) on social skill rolls. The character can avoid the negative penalty if they take care to cover the parts of their body on which the scales have occurred. They can also make a Disguise check to cover up scales in key areas like the face (DC 15 to 20).

 
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