Heroic Exploits
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Sometimes a feat or feature is just lack luster and not worth taking. We also have a lot of homebrew content and new classes coming into the mix. It's no surprise that some feats and features are due for a shakedown. No doubt a few new heroic exploits will pop up in our world to tip and turn the balance. Would you like to brainstorm with us? Have an idea for something new and cool? Just get with a dungeon master or a member of the administration and talk it out.
Note: These lists include revised and new home-brew feats, fighting styles, and maybe a few features, or backgrounds. You will have to refer to the various sources to find the standard selection. All the epic boons are listed here because the DMG is not often referred to by players.
- Replacement - This feat or feature replaces another feat or feature. The former is no longer accepted.
- Variant - This feat or feature is version of another feat or feature. The former is still accepted.
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Feats
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Features
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Fighting Styles
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Epic Boons: Rank T2
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Epic Boons: Rank T3
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Epic Boons: Rank T4
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Epic Boons: Rank T5
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Feats
Name/Source |
Requirement |
Description/Caveats |
Light Armor Master Homebrew |
You must be proficient with Light Armor. |
You have become a master at mobile combat, lessening otherwise lethal blows by learning to move your body with the blow and allowing the light armor you do wear to absorb what force is left. |
Shield Master (Variant) Homebrew |
None |
You use shields not just for protection but also for offense. |
Gunner (Replacement) Homebrew |
None |
You have a quick hand and keen eye when employing firearms. |
Dervish Homebrew |
None |
Standing still is boring! You’re always on the move. |
Dispater Strategist Homebrew |
You must be a worshipper of Dispater. |
You have served Dispater well and have been granted a portion of his tactical abilities. |
Chain Mastery Homebrew |
None |
You master chain weapons such as the chain sickle, meteor hammer, and spiked chain. You are considered proficient with these weapons and gain additional benefits. |
Spell Fire Homebrew |
You must have the ability to cast a spell and you must be a devout follower of Mystra. |
Spellfire is the raw energy of the Weave and a very rare magical power. It is highly coveted by many in Faerûn, as it allows the user to absorb spells cast at them, internally convert it to raw magical energy, and then use it in myriad ways. |
Whip Mastery Homebrew |
Value |
The whip is an unconventional weapon, but you have learned to utilize it's unique properties to great advantage. |
Greater Dragon Mark Homebrew |
Level 8, You must possess a dragonmark. |
Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. |
Improved Breath Weapon Children of the Dragon (pg.12) |
Level 8, Dragonborn |
Extensive training has granted you greater control over your Breath Weapon, allowing you to enhance its speed, power, and range. |
Level 12, Dragonborn, Kobold |
As you strive to ascend to dragonhood, you have gained a lesser dragon form of your Draconic Ancestry's dragon. |
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Kobold |
Value |
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Pack Tactics Homebrew |
Kobold |
You excel at teamwork, fighting side by side against all odds. |
Kobold |
Your nimble nature allows you to take advantage of openings in enemies defenses made by an allies attack |
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Pickaxe Mastery Homebrew |
Kobold |
Your time spent wielding a pickaxe allows you to wield it with devastating efficiency. You gain the following benefits: |
Urd Homebrew |
Kobold |
Dragonwrought kobolds have strong ties to their draconic ancestors, and are revered by other kobolds. Kobolds who become dragonwrought later in life are called Urds. |
Lizardfolk |
You live a dangerous livestyle, and your body had to adapt to survive, allowing you to heal grievous wounds. |
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Permanent Claws or Bite Natural Weapon |
You get much better at attacking with your natural weapons. |
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Poisoner (Variant) Children of the Dragon (pg.21) |
None |
You have a great understanding of the creation and application of poisons. |
Drow High Magic (Variant) Children of the Dragon (pg.73) |
Elf (Drow) |
You learn more of the magic typical of dark elves. |
Retiarius Children of the Dragon (pg.73) |
None |
You are trained in the fighting styles of the Retiarius gladiator. |
Revenant Blade (Variant) Children of the Dragon (pg.73) |
Elf |
You are descended from a master of the double-blade, and some of that mastery has passed on to you. |
Wood Elf Magic (Variant) Children of the Dragon (pg.73) |
Elf (Wood) |
You learn the magic of the primeval woods, which are revered and protected by your people. |
Mage Slayer (Variant) Children of the Dragon (pg.80) |
None |
You have practiced techniques in melee combat against spellcasters. |
Actor (Variant) Children of the Dragon (pg.100) |
None |
Skilled at mimicry and dramatics is unmatched. |
Brawler Children of the Dragon (pg.100) |
Strength 13 or higher |
This feat replaces both the Grappler and Tavern Brawler feats by combining their respective effects into one feat. |
Charger (Variant) Children of the Dragon (pg.100) |
None |
You charge into battle. |
Defensive Duelist (Variant) Children of the Dragon (pg.100) |
Dexterity 13 or higher |
You're extraordinarily quick with your weapon, able to bring it up easily to defend yourself. |
Dual Wielder (Variant) Children of the Dragon (pg.100) |
None |
You master fighting with two weapons. |
Dungeon Delver (Variant) Children of the Dragon (pg.100) |
None |
Alert to the hidden traps and secret doors found in many dungeons. |
Fighting Initiate (Variant) Children of the Dragon (pg.100) |
None |
You learn a fighting style. |
Heavy Armor Master (Variant) Children of the Dragon (pg.100) |
You must be proficient with Heavy Armor. |
You can use your armor to deflect strikes that would kill others. |
Keen Mind (Variant) Children of the Dragon (pg.101) |
None |
You have a mind that can track time, direction, and detail with uncanny precision. |
Linguist (Variant) Children of the Dragon (pg.101) |
Intelligence 13 or higher |
You have studied languages and codes. |
Martial Adept (Variant) Children of the Dragon (pg.101) |
None |
You have martial training that allows you to perform special combat maneuvers. |
Medium Armor (Variant) Children of the Dragon (pg.101) |
You must be proficient with Medium Armor. |
You have practiced moving in medium armor. |
None |
You strike at your foes with great savagery |
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Skulker (Variant) Children of the Dragon (pg.101) |
Dexterity 13 or higher |
You are an expert at slinking through shadows. |
Toughness (Variant) Children of the Dragon (pg.101) |
None |
This feat replaces both the Tough and Durable feats. |
Weapon Master (Variant) Children of the Dragon (pg.101) |
None |
You have practiced extensively with a variety of weapons. |
Cruel Tal'Dorei Campaign Guide (pg.108) |
None |
The challenges and struggles you've faced throughout your life have left you ruthless in combat. |
You must have the ability to cast a spell. |
Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be. |
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You must have the ability to prepare spells and the ability to cast a spell. |
You've developed the ability to instantly recall an unprepared spell in the moments of sudden necessity. |
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Gambler Tal'Dorei Campaign Guide (pg.108) |
None |
Spending countless hours winning and losing coin in ale stained taverns has forged you into a consummate gambler and chance-seeking addict. |
Mending Affinity Tal'Dorei Campaign Guide (pg.108) |
None |
Your body has begun to adapt extremely well to healing itself through extraordinary means. |
Mystic Conflux Tal'Dorei Campaign Guide (pg.108) |
None |
Through your repeated exposure to the natural flow of arcane magic, you've adapted to attune with additional enchantments, though the process can be physically taxing. |
Rapid Drinker Tal'Dorei Campaign Guide (pg.108) |
None |
Instead of using an action or a bonus action you may choose to use an item interaction or the same item interaction used to put the potion in your hand to drink it. The rules for giving someone else a potion remain unchanged. |
Spelldriver Tal'Dorei Campaign Guide (pg.108) |
Level 8. You must have the ability to cast a spell. |
Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting. |
Thrown Arms Master Tal'Dorei Campaign Guide (pg.108) |
None |
You've honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. |
Acrobat UAFFS |
None |
You become more nimble. |
Animal Handler UAFFS |
None |
You master the techniques needed to train and handle animals. |
Arcanist UAFFS |
None |
You study the arcane arts. |
Brawny UAFFS |
None |
You become stronger. |
Diplomat UAFFS |
None |
You master the arts of diplomacy. |
Empathic UAFFS |
None |
You possess keen insight into how other people think and feel. |
Historian UAFFS |
None |
Your study of history rewards you. |
Investigator UAFFS |
None |
You have an eye for detail and can pick out the smallest clues. |
Medic UAFFS |
None |
You master the physician’s arts. |
Menacing UAFFS |
None |
You become fearsome to others. |
Naturalist UAFFS |
None |
Your extensive study of nature rewards you. |
Perceptive UAFFS |
None |
You hone your senses until they become razor sharp. |
Performer UAFFS |
None |
You master performance so that you can command any stage. |
Quick-Fingered UAFFS |
None |
Your nimble fingers and agility let you perform sleight of hand. |
Silver-Tongued UAFFS |
None |
You develop your conversational skill to better deceive others. |
Stealthy UAFFS |
None |
You know how best to hide. |
Survivalist UAFFS |
None |
You master wilderness lore. |
Theologian UAFFS |
None |
Your extensive study of religion rewards you. |
Features
Name/Source |
Application/Requirement |
Description |
Magical Tinkering (Replacement) Homebrew |
Class: Artificer |
A general improvement for this feature. |
Wild Growth (Variant) Homebrew |
Class: Druid |
An option to replace the Wildshape feature. |
Net Mastery Children of the Dragon (pg.74) |
Fighting Style or Sea Elf Racial Option |
You are very skilled with a net. |
Drow Racial Option |
If your character was born on the surface, you can also choose to forgo your Sunlight Sensitivity trait all together, provided you exchange your Superior Darkvision trait with the standard Darkvision trait. or You may replace the Sunlight Sensitivity with Sensitive Eyes. |
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Weapon Mastery Children of the Dragon (pg.73) |
You must have proficiency with certain weapons as part of a racial trait. |
If you have proficiency with certain weapons as part of a racial trait, and you also have proficiency with these weapons from another source (such as your class), then you gain a +1 bonus to damage rolls with these weapons. The bonus damage does does not stack with Weapon Master (Variant) feat. |
Fighting Styles
Name/Source |
Requirement |
Description |
Net Mastery Children of the Dragon (pg.74) |
None |
You are very skilled with a net. |
Safeguard Homebrew |
None |
This is a variant for both the protection and interception fighting styles in that it combines them. |
Close Quarters Shooter UALDU |
None |
You are trained in making ranged attacks at close quarters. |
Tunnel Fighter UALDU |
None |
You excel at defending narrow passages, doorways, and other tight spaces. |
Epic Boons: Rank T2
"The path to gaining a divine spark is no easy venture but it is possible. Many have gone before you. Most lay dead or broken here at the flat. I challenge you then. Set foot, hand, and will to climb the spire before you. It is a mountain and what else is there but to climb? May Ao have mercy upon you! May Ao bless your attempt for only when you mount the summit and reach to the heavens will you truly obtain the tiniest spark of divinity. Every beginning has an end and every end is a new beginning."
~ Calesvolus
~ Calesvolus
Ainm means "Name" and is a substitution for the character's name in the title.
Boon Name Source Prerequisite |
Description |
Boon of Combat Prowess DMG |
When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can't use it again until you finish a short rest. |
Boon of Fate DMG |
Title: Ainm, Master of Fate When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest. |
Boon of Prime Homebrew |
You gain a +2 stat bonus in one stat of your choice or a +1 stat bonus to two different stats of your choice. |
Boon of Immortality DMG |
Title: Ainm the Immortal You stop aging. You are immune to any effect that would age you, and you can't die from old age. |
Boon of Invincibility DMG |
Title: Ainm the Invincible When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can't use it again until you finish a short rest. |
Boon of Luck DMG |
Title: Ainm the Lucky You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest. |
Boon of Peerless Aim DMG |
Title: Ainm the Hawkeyed You can give yourself a +20 bonus to a ranged attack roll you make. Once you use this boon, you can't use it again until you finish a short rest. |
Boon of Quick Casting DMG |
Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell's casting time is now 1 bonus action for you. |
Boon of the Unfettered DMG |
Title: Ainm the Unchained You have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind. |
Boon of Planar Travel DMG |
Title: Seeker Ainm When you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the plane shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can't use it again until you finish a short rest. |
Boon of Triumph Homebrew |
You gain a feat. You must meet all the other requirements of that feat. |
Boon of Dimensional Travel DMG |
Title: Traveler Ainm As an action, you can cast the misty step spell, without using a spell slot or any components. Once you do so, you can't use this boon again until you finish a short rest. |
Boon of Resurrection Homebrew Prerequisite: You must have died at some point and been brought back. |
Title: Ainm the Returned You gain advantage on any spell casting abilities checks to return a soul to life. |
Boon of Arkhosia Homebrew Prerequisite: Dragonborn |
Title: Ainm, Scion of Arkhosia You may pick a second Draconic, Gem, Chromatic, or Metallic Ancestry. You may gain the following benefits if they are associated with your choice of ancestry: Draconic Resistance, Chromatic Warding, Psionic Mind, Gem Flight, Metallic Breath Weapon, Vengeful Assault, Darkvision, and Breath Weapon. No matter what ancestry you choose you can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. All your breath weapons share this limited number of uses regardless of type. |
Epic Boons: Rank T3
"The path to gaining a divine spark is no easy venture but it is possible. Many have gone before you. Most lay dead or broken here at the flat. I challenge you then. Set foot, hand, and will to climb the spire before you. It is a mountain and what else is there but to climb? May Ao have mercy upon you! May Ao bless your attempt for only when you mount the summit and reach to the heavens will you truly obtain the tiniest spark of divinity. Every beginning has an end and every end is a new beginning."
~ Calesvolus
~ Calesvolus
Ainm means "Name" and is a substitution for the character's name in the title.
Boon Name Source Prerequisite |
Description |
Boon of Speed DMG |
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Boon of Resilience DMG |
Title: Ainm the Resilient You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. |
Boon of Irresistible Offense DMG |
You can bypass the damage resistances of any creature. |
Boon of Magic Resistance DMG |
You have advantage on saving throws against spells and other magical effects. |
Boon of Recovery DMG |
You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can't use it again until you finish a long rest. |
Boon of Fortitude DMG |
Title: Ainm the Stalwart Your hit point maximum increases by 40. |
Boon of the Fire Soul (Variant) DMG |
Title: Ainm of the Firey Soul You have immunity to fire damage. You can also cast burning hands (save DC 15 or your spell save DC) at will, without using a spell slot or any components. |
Boon of the Night Spirit DMG |
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Boon of the Stormborn (Variant) DMG |
Title: Ainm of the Storm Soul You have immunity to lightning and thunder damage. You can also cast thunderwave (save DC 15 or your spell save DC) at will, without using a spell slot or any components. |
Boon of Skill Proficiency DMG |
Title: Ainm the Skilled You gain proficiency in all skills. |
Boon of Truesight DMG |
You have truesight out to a range of 60 feet. |
Boon of Undetectable DMG |
You gain a +10 bonus to Dexterity (Stealth) checks, and you can't be detected or targeted by divination magic, including scrying sensors. |
Boon of Perfect Health DMG |
You are immune to all diseases and poisons, and you have advantage on Constitution saving throws. |
Boon of Spell Mastery DMG |
Title: Ainm the Master, Master Ainm Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot. |
Boon of the Wyrm Knight Homebrew Prerequisite: A horde worthy of a dragon valued at at-least 10,000 gp consisting of valuable metal coins, gems, jewels, and art objects. |
Title: Ser Ainm of the Scale You count as a Dragonborn and your current race and creature type for the purposes of prerequisites. You may pick a Draconic, Gem, Chromatic, or Metallic Ancestry. You may gain any of the following features if they are associated with your choice of ancestry: Draconic Resistance, Chromatic Warding, Psionic Mind, Gem Flight, Metallic Breath Weapon, Vengeful Assault, Darkvision, and Breath Weapon. No matter what ancestry you choose you can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. All your breath weapons share this limited number of uses regardless of type. |
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Epic Boons: Rank T4
"The path to gaining a divine spark is no easy venture but it is possible. Many have gone before you. Most lay dead or broken here at the flat. I challenge you then. Set foot, hand, and will to climb the spire before you. It is a mountain and what else is there but to climb? May Ao have mercy upon you! May Ao bless your attempt for only when you mount the summit and reach to the heavens will you truly obtain the tiniest spark of divinity. Every beginning has an end and every end is a new beginning."
~ Calesvolus
~ Calesvolus
Ainm means "Name" and is a substitution for the character's name in the title.
Boon Name Source Prerequisite |
Description |
Boon of High Magic DMG |
You gain one 9th-level spell slot, provided that you already have one. |
Boon of the Fray Homebrew |
Title: Ainm of Fray, Ainm of the Fray You can now use, at will: Know Your Enemy (Improved), allowing you to perform the action to all the listed characteristics. You can now use, at will: Intuition of Fray. As a free action during the start of your turn you designate a single target you can see. At the end of each of your turns you receive:
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Boon of Spell Recall DMG |
You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can't use this boon again until you finish a long rest. |
Boon of the Titan's Grip Homebrew Prerequisite: 20 Strength |
Title: Ainm the Titan You can wield a heavy or 2-handed weapon in 1 hand and use two-weapon fighting with such weapons with no penalty. Any creature of a CR or level equal or less than half your level automatically fails any checks to avoid your grapples unless they both beat your roll and roll a natural 20 in the contest. |
Boon of Artifact Affinity Homebrew Prerequisite: An item to which you are attuned. |
Pick one item that you are attuned to. That item becomes part of your demigod persona and merges with your physical form. You now gain the benefits of this item without needing to hold it and no longer use an attunement slot for it. You can summon or conjure the item to your hand as an action, cause it to merge back into your form, or become invisible. Even if it is not summoned or held at the time when you take an action you can act as if you are using the item rather than whatever you might be wielding, as if the item is an extension of your body. Some restrictions may apply based on the item, and your physical form would change based on the item. As your legend spreads you'll be heavily associated with this item. This boon cannot be picked more than once. |
Boon of Energy Investment Homebrew Prerequiste: The ability to cast a spell. |
Title: Ainm, Born of _____ You attune to the elemental energies of the universe. You choose either fire, thunder, lightning, or cold. When casting a spell that deals fire, thunder, lightning or cold damage you may change its damage type to the type you chose and you gain immunity to damage of that chosen type. Your body takes on properties that correspond thematically to that element, altering your appearance. Any source of that type in your vicinity seems more volatile; fires crackles louder and brighter, wind blows more fiercely, etc. |
Epic Boons: Rank T5
"The path to gaining a divine spark is no easy venture but it is possible. Many have gone before you. Most lay dead or broken here at the flat. I challenge you then. Set foot, hand, and will to climb the spire before you. It is a mountain and what else is there but to climb? May Ao have mercy upon you! May Ao bless your attempt for only when you mount the summit and reach to the heavens will you truly obtain the tiniest spark of divinity. Every beginning has an end and every end is a new beginning."
~ Calesvolus
~ Calesvolus
Ainm means "Name" and is a substitution for the character's name in the title.
Boon Name Source Prerequisite |
Description |