# Jethoof's Homebrew Feats
These are feats design for my homebrews for level range below 8 and to help players live out their build at higher levels, I reward them with feats instead of levels. I would tackle with why I cap at level 8.
## How to read Feats
> [!NOTE] Feat Name [Type]
> A summary of what the feat does or represents in common language.
>
> Prerequisite. A minimum ability score, other feat(s), skill proficiency or class feature a character must have in order to have this feat. There can be multiple prerequisites or none if this entry is left blank.
>
> Benefit. What this feat enables the character (will be referred as "you") in game mechanics. Feats are mostly unique and cannot be taken multiple times unless stated in the special.
>
> Normal. This would describe under normal circumstances when a character does not have this feat. This may address drawbacks of this feat if any, if there are no particular change in the game mechanic, this entry will be absent.
>
> Special. This will address additional facts, combinations or able to take the feat multiple times, that would help you make better decision.
## Feats List
> [!NOTE] Additional Spells [Class]
> **Prerequisite**. Spellcaster class feature or has spell slots
>
> **Benefit**. You learn 3 spells from your spellcasting class. If you have more than one spell casting due to multiclassing, pick one.
>
> **Special**. You can take this feat multiple times.
> [!NOTE] Additional Ki [Class]
> **Prerequisite**. Ki Class Feature
> **Benefit**. You gain 3 Ki. Also, you may spend a bonus action to regain 1 Ki during combat by taking 5 points of damage
> **Special**. You can take this feat multiple times.
> [!NOTE] Magic Initiate [General]
> **Benefit**. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
>
> In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. If you have a spell slot from a different spellcasting class, you may also use it as normal.
>
> 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.
>
> **Special**. When you take Additional Spells feat, you may also take spells from the class you have chosen from this feat.
> [!NOTE] Grenadier
> **Benefit**. your thrown flasks can deal area of effect to adjacent squares and deals damage unless the creature makes a Dexterity Save DC 13. If the thrown object already has area of effect, increase the area by 5ft. If you have Extra Attack feature, you can throw more than one flask at enemy.
>
> **Normal**. thrown flasks does not deal area of effect and can only throw one per turn.
>
> [!NOTE] Halfling Rider
> *Pre-requisite: a Halfling, Animal Handling, and a lifelong companion animal, who is willing to follow you to the end of the world.*
>
> You have trained your companion to set yourself up for a tactical advantage. You gain a Mastiff companion as a part of the feat and gains access to the following special moves.
>
> **Companion Morale**: Your animal companion has Morale value equal to your proficiency bonus. When your companion's morale reaches 0 it is removed from the combat and you lose all of its benefits. You gain a Morale when an enemy that you and your companion can see falls in combat. Your companion regains all of its Morale after short or long rest.
>
> **Look, it's a puppy !** [Bonus Action]: Once per short rest, you are able to use your companion to distract the target to grant you an advantage. the target must make a DC insight check equal to your 8 + proficiency + Cha modifier to fall for the trick or not. The same creature cannot be subject to the skill for 24 hours.
>
> **Mounted combat** [Passive]: you can charge into the fray on your trusty hound with greater combat prowess. Your companion enters combat with Morale equal to your proficiency bonus. You may mount on your animal companion as a standard action. You gain +2 AC and the speed is 40ft. while mounted. If you take damage, roll an Animal Handling check equal to damage +5 or dismounted. You may spend Morale to negate the dismount. Your companion is removed from the combat and you are dismounted when you use up all the Morale. Your companion regains all of its Morale after short or long rest.
> [!NOTE] Master Escort
> _Pre-requisite: Paladin who's been misidentified as an escort by their companions._
>
> You may designate an ally as an MVP and you will be able to perform special actions. You have a special resource called Escort's Actions and you gain equal to your Paladin levels.
>
> **Most Valued Person** [Bonus Action]: Designate an ally as an MVP by spending Escort's Action.
>
> **Honor Guard** [Passive]: as long as MVP is adjacent to you, they gain +2 AC and you gain -2 AC.
>
> **Divine Protection** [Passive]: you may cast a touch spell to your MVP from a distance equal to 5ft. per Charisma modifier, up to 25 ft.
>
> **Watch out!** [Reaction] : When your MVP takes a hit while you are adjacent to you, you may spend Escort's Action as a reaction to take the damage on their behalf, The same attack roll is used against your AC.
>
> **On my way** [Bonus Action]: you may spend Escorts Action as a bonus action to double your movement speed when you're moving closer to your MVP.
> [!NOTE] Micromanager
>
> _Pre-requisite: A bard with a high tendency to manage other people's actions on the battlefield._
>
> You have a knack for taking the lead to new heights to benefit the party at the cost of party members' nerves. The party member must be able to hear you in order to have this effect The party member can choose to take these benefits or not.
>
> You may expand your bardic inspiration to grant the following benefit to the party member.
>
> **You missed a spot** [Standard Action]: Designate an ally within 30 ft. that you can see and hear to grant a single standard attack as a standard action, this expands one bardic inspiration. If an enemy is slain with this feature, you gain one Bardic Inspiration.
>
> **On my mark** [Standard Action]: Designate an ally to go after your turn as a standard action. If they have gone already then their initiative will adjust in the following round.
>
> **It's just a flesh wound**[Standard Action] Designate an ally within 30 ft. that can see and hear you grant them to roll an HD to recover their HP plus your Bardic Inspiration Die.
> [!NOTE] Master of Idols
> _Pre-requisite: Warlock who strongly believes they're a Druid_
>
> the idols you've been crafting have answered your wishes, or so you think. You are able to use your idols to your benefit. The Idols have 10 AC and 1 HP and when they are destroyed, you take 1d6 psychic damage as they are mentally linked to you. You may use this feature equal to your Charisma modifier and you regain its uses after short or long rest.
>
> **Charged Idol**: Attach an idol to an ally and empower them with the power of Bish as a standard action. You may imbue their weapon attack with your own attacks as an action granting 1d10 force damage to their next attack.
>
> **Swap Idols**: you may place an idol in a spot as a bonus action. As long as you are within 30ft. from the idol and have a line of sight, you made trade spots with the idol as a move action.
>
> **Explosive Idol**: you channel the power of Bish and cause the idol to explode as a standard action. You take 1d6 psychic damage and this cannot be prevented. Any creatures within 5 ft, from the explosion, must make a DC dexterity saving throw or take Xd10 force damage where x is the amount of psychic damage you took.
>
> **Master of Idol** [Standard Action]. You gain full control of your idol as a standard action. consider this as a channeled action and while you are using this feature your body is incapacitated and helpless. the controlled Idol has 1 HP, 14 AC, lifts objects up to 5lb and a movement speed of 15ft. and is considered tiny for its size. You can return to your original body as a free action.
## Work in Progress
Class Feature, Paragon I [Class]
Prerequisite. Class level 8
Benefit. Choose a class you are at level 8, you gain all the class features of the chose class as you would normally would.
**Special**. This feat can be taken up to 4 times, each time you acquire this feat allows you to gain class features of the one level above up to IV (level 12)
Class Feature, Demigod I [Class]
Prerequisite. Class level 8, Paragon IV
Benefit. Choose a class you are at level 8, you gain all the class features of the chose class as you would normally would.
**Special**. This feat can be taken up to 4 times, each time you acquire this feat allows you to gain class features of the one level above up to IV (level 16)
Class Feature, Dietic I [Class]
Prerequisite. Class level 8, Demigod IV
Benefit. Choose a class you are at level 8, you gain all the class features of the chose class as you would normally would.
**Special**. This feat can be taken up to 4 times, each time you acquire this feat allows you to gain class features of the one level above up to IV (level 20)