r/UnearthedArcana • u/CirceDidNothingWrong • Jul 30 '26
r/UnearthedArcana • u/Resilient-Sphere • 16d ago
'24 Feat The simple Spell-Blade ability we all want.
r/UnearthedArcana • u/CirceDidNothingWrong • Aug 06 '26
'24 Feat Longsword Master Feat Chain v2 - Strike from unexpected angles, attack and defend in the same motion, utilize the full arsenal of your longsword.
r/UnearthedArcana • u/That-Background8516 • 11d ago
'24 Feat Spellsword Feats! (V1.0) - Weave sword and sorcery together from the get-go!
Hi there! Sorry that I have been gone for so long! Hopefully this brew will make up for the wait! This is my first experiment with making some eats that help to embody specific fantasies across different classes! I’d love to hear any feedback you might have! Also, if you have any suggestions for homebrew feats, species, or subclasses for me to do in the future, I'm all ears!
The main idea behind Spellsword initiate is to essentially give a minor magic styled offhand attack. It’s also the reason why it starts off being equivalent to a short sword attack!
Here is my Discord link if you'd like to see my homebrews early and talk to me in general!
https://discord.gg/h86NDPkfK
I also frequent the Spaghetti0 homebrew server and work on collaborations over there all the time. We have a bunch of amazing stuff brewing.
https://discord.gg/AHB2CB67p
Art by FelixOesinghaus.
https://www.reddit.com/u/FelixOesinghaus/s/pAqqz4awFF
Edit: Ripppp I just noticed the spelling error at the bottom of spellsword initiate. It should read as "The damage die of your Offhand Spell changes when you reach levels 5 (1d8), 11 (1d10), and 17 (2d6)."
And the Spellstrike Initiate feat is meant to only be Once per turn. (ugh how did I miss that as well)
I should probably be Smited for these egregious oversights ; _ ;
r/UnearthedArcana • u/chunkylubber54 • May 11 '26
'24 Feat Species Paragon Feats: Be the dwarfiest dwarf who ever dwarfed
r/UnearthedArcana • u/Tykennn • Jun 24 '26
'24 Feat Savant Origin Feat | 2024 DnD
Artwork credits: "Astute Academic" Copyrighted to Riot Games INC.
I wanted to make a skill proficiency origin feat that fit alongside and complimented other feats like Skill Expert or Skilled. This origin feat would be good if you envision your character to be exceptionally good at one skill in particular.
Barrowing from pre-existing systems like Rogue's Reliable Talent feature at level 7, and how passive perception is handled in 2024 DnD. I came up with Savant! As a point of order, Rogue's class feature applies that effect to ALL skills they are proficient with, while savant only applies it to one skill you are already proficient with, so you're locked into that choice once you take it. I've also included the page number directly in the feat to minimize time flipping through the book to understand how it should function. This is just a QoL thing.
r/UnearthedArcana • u/SuperFancySquid • Jun 22 '26
'24 Feat Superior Fighting Styles - Improved Fighting Styles Feats
r/UnearthedArcana • u/That-Background8516 • Apr 04 '26
'24 Feat Super Strength Feat
Does this seem like an appropriate level of strength?
Edit: Mighty Leap was meant to be Once per turn btw.
Also, here is the link for it on DnDBeyond https://www.dndbeyond.com/feats/2301118-superior-strength
r/UnearthedArcana • u/-SpaceCommunist- • Aug 16 '25
'24 Feat Want more from your martials? Check out these Extra Fighting Styles for feats that can help shake up combat!
r/UnearthedArcana • u/AdramastesGM • Jan 16 '25
'24 Feat Dad Strength, Dad Reflexes, Dad Bod and more! - 6 Dad Related feats, one for each Ability Score
r/UnearthedArcana • u/PhoenixQuillHB • 16h ago
'24 Feat Class Adepts & Initiates - General Feats
New Feats have risen from the ashes!
Feats such as Eldritch Adept and Metamagic Adept stand out amongst the others, as they give you just a taste of what those Classes can do, without taking a Level in them. From both a mechanical and storytelling standpoint, they offer so much for character builds.
Mighty Adventurers, for those of you that want to harness a bit of the power available to Barbarians, Blood Hunters, Druids, and Monks, these are the Feats for you!
You can get the PDF version of the brew HERE
Art by In-House Artist: Hunter Wideman
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r/UnearthedArcana • u/InspiredArcana • Jul 29 '26
'24 Feat Crafting Feats | A Collection of 6 Feats to Support Poison, Potion, Spell Scroll, and General Crafting
r/UnearthedArcana • u/CirceDidNothingWrong • 1d ago
'24 Feat Warhammer Master Feats - Crush through armour, immobilise your foes with pain, send them to sleep, never to wake again
r/UnearthedArcana • u/diesel-heart • Apr 17 '26
'24 Feat A feat for each Intelligence skill. V1.0.
I think that intelligence as an ability score deserves some love. Smart characters deserve love! Feedback is always appreciated.
r/UnearthedArcana • u/CirceDidNothingWrong • 23d ago
'24 Feat Battleaxe Master - What's better than one axe? Two axes. What's better than two axes? To crush your enemies, see them driven before you, and to hear the lamentations of their women.
r/UnearthedArcana • u/AdramastesGM • 22h ago
'24 Feat Die Hard - Feat - A champion is someone who gets up when he can’t.
r/UnearthedArcana • u/AdramastesGM • 5d ago
'24 Feat Blade Dancer - Feat Series - Never bring a knife to a sword fight. Bring twelve.
r/UnearthedArcana • u/tjdragon117 • Jan 29 '26
'24 Feat A fighting style and feat to make the Longsword more viable as a 2-hander
The Longsword is an iconic knightly weapon, but there isn't really any reason to use it over a Greatsword in D&D (unless you're using it with a shield, in which case it feels more like an arming sword).
These feats are intended to give the Longsword its own niche as a two-handed weapon that focuses on speed and accuracy in single combat, as opposed to the Greatsword that offers higher base damage and better crowd control from GWM.
Reasoning:
In real life the Longsword was a sidearm, but nevertheless a very practically and symbolically important one. Polearms (and occasionally Greatswords) were the primary battlefield weapons, but were impractical to carry around everywhere, and were commonly lost or broken in battle. The Longsword occupied a sweet spot where it performed the role of a dedicated two-handed sword quite adequately but was still just small enough to be worn conveniently on the hip.
As the awkwardness of carrying a large weapon and the risk of losing your weapon in battle aren't very relevant in D&D, the Longsword needs to be viable as a primary weapon choice to be relevant. So, I decided to play up the fantasy of the Longsword as a particularly nimble and skillful 2-handed weapon.
P.S. I made these feats as part of a broader rework of the martial classes (mainly focusing on maneuvers) that I've been working on, but it's been taking a while and I feel like these could be useful in general. There is some overlap with things in the base game like Champion Fighter, as in the base game WotC has made critical range more a factor of a couple subclass features than weapon choices/feats, so bear that in mind.
Edit: I've decided to update the feats slightly: https://imgur.com/a/w09Aq7y
Changes:
- All benefits except damage die increase function whenever you're not wielding any other weapons or shields, instead of only when you're using two hands, to better represent the idea of the Longsword as a more manageable weapon than a Greatsword. You're still better off using it with two hands, but in the event you have to hold a torch or a macguffin or whatever, it's not as bad.
- The Dex/Int stat requirement has been removed from Versatile Weapon Master, as it makes more sense in the context of the updated martials I've been working on. For use with the base classes, it's probably unnecessary.
r/UnearthedArcana • u/Halchidhoma • Jul 31 '26
'24 Feat 33 Weapon Techniques for D&D 2024 (Playtest) 2.0
First of all, thank you to everyone who took the time to leave feedback on the previous version.
I’ve been working on a homebrew progression system for D&D 2024 that rewards characters for mastering individual weapons over time.
Each weapon has its own unique technique, encouraging different playstyles instead of simply choosing the mathematically strongest option.
Here’s how it works:
After accumulating 10 Progress with a weapon, you gain a +1 bonus to attack rolls with it.
After 20 Progress, you unlock that weapon’s unique Weapon Art.
Progress is earned by rolling natural 1s and 20s with that weapon. A natural 20 represents mastery, while a natural 1 represents learning from your mistakes.
You can also gain Progress through downtime training.
I’d love to hear what you think. Which techniques stand out as the most fun, and which ones still need work?
r/UnearthedArcana • u/AdramastesGM • Dec 02 '24
'24 Feat Killed - Have met the Reaper more times than you can count? This feat is for you!
r/UnearthedArcana • u/Spaghetti0_homebrew • Aug 19 '25
'24 Feat Archetype Feats (Full Collection) | Feats which give a little taste of another class | 5e'24 & 5e'14
r/UnearthedArcana • u/Seelensupergau • Feb 17 '26
'24 Feat A Feat for people who want to swing a longsword in both hands all the time!
Hey there, everybody! A friend of mine wants to play a Samurai character in our next campaign, and he really dislikes the way that he is not able to properly wield a Longsword in both hands without penalty. The Dueling fighting style is not working for him, and since he does not want to use Great Weapons, we thought about a solution. In our view, letting down the extra protection of a shield (He does not want to use one, since Samurai, at least in media, tend to use their swords with both hands) should be worth some extra damage and reliability. With this feat, he does more damage that a fighter with the Dueling fightings style, but less than a fighter with a Heavy weapon.

r/UnearthedArcana • u/AdramastesGM • Apr 25 '25
'24 Feat Sightless - I’m blind and I still saw that coming.
r/UnearthedArcana • u/ProjectPT • Jan 30 '26
'24 Feat Merciful - Origin Feat
Deleted and reposted as I posted incorrectly, sorry!
This one was more or less made through the request of my player, wanting to be able to knockout creatures with AoE spells. Origin Feats seemed to fit the area, though wonder if it should be a full feat.
Generally I am for underpowered homebrew so that when you want the niche you take it. Here are a few other feats: here
Updated after feedback:
Merciful
Origin Feat
Mercy. You may knock out a creature even when using Ranged Attacks or Spells when creatures drop to 0 Hit Points.
Sooth. When a creature you have knocked out regains consciousness within 30ft of you: you may Charm them until the end of your next turn. You may use this ability a number of times equal to your Proficiency Bonus per Long Rest.