Homebrew Origin Feats
These Origin feats are made for Crown & Misery campaign.
Artifice Initiate
Origin Feat (Prerequisites: Intelligence 13+)
You have spent many days tinkering with various inventions, tool sets, and arcane forces. You gain the following benefits:
- Tool Proficiency
- You gain proficiency with Tinker's Tools. If you are already proficient, then whenever you make an ability check with Tinker's Tools you treat a d20 roll of 9 or lower as a 10.
- Infusions
- You learn one Infusion of your choice from those available to the Artificer class. At the end of each long rest, you can infuse this Infusion into one object. You can only learn an Infusion if you reach a level in a class that has this feat.
Burglar
Origin Feat (Prerequisites: Dexterity 13+)
You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
- Lockpicker
- You gain Proficiency with Thieves' Tools.
- Plan B
- As part of a Short Rest, you can use scavenged or acquired materials to build a temporary set of Thieves' Tools for when you lack access to a permanent one. This temporary set ceases to function after 1 hour.
- Slightly Cunning Action
- Choose one of the following actions: Dash, Disengage, Hide, or Utilise. You can use the chosen action as a Bonus Action.
Eldritch Initiate
Origin Feat (Prerequisites: Spellcasting or Pact Magic feature)
You have studied occult lore and perhaps, forbidden knowledge.
- Occultist
- You learn one Eldritch Invocation option of your choice from the Warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a Warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the Warlock class.
Repeatable You can take this Origin feat multiple times, all other rules of choosing an Invocations still applies.
Fighting Initiate
Origin Feat (Prerequisites: Strength or Dexterity 13+)
You learn how to fight in your early days.
- Martial Training
- You gain one Fighting Style Feat of your choice from the Fighting Style Feats, the one you choose must be different from one that you already have. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one which you don't have.
Repeatable Choose a different Fighting Style Feat each time.
Historian
Origin Feat (Prerequisites: Intelligence 13+ or Intelligence (History) Proficiency)
Your study of history rewards you with the following benefits:
- History Buff
- You gain Proficiency in the History skill. If you are already proficient in the skill, you gain Expertise instead.
- An Example for Every Situation
- When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your Proficiency Bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
Linguist
Origin Feat (Prerequisites: Intelligence or Wisdom 13+)
You have studied languages and codes, gaining the following benefits:
- Polygot
- You learn a number of additional languages of your choice equal to your Intelligence modifier. Whenever your base Intelligence modifier increases thereafter, you may learn a new language.
- Linguistic Insight
- You have Advantage on skill checks made to discern information from a language or text you don't understand.
- Lip Reader
- 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.
Psychoanalyst
Origin Feat (Prerequisite: Wisdom or Intelligence 11+)
You have knack for studying and exploiting mannerisms and thought patterns:
- Gaslight
- You can add half your Intelligence modifier, rounded up, to Wisdom (Insight) and Charisma (Deception, Intimidation & Persuasion) checks when interacting with creatures that is able to understand you.
Sorcerous Spark
Origin Feat
While you may not be a true Sorcerer, within you dwells a small spark of arcane power. You gain the benefits below:
- Sorcerers Spells
- You learn one Cantrip and two level 1 spells of your choice from the Sorcerer spell list, and you use Charisma as your spellcasting ability for all three Sorcerer spells.
- Sorcery Points
- You gain 2 Sorcery Point(s), which you can convert to a level 1 spell slot as a Bonus Action. Should you already have Sorcery Points, these are added to your existing pool. You regain all your Sorcery Points from this feat when you finish a Long Rest.
Soot & Blood
Origin Feat (Prerequisite: Dexterity or Intelligence 13+, English Language Proficiency, & Crown & Misery Setting)
You onced served the Albion's armed forces, where the nation's citizenship is earned through the choking hell of warfare. You gain the following benefits:
- Firearm Training
- You gain proficiency with Short-Arms. If you are proficient with Martial weapons, you gain proficiency with Long-Arms.
- Unbreaking Spirit
- Whenever you gain or use Heroic Inspiration, you can choose to gain Hit Points equal to three times your Proficiency Bonus. You can't gain Hit Points this way again until you finish a Short Rest
Survivalist Initiate
Origin Feat (Prerequisites: Wisdom 11+)
Though you might not be a Ranger, your past experiences with them teaches you important lessons.
- Ranger's Knacks
- You learn one Ranger's Aptitude option of your choice from the Ranger class. If the aptitude has a prerequisite of any kind, you can choose that aptitude only if you're a Ranger who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the Ranger class.
Repeatable You can take this Origin feat multiple times, all other rules of choosing an Aptitude still applies.
Legendary Physique
Origin Feat (Ability Score: Strength)
You have always found ways to leverage your great might.
You gain the benefits from the table below that correspond to your Strength score and lower. Should your Strength score increases, the benefits you gain from this Feat also increase with your score:
STR Score | Benefit |
---|---|
12-13 | Whenever you make an Athletics check you treat a roll of 7 or lower on the d20 as an 8. |
14-15 | You can make Strength (Intimidation) checks in place of Charisma (Intimidation) checks. |
16-17 | You gain Climb Speed and Swim Speed equal to half your Speed. |
18-19 | You are considered to be one size larger to determine your Carrying Capacity. |
20+ | Whenever you are forced to make a CON Save, you can choose to make an STR Save instead. |
Source: Laserllama Compendium of Feats*
Lifelong Learner
Origin Feat (Ability Score: Intelligence)
You have made a vow to never stop learning, no matter how old or educated you become.
You gain the benefits from the table below that correspond to your Intelligence score and lower. Should your Intelligence score increases, the benefits you gain from this Feat also increase with your score:
INT Score | Benefit |
---|---|
12-13 | You learn one additional standard language of your choice. |
14-15 | You gain proficiency with one set of Artisan's Tools of your choice. |
16-17 | You gain proficiency in one skill of your choice. |
18-19 | For one skill proficiency of your choice, you treat a roll of 7 or lower on the d20 as an 8. |
20+ | Whenever you are forced to make a Save, you can choose to make an INT Save instead. |
Source: Laserllama Compendium of Feats*
Wise One
Origin Feat (Ability Score: Wisdom)
You find ways to learn from every experience in life, always growing in wisdom.
You gain the benefits on the table below that correspond to your current Wisdom score and lower. Should your Wisdom score increase, the benefits that you gain from this Feat also increase with your score.
WIS Score | Benefit |
---|---|
12-13 | You gain proficiency with one musical instrument of your choice. |
14-15 | You can make Wisdom (Persuasion) checks in place of Charisma (Persuasion) checks. |
16-17 | You gain proficiency in one of the following skill of your choice: Animal Handling, Insight, Medicine, or Perception. |
18-19 | You have Advantage on saving throws to end the Charmed and Frightened conditions. |
20+ | When you are forced to make a CHA or INT Save, you can choose to make a WIS Save instead. |
Source: Laserllama Compendium of Feats*