Divine Feats (Duality&Dice 5e Homebrew)

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Part of the Duality&Dice 5e Homebrew, all available feats to be given at ASI levels.

Divine Feats[edit]

Background Feats[edit]

These feats are meant to be given out before Session 1, not taking a feat slot and not being able to be taken via ASI or other feat feature. They are strong within the world so it is not recommended to give this out freely unless it matches a character backstory, or you wish to make a character more powerful. A DM must approve any requests to use these feats.

Divine Lineage[edit]

Your ancestry seems to have been in close contact with a Divine being, leading to a greater connection to Zenire. You gain the following benefits.

  • You gain a +4 to your Zenire ability modifier.
  • Your Zenire total increases by 10%(rounded up).
  • You can expend 1 less Zenire when using abilities that use Zenire(to a minimum of 1).

Orphaned[edit]

You have no parents, or any family for that matter, the loneliness has led you to become self sufficient. You gain the following benefits.

  • You gain a +4 to Constitution.
  • You gain proficiency in Survival.
  • When you are reduced to 0 hit points, you can instead drop to 1 hit point. You can do this an amount of times equal to your Constitution modifier but no more than your proficiency bonus per day (to a minimum of 1).

Addicted[edit]

You are struggling with an addiction, while it doesn't necessarily affect combat, it will affect your daily life. You gain the following benefits.

  • You gain a +5 to your Zenire ability modifier but a -1 to your Constitution.
  • During a short rest, you regain 50% more Zenire (rounded up), but regain 10% less hit points (rounded down).
  • You must take at least 1 short rest per day, or suffer 1 point of Exhaustion that can only be relieved by a short rest.

Zenire Adept[edit]

While you may not have been able to access the true power of your Divinity, you were able to control your Zenire before unlocking your power. You gain the following benefits.

  • You gain a +4 to your Zenire ability modifier.
  • Your base Zenire is double from what is listed on the class table.
  • You can reduce Zenire cost from abilities by your proficiency bonus (to a minimum of 1).
  • Your Zenire Save DC and Zenire Attack Modifier increase by 1.

Hunter[edit]

You've spent your days in the wild, hunting for food and being generally better at surviving than other kids. You gain the following benefits.

  • You gain expertise in Survival.
  • You gain a +2 to ranged attack rolls.
  • You gain proficiency in Perception and Nature.

Multi-Talented[edit]

You're more than a one trick pony, you're a multi trick pony. You gain the following benefits.

  • You gain a +1 to all stats.
  • You can add half your proficiency bonus (rounded up) to all skill checks you are not proficient in (stacks with Jack of All Trades).
  • You gain expertise in an amount of skills equal to your proficiency bonus.

Dual Blessed[edit]

Design Note: Warning, this is a very overpowered feat only to be given and used when a character picks a weaker Divinity (example: Vision) or if you want to make a character overtly strong. DMs, grant this feat with massive caution

A one in a trillion chance, you were not just blessed by one god, but two. You gain the following benefits.

  • Select another Divinity, you will receive the benefits of both Divinities as you level up.

Body Feats[edit]

Strong Build[edit]

Prerequisites: 16 in Strength

You were strong before being blessed, now you're even stronger. You gain the following benefits.

  • You gain a +2 to Strength.
  • You count as Huge when attempting to lift/carry/move objects.
  • Your damage tier increases by 3 as long as you are using Strength.

Superhuman Strength[edit]

Prerequisites: 22 in Strength, Strong Build

By mixing Zenire into your muscles, you've reached even greater heights of power. You gain the following benefits.

  • When rolling a Strength based skill check, you can treat a roll of 7 or lower as an 8.
  • You count as Gargantuan when attempting to lift/carry/move objects.
  • Your damage tier increases by 4 as long as you are using Strength.
  • You have advantage in all Strength based skill checks.

Infinite Muscle Mass[edit]

Prerequisites: 35 in Strength, Superhuman Strength

Your strength has become nearly immeasurable thanks to Zenire. You gain the following benefits.

  • When rolling a Strength based skill check, you can treat a roll of 15 or lower as a 16.
  • You can lift/carry/move objects freely as long as the DM agrees it's reasonable.
  • Your damage tier increases by 10 as long as you are using Strength.
  • You have triple advantage in all Strength based skill checks.

Heightened Reflexes[edit]

Prerequisites: 16 in Dexterity

Thanks to your access to the power of Zenire, you have been able to improve your reflexes. You gain the following benefits.

  • You gain a +2 to Dexterity.
  • You have a number of reactions equal to your Proficiency Bonus.
  • Your AC increases by 1.

Subconscious Instinct[edit]

Prerequisites: 22 in Dexterity, Heightened Reflexes

With Zenire flowing through your body, it let's your body react before your brain. You gain the following benefits.

  • When rolling a Dexterity based skill check, you can treat a roll of 7 or lower as an 8.
  • Your AC increases by 3.
  • When using a reaction, you can move up to half your movement speed.
  • You no longer suffer from the automatic fails, attack roll advantage, automatic critical hits, and the inability to use reactions of the Unconscious Condition.

Agility Beyond Light[edit]

Prerequisites: 35 in Dexterity, Subconscious Instinct

Zenire gives you agility beyond the speed of light. You gain the following benefits.

  • When rolling a Dexterity based Skill check, you can treat a roll of 15 or lower as a 16.
  • Your AC increases by 10.
  • When using a reaction, you can move up to double your movement speed.
  • You can no longer be Stunned, knocked Unconscious, or Paralyzed.

Iron Body[edit]

Prerequisites: 16 in Constitution

With the power of Zenire, your tough self got even tougher. You gain the following benefits.

  • You gain a +2 to Constitution.
  • Your hit dice increases by 1 tier (d8>d10>d12).
  • You can reduce damage taken by your proficiency bonus on each attack (to a minimum of 1).

Made of Steel[edit]

Prerequisites: 22 in Constitution, Iron Body

The Zenire in your body has molded your body to withstand maximum punishment. You gain the following benefits.

  • You gain resistance to Slashing, Piercing, and Bludgeoning damage.
  • Your hit dice increases by 1 tier (d8>d10>d12>d20).
  • You can reduce damage taken by your Constitution modifier on each attack (to a minimum of 1).
  • You gain a +2 to Constitution Saving Throws.

Diamond Skin[edit]

Prerequisites: 35 in Constitution, Made of Steel

Zenire hardens your skin to even take blows from the gods. You gain the following benefits.

  • You gain immunity to Slashing, Piercing, and Bludgeoning damage.
  • Your hit dice increases by 1 tier (d10>d12>d20>2d12>2d20).
  • You can reduce damage taken by 4 times your Constitution modifier on each attack.
  • You gain a +10 to Constitution Saving Throws.

Improved Mind[edit]

Prerequisites: 16 in Intelligence

You didn't think it possible, but the Zenire in your body has been able to improve your brain. You gain the following benefits.

  • You gain a +2 to Intelligence.
  • You gain proficiency in 3 skills.
  • You gain expertise in 2 skills you already have proficiency in.

Genius Among Men[edit]

Prerequisites: 22 in Intelligence, Improved Mind

The Zenire that surrounds your mind has made all functions work faster and more efficiently. You gain the following benefits.

  • You gain proficiency in all skills.
  • You gain expertise in an amount of skills equal to your Intelligence modifier.
  • You can reroll d20 skill checks. You can do this an amount of times equal to your Intelligence modifier per short or long rest.
  • Your Zenire total increases by 20% (rounded up).

53,000,000 IQ[edit]

Prerequisites: 35 in Intelligence, Genius Among Men

You think faster than you can even fathom. You gain the following benefits.

  • You gain expertise in all skills.
  • You gain mastery in an amount of skill equal to your Intelligence modifier.
  • You can reroll d20 skill checks. You can do this an amount of times equal to your Intelligence score per short or long rest.
  • Your Zenire total doubles.

Zoned Thoughts[edit]

Prerequisites: 16 in Wisdom

Being at one with the world was possible, but Zenire has made everything so much easier. You gain the following benefits.

  • You gain a +2 to Wisdom.
  • You have advantage to all Insight and Perception checks.
  • You gain the ability to read lips.
  • You can expend 1 less Zenire when using abilities (to a minimum of 1).

Calm Mindscape[edit]

Prerequisites: 22 in Wisdom, Zoned Thoughts

  • When rolling Insight and Perception checks, you can treat a roll of 8 or lower as a 9.
  • As an action, you can make an Insight check against a creature's Deception check to try and read their mind. On a success you can tell what they are immediately thinking.
  • You regain 10% more Zenire on a short rest (rounded up).
  • Your Zenire total increases by 20% (rounded up).

Absolute Tranquility[edit]

Prerequisites: 35 in Wisdom, Calm Mindscape

  • When rolling Wisdom checks, you can treat a roll of 15 or lower as a 16.
  • As an action, you can make an Insight check against a creature's Deception check at disadvantage to try and read their mind. On a success you can read all of their thoughts.
  • You regain 50% more Zenire on a short rest (rounded up).
  • Your Zenire total increases by 100%.

Impeccable Speech[edit]

Prerequisites: 16 in Charisma

Communicating with people never was so easy, thanks to your newfound Zenire. You gain the following benefits.

  • You gain a +2 to Charisma.
  • You gain a +2 to all Charisma skills.
  • When rolling a Charisma check, you can treat a roll of 5 or lower as a 6.

Masterful Charm[edit]

Prerequisites: 22 in Charisma, Impeccable Speech

Thanks to Zenire, your natural actions and speech are attractive to everybody. You gain the following benefits.

  • Creatures have disadvantage against any Charisma check you make.
  • When rolling a Charisma check, you can treat a roll of 10 or lower as an 11.
  • You regain 1 Zenire per round for every creature currently Charmed by you.
  • Your Zenire total increases by 20% (rounded up).

Infinite Rizz[edit]

Prerequisites: 35 in Charisma, Masterful Charm

You have reached godly levels of social status. You gain the following benefits.

  • Creatures have double disadvantage against any Charisma check you make.
  • When rolling a Charisma check, you can treat a roll of 18 or lower as a 19.
  • You regain 10 Zenire per round for every creature currently Charmed by you.
  • You Zenire total increases by 100%.

Combat Feats[edit]

Catch These Hands[edit]

Prerequisites: None

Your hand to hand combat is beyond what is humanly possible. You gain the following benefits.

  • The damage tier of your unarmed strikes increases by 2.
  • You gain a +2 to hit while using unarmed strikes.
  • You can make an unarmed strike attack as a bonus action.

Mastered Martial Arts[edit]

Prerequisites: Adventurous Specialization, 7th level or higher

You no longer attack with reckless abandon, instead taking on a true form of unarmed combat. You gain the following benefits.

  • The damage tier of your unarmed strikes increases by 3.
  • You gain a +3 to hit while using unarmed strikes.
  • You gain an additional action each turn. This action can only be used to make the Attack action with an unarmed strikes, the Dash action, or using a Divinity ability.

Hands Fast As Lightning[edit]

Prerequisites: Mastered Martial Arts, Dexterity of at least 26

Your hand to hand combat is now so divine, people don't even see your punches. You gain the following benefits.

  • The damage tier of your unarmed strikes increases by 10.
  • You gain a +8 to hit while using unarmed strikes.
  • You can ignore 3 AC when making unarmed strikes.
  • You can ignore the target's dodge action when making unarmed strikes.

Standing Here[edit]

Prerequisites: Adventurous Specialization, Extra Attack(3)

Beating down opponents, even when the odds are against you. You gain the following benefits.

  • When taking the attack action to make an unarmed strike, you can expend 2 Zenire to use the attack action again. There is no limit to the amount of times you can use this feature.
  • When using the Onslaught Optimized Action, you can make double the amount of attacks as long as they are unarmed strikes.

Blade Master[edit]

Prerequisites: At least a 17 Strength and Dexterity Score, Proficiency in Sleight of Hand

The art of the sword, a very simple art. Yet when refined, can be stronger than even a Divinity. You gain the following benefits.

  • You gain a +5 to hit and a +3 to damage when attacking with a weapon that deals Slashing or Piercing damage.
  • Upon scoring a critical hit with Slashing damage, the target must make a Constitution Saving throw. On a failure, they will take 10 times damage from an attempted decapitation(after the damage from the total critical hit). On a success, there is no additional effect.
  • Upon scoring a critical hit with Piercing damage, the target must make a Constitution Saving throw. On a failure, the target will be inflicted with the Skewered Debuff and take an additional 8d8 Piercing damage. On a success the target will take another 4d6 Piercing damage.
  • You have advantage to hit when wielding weapons that deal Slashing or Piercing damage.

Weapons Expert[edit]

Prerequisites: At least 26 in Strength and Dexterity

The path of weaponry will lead to victory. You gain the following benefits.

  • You gain an additional action each turn. This action can only be used to make a weapon attack, take the Dodge action, or use a Zenire ability.
  • Your critical hit range with weapons (not firearms) increases by 2. (20>19>18>17>...)
  • When scoring a critical hit with Bludgeoning damage, the creature must make a Constitution saving throw. On a failure, the creature will be Stunned for 1 minute and will take an additional 9d8 Bludgeoning damage. On a success, the creature is inflicted with the Staggered Debuff and takes an additional 4d6 damage.

Skilled Shooter[edit]

Prerequisites: At least 30 in Dexterity.

Any gun is a complete threat in your hands. You gain the following benefits.

  • You gain a +10 to hit with Firearms.
  • You are immune to disadvantage with Firearms.
  • You can no longer misfire with Firearms.

26-Hit Style[edit]

Prerequisites: Level 12 or higher, 26 Dexterity or higher, Extra Attack (4), have landed at least 10 attacks in a single round

A special martial arts style created by the Kreidegott. The ultimate fighting style that's nearly impossible to counter. You gain the following benefits.

  • Your AC increases by 3.
  • When an creature misses an attack against you, you can immediately make an attack against them if they are within range.
  • If you land 10 attacks in a single round, you gain the Divine Arrow Buff. For every landed attack after 10, you gain a stack of the Radiant buff.

One Punch Style[edit]

Prerequisites: Level 12 or higher, 26 Strength or higher, have landed a single attack dealing more than 3000 damage.

Why bother with all these attacks? Swing with everything you have in a single punch. You gain the following benefits.

  • Before making your first attack, you can decide to forgo all attacks you could take this turn, and combine all of the damage into a single strike. All resources needed to make attacks will be expended. The total damage will be increased by 50%. Using this feature will turn the attack into a full round action (you cannot use any actions, bonus actions, free actions, or reactions if you use this feature).

Zenire Feats[edit]

Zenire Within[edit]

Prerequisites: At least 30 Zenire

You have been able to tap into the hidden well of Zenire in your soul. You gain the following beneifts.

  • Your Zenire total is increased by 50% (rounded up).
  • You can regain 10%(rounded up) more Zenire on a short rest.

Zenire Divinity Culmination[edit]

Prerequisites: At least 50 Zenire, at least level 8

The power of your Divinity leaks into your everyday Zenire usage. You gain the following benefits.

  • Your Zenire strikes can now change damage type based on your Divinity. (Listed in each Divinity)
  • Damage dealt by specific damage types, based on your Divinity, in increased by 20% (rounded up).

Zenire Battery[edit]

Prerequisites: At least 40 Zenire

You have gained the ability to add an extra well of Zenire within yourself. You gain the following benefits.

  • When regaining Zenire, you regain 10%(rounded up) more Zenire than normal.
  • You gain a pool of Bonus Zenire. This pool can only be added to after a long rest or when regaining Zenire past your maximum. The Bonus Zenire pool is equal to your proficiency bonus*10.

Zenire Flow[edit]

Prerequisites: At least 50 Zenire

You have perfected the art of utilizing Zenire within. You gain the following benefits.

  • You can reduce the amount of Zenire used when using Zenire abilities by your proficiency bonus (to a minimum of 1).

Zenire Mastery[edit]

Prerequisites: Zenire Flow

Zenire usage is like breathing to you. You gain the following benefits.

  • You can reduce the amount of Zenire used when using Zenire abilities by half (to a minimum of 1).
  • You regain 1 Zenire per round.

Dense Zenire[edit]

Prerequites: At least 100 Zenire

Your Zenire has compacted against itself due to lacking the proper volume to contain itself. You gain the following benefits.

  • Your Zenire total is increased by 20% (rounded up).
  • You expend half as much Zenire when using Zenire abilities.
  • Creatures have disadvantage to saves against your Zenire attacks.
  • You have advantage when making Zenire based attacks.

Zenire Control Feats[edit]

Zenire Pressure[edit]

Prerequisites: At least 65 Zenire

A unique ability which can be learned by anybody with any Divinity. An unstoppable defense if used properly. You gain the following benefits.

  • As an Action for 5 Zenire, you can focus Zenire around your body for 1 hour. After the initial Action, you can continuously apply Zenire Pressure for 1 Zenire per hour. Whenever you are hit, roll a d20 with a DC of 11. On a success, the damage is automatically ignored. On a failure, you still take the damage and must make a Concentration Saving throw DC 20 to maintain the Pressure. You can decrease this DC by expending additional Zenire up to your Proficiency Bonus. You can turn off Zenire Pressure at will.

Zenire Overpressured[edit]

Prerequisites: Zenire Pressure, At least 80 Zenire, Cannot have Softened Pressure or Hardened Pressure

Your overwhelming amount of Zenire has improved you Zenire Pressure too impossible heights. You gain the following benefits.

  • While your Zenire Pressure is active, you gain a 30ft aura which deals damage equal to your Zenire Ability Score to all creatures each round.

Black Hole Density Zenire[edit]

Prerequisites: Zenire Pressure, Zenire Overpressured, At least 200 Zenire

Your Zenire is so overwhelming that almost nothing can even stand against you. You gain the following benefits.

  • The damage from Zenire Overpressured is increased by 10 times.
  • Creatures within 5ft of you while Zenire Pressure is active must make a Constitution saving throw or be instantly vaporized by your Zenire. If another creature has Zenire Overpressured, they have advantage and +10 to the save. If another creature has Black Hole Density Zenire, they automatically succeed the save.

Hardened Pressure[edit]

Prerequisites: Zenire Pressure, Cannot have Softened Pressure or Zenire Overpressured

You have molded your Zenire Pressure to better handle base line aggression. You gain the following benefits.

  • While using Zenire Pressure the DC to ignore damage is reduced to 5 against attack rolls, but increased to 14 against saving throws.

Spiked Pressure[edit]

Prerequisites: Hardened Pressure

You have molded your Zenire to deter close ranged combatants. You gain the following benefits.

  • While using Zenire Pressure, any creature who makes a melee attack roll against you will immediately take damage equal to your Zenire Total.

Softened Pressure[edit]

Prerequisites: Zenire Pressure, Cannot have Hardened Pressure or Zenire Overpressured

You have molded your Zenire Pressure to better handle indirect damage. You gain the following benefits.

  • While using Zenire Pressure the DC to ignore damage is reduced to 7 against saving throws, but is increased to 13 against attack rolls.

Expanded Pressure[edit]

Prerequisites: Softened Pressure

You have a great defensive Zenire Pressure that can even defend allies. You gain the following benefits.

  • While using Zenire Pressure, allies within 5ft of you gain the same benefits of your Zenire Pressure.

Zenire Manipulation[edit]

Prerequisites: At least 100 Zenire

The flow of Zenire exporting from yourself causes subtle amounts of shifting in your luck. You gain the following benefits.

  • You gain a number of Manipulation Points equal to your proficiency bonus. When a d20 is rolled within 100ft of you, you can expend 1 Manipulation Point to roll an additional d20 and select which roll is used in the check. You regain half of your Manipulation Points (rounded down) on a long rest.

Improved Domain[edit]

Prerequisites: At least Level 15, have a Divine Domain, used Divine Domain at least 20 times

You were once granted access to the Divine Domain. Now, you’ve achieved greater heights with the gift bestowed upon you. You gain the following benefits.

  • You can use your Divine Domain an amount of times equal to your proficiency bonus per long rest.
  • You can target one additional creature in your Divine Domain.
  • The range of your Divine Domain increases by 10ft.
  • Your damage/healing tier increases by 4 while inside your Divine Domain.

Boons[edit]

Boons are special boosts only granted to those who can forge the path. These cannot be taken as feats.

Forsaken Boons[edit]

Forged by the Gaiire within Karma, maybe you fall, maybe you rise.

Karma Embraced[edit]

The Karma flowing within your soul does corrupt you, but it also grants power. You gain the following benefits.

  • Your damage tier is increased by 10 while your Gaiire exceeds your Zenire total.
  • You gain Karma twice as fast.

Karmic Flow[edit]

Karma flows through you just as Zenire. You gain the following benefits.

  • When your Gaiire exceeds your Zenire total, you can expend Gaiire instead of Zenire on abilities. You will take double the Karma damage when using abilities in this way.
  • You gain Karma twice as fast.

Malevolent Instinct[edit]

Prerequisites: Requires a Evil or Chaotic Alignment

Those thoughts, always lingering in your mind. They are so loud. You gain the following benefits.

  • All of your stats increase by 4 while your Gaiire exceeds your Zenire.
  • Your damage tier increases by 15 while your Gaiire exceeds your Zenire.
  • All of your Zenire costs are reduced to 1/10th of the cost (to a minimum of 1) while your Gaiire exceeds your Zenire.
  • You gain Karma 5 times faster.

Divine Boons[edit]

Going beyond the level of gods, accessing the miracles of the world.



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