Homebrew Feats

Weapon Bond
Increase your Strength, Dexterity, or Charisma by 1. You gain the ability to achieve a deep connection with your weapon on a magical level. While you are performing a long rest, you can meditate alongside a weapon for 2 hours to establish a magic connection with the weapon if you are proficient with it. Your weapon is considered magical once successfully attuned, and cannot be disarmed. You may unattune or attune to another weapon as long as you take 2 hours of your long rest to do so. You may only attune to a single weapon this way, and you cannot form a bond with ammunition; but you can vanish it altogether with your weapon (max 20 pieces) if it requires ammo to work.

Once successfully attuned, you can execute one of the following as a bonus action:


 * You may let your weapon appear or vanish in a sub-dimension, regardless of where it is.
 * If your weapon not in your hands but within sight, you may recall your weapon back into your hands. Your weapon travels the path of least resistance, avoiding obstacles and creatures in its path.

Draconic Mist
Prerequisite: Dragonborn, Half-Dragon, or Kobold

Aside from being able to exhale energy, you have found ways to alter this to your benefit through clever manipulation. Any creature affected within the area of exhalation must make a saving throw determined by their draconic ancestry, using the same DC as the Breath Weapon. On a fail, they are affected by the appropriate effect:


 * Fire, Smoke Screen: You broil air within you and exhale a thick and opaque veil of smoke, blinding enemies for 1 round.
 * Lightning, Booming Air: You build up crackling energy in front of you and release it as a powerful booming shockwave, deafening enemies for 1 round.
 * Cold, Freezing Haze: You cool the air within you and release it as a thin and potent freezing haze, paralyzing enemies for 1 round.
 * Poison, Noxious Fumes: You aerate the toxins within you and release them as gaseous toxic fumes, poisoning enemies for 1 round.
 * Acid, Corrosive Mist: You churn a thick and corrosive acid within you and exhale it as a thick corrosive mist, causing attacks against enemies to have advantage for 1 round.

This shares a charge with the Breath Weapon attack. If you are a kobold, you instead gain charges based on your Constitution modifier (minimum 0) + 1. Charges are restored on a short or long rest.

Draconic Agility
(Replacement for Dragon Wings, UA)

Prerequisite: Dragonborn or Kobold

Embracing your draconic ancestry, you undergo a magical transformation that manifests itself through large scaled wings and a large tail. You gain the following benefits:


 * You gain proficiency in the Acrobatics skill.
 * You have a flying speed of half your movement speed. To use this speed, you cannot be wearing heavy armor or exceed your carrying capacity.
 * As an action, you can swipe your tail around you at harsh speeds. Each creature within 5 feet of you must succeed on a Dexterity saving throw (DC = 8 + Con Mod + Prof) or take 2d8 bludgeoning damage and become stunned for 1 round. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. You can only use this once per long rest.

If you take this feat, you cannot take the Draconic Savagery feat by any means.

Draconic Savagery
(Replacement for Dragon Hide, XGE)

Prerequisite: Dragonborn or Kobold

Embracing your draconic ancestry, you undergo a magical transformation that manifests itself through jagged retractable claws and toughened scales. You gain the following benefits:


 * Your hands grow sharp claws, gaining proficiency in Unarmed Strikes. Additionally, your unarmed strikes deal an additional 1d4 Slashing damage.
 * When you score a critical hit with your unarmed strikes, roll another damage dice and add the result to the critical hit's damage.
 * When you are reduced to 0 hit points but not killed outright, you drop to 1 instead. You can only use this once per long rest.

If you take this feat, you cannot take the Draconic Agility feat by any means.