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Bludgeoner

Source: Homebrew - Natalie

v1.0

  • After making a melee weapon attacking against a prone creature, you can use a bonus action to make a melee attack with the same weapon.
  • In addition, when wielding club, light hammer, mace, flail, morning star or warhammer in one hand you gain the following abilities with that weapon:
    • Other creatures provoke an opportunity attack from you when they enter your reach.
    • When you hit with an opportunity attack you may choose to deal no damage and instead knock the creature prone.

Draconic Feritage

Source: Children of the Dragon

Prerequisite: Dragonborn

You are blessed by Bahamut, Tiamat, or another dragon god, granting you another fragment of what makes a true dragon. You can take this feat up to three times.

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • The damage of your Breath Weapon racial trait increases by 1d6.
  • When you take this feat you gain a trait of one of the other dragonborn subraces which you didn't choose. You can take this feat up to three times, but each time you must choose a dragonborn subrace whose trait you don't have yet. You gain the following trait based on your choice:
Subrace Trait
Dreadcaller You gain the Draconic Fear trait. You can frighten creatures in a 30' radius
Murkdweller You gain the Tail Lash trait. You can use your tail to shove or trip
Steelscale You gain the Hardened Scales trait. +1 AC while not wearing heavy armor, or AC 13+Dex
Wayfarer You gain the Wings trait. You can glide and at higher levels fly.

Dragon Form

Source: Children of the Dragon

Prerequisite: Half Dragon, Improved Breath Weapon feat, 12th-level

As you strive to ascend to dragonhood, you have gained a lesser dragon form of your Draconic Ancestry's dragon. While all half dragons aspire to assume their rightful true dragon form, only those truly dedicated to this goal will be blessed with a lesser dragon form. This form varies in appearance, but it always looks similar to the half dragon's draconic ancestry. Sometimes it has wings like a wyvern, with four limbs instead of the true dragon's six, including wings. Other times, the dragon form looks like a smaller or more humanoid version of their dragon ancestor. Regardless, the form drains those who use it, and as such, they are only able to stay in this form for a limited time. Afterwards, these half dragons require rest in order to regain access to this form. Despite its power and majesty, the dragon form pales in comparison to the ascension to dragonhood. And this gift only makes them strive harder to achieve their true and ultimate form.

  • You gain blindsight out to a range of 10 feet.
  • You can use your bonus action to change into a large sized form based on your ancestral dragon. Your trans-formation lasts for 1 minute or until you end it as a bonus action. You can regain this form after finishing a long rest. Your weapons merge with you, and the magical bonuses of your equipped melee weapons are transferred to your bite attack. If you are able to attack with your claws, wings, or tail then you can continue to do so. This form doesn't hinder class abilities or spellcasting, nor the use of spell components. In addition, for each minute that you haven't entered combat while in this form, you can extend its duration by 1 minute, up to 10 minutes total.

This transformation grants you the following benefits:

  • You gain a flying speed of 30 feet You gain a bite attack, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 (2d6 if you were wielding a two-handed weapon) + your Strength or Dexterity modifier (your choice). Your bite counts as a finesse weapon. If you originally had a bite attack that uses higher damage dice, then you can use those damage dice instead.
  • You gain the effects of the Enlarge option from the enlarge/reduce spell.
  • Your Breath Weapon trait immediately recharges after you change into your Dragon Form. When you use your breath weapon during your Dragon Form, you can empower it with one of the three empower options of the Improved Breath Weapon feat without expending an empower point. The rules of the feat remain the same.
  • Once per turn, you can deal bonus damage (of your chosen dragon's damage type) equal to your level to a single target you have damaged that turn.

Improved Breath Weapon

Source: Children of the Dragon

Prerequisite: Half Dragon

Extensive training has granted you greater control over your Breath Weapon, allowing you to enhance its speed, power, and range.

  • When you roll to regain the use of your Breath Weapon trait, you regain it on a 5 or 6 on the d6 die roll.
  • You gain a number of empower points equal to your proficiency bonus. Each time you use your Breath Weapon trait you can expend an empower point and choose one of the following benefits: You can use your breath weapon as a bonus action, its damage is increased by 2d6, or its range is doubled (30-foot cone or 60-feet long line that is 10 feet wide). You can only gain each benefit once per use of your breath weapon, but you can expend more empower points to gain multiple different benefits at once.

You regain one empower point after finishing a short rest, and all of them after finishing a long rest.

Natural Weapon Master

Source: Children of the Dragon

Prerequisite: Permanent Claws or Bite Natural Weapon

  • Increase your Strength score by 1, to a maximum of 20.
  • When you take the Attack action to attack with your claws, provided both your hands are free, you can make one additional attack with your claws as a bonus action. If you hit a target with your bite, you can use your bonus action to make a grapple check against it. While grappling a target with your bite this way, your bite has advantage on attack rolls against it.
  • The base damage dice of your natural weapons increase by one step (d4 to d6, d6 to d8 etc, maximum of d12).

Whip Expert

Source: Homebrew - Natalie

v1.2

  • You gain Proficiency with whips. Monks with this feat add whips to their list of monk weapons.

  • Whiplash: When you take the attack action and attack with a whip, you can immediately use your bonus action to make a melee weapon attack with that whip against a different target within your reach. You do not add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

  • Using the attack action, you can make a special melee attack with a whip against a target no more than one size larger than you and within your reach. If you are able to make multiple attacks with the Attack action, this attack replaces one of them. This attack does no damage.
    Instead of making an attack roll, the target must make a Strength or Dexterity save (the target chooses the ability to use). The DC for this save is 8 + your proficiency bonus + your dexterity modifier.

    If the target fails the save, you may choose one of the following effects.

    • The creature is knocked prone
    • The target is pulled up to 5โ€™ into a square adjacent to you
    • You daze the creature, preventing it from taking reactions until the end of your next turn.
  • When you make a Dexterity check and use a whip, such as swinging from chandeliers, grabbing items, or distracting creatures you may add double your proficiency bonus to the check.