If you have an idea for a feat you wish to be added, you may submit a proposal to the GM. Proposals must include a feat name, flavour justification, and a gameplay effect. All feats will be balanced by the GM, and if a feat feels too strong or weak, it may be adjusted or deleted at GM discretion.
List of Current Feats
The list below contains all current homebrew feats
You can harness the fickle energies of the arcane, even while fighting.
Prerequisites: Dex 15
Benefit: This functions much like two-weapon fighting, but the primary-hand weapon is a spell that is being cast. To use this ability, the character must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –4 penalty(-2 for light weapons), and can also cast any spell from his spell list/lists with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). Spells cast in this way still provoke attacks of opportunity, unless cast defensively.
Special this feat counts as the “two-weapon fighting feat”, for the purposes of meeting feats with “two-weapon fighting” as a prerequisite. Two-weapon rend does not function with this feat.
You are able to channel your spells through your weapon
Prerequisites: Dex 15, Spell Combat.
Benefit: Instead of the free melee touch attack normally allowed to deliver a touch spell, a character with this feat can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the character makes this attack in concert with the spell combat feat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.