Feats

 
 

Weapon Master

You wield weapons with equal amounts of grace and brutality, gaining the following benefits:
 
 Increase your Strength or Dexterity score by 1, to a maximum of 20.

When you make a weapon attack that would normally add your Strength or Dexterity modifier to the damage roll, you can instead add both of those modifiers to the damage roll.
 
You can stow a weapon or shield and draw or equip a weapon or shield as a single object interaction. 
 

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
 
When you take the Attack action while wielding a shield, you can use your bonus action to make an attack with your shield. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
 
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect.
 
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
 

Light Armor Master

Prerequisite: Proficiency with Light Armor, Dexterity of 13 or higher
 
Light armor is like a second skin for you, allowing for quick movement.
 
Increase your Dexterity score by 1, to a maximum of 20.
 
Light armor only takes 1 action for you to don or doff, instead of 1 minute.
 
While you are wearing light armor, opportunity attacks against you have disadvantage.
 
While you are wearing light armor, you can use take the Dodge action as a bonus action. You can do this a number of times equal to your Proficiency Bonus, regaining all expended uses after completing a long rest.
 

Medium Armor Master

Prerequisite: Proficiency with Medium Armor
 
You have practiced moving in medium armor to gain the following benefits:
 
Increase your Constitution or Dexterity score by 1, to a maximum of 20.
 
Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
 
When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
 

Heavy Armor Master

Prerequisite: Proficiency with Heavy Armor

You can use your armor to deflect blows, reducing their impacts. You gain the following benefits:

Increase your Strength or Constitution score by 1, to a maximum of 20.

While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take is reduced by an amount equal to your Proficiency Bonus.

 

Mage Slayer

You have practiced techniques in melee combat against spellcasters, gaining the following benefits:

When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. This attack happens before the casting is complete. If the attack is successful the caster must make a concentration check, on a failure the casting is disrupted, causing the spell to fail and the spell slot is lost.

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

You can add half your Proficiency bonus (rounded down) to saving throws against spells. This is in addition to any bonuses you may already add to your saving throws.

 

Traveler of the Old Roads

Prerequisite: Vashmi

You've learned the secrets of the Old Roads, learning how to travel them with ease, gaining the following benefits:

You can detect the distance and direction to the closest planar portal within 1 mile of you.

Your time traveling has taught you how to access the Old Roads, allowing you to travel swiftly over great distances. 

During your time on the road you have learned how to read Vashmi travel signs, a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the local law is friendly, or whether the people in an area are easy marks or will provide a safe campsite for Vashmi. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

  

Fool's Luck

When you roll an ability check, attack roll or saving throw, you may choose to add one to the roll. Once you use the ability, you can't use it again until you complete a short or long rest.

Any time you roll a one on an ability check, attack roll or saving throw, you regain the use of this ability.

 

Overwhelming Offense

You prefer to overwhelm your foes with powerful attack, instead of precision, gaining the following benefits:

Increase your Strength or Constitution by 1 to a maximum of 20.

When you make a melee attack roll using Strength, if you exceed the targets AC by 10 or more, you gain once extra damage die for this attack.

 

Opportunist

Prerequisite: Extra Attack feature

When a creature provokes an opportunity attack from you, you can attack twice, instead of once.

Additionally, when a creature misses an opportunity attack against you, you can use your reaction to make one melee attack against it.

 

Poison Expert

You have perfected the creation of poisons, their use, and developed a tolerance against them, gaining the following benefits:


Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

You gain proficiency with a poisoner's kit, and you add double your proficiency bonus to checks you make with it.

You can apply a poison to one slashing or piercing weapon or up to three pieces of ammunition as a bonus action.

You have advantage on saving throws against poison.
 

Archmage

Prerequisite: Ability to cast 4th level Wizard spells.

You have mastered the finer points of magic and improved your abilities beyond the basic Wizard, you gain the following benefits:

Increase your Intelligence score by 1, to a maximum of 20.

You gain a +1 bonus to spell attack rolls and the saving throw DC of your wizard spells.

You learn one cantrip from the wizard spell list.

The gold and time you must spend to copy a spell into your spell book is reduced to 35gp and 1 hour per spell level.

 

High Priest

Prerequisite: Ability to cast 4th level Cleric spells.

Your years of devotion and faith have led to deeper understanding of your religion, beyond that of normal Cleric’s, you gain the following benefits:

Increase your Wisdom score by 1, to a maximum of 20.

You gain a +1 bonus to spell attack rolls and the saving throw DC of your cleric spells.

You gain one additional use of your Channel Divinity feature.

 

Master Sorcerer

Prerequisite: Ability to cast 4th level Sorcerer spells.

You have spent years learning how to control your innate magic, your skill and control far exceeding a normal Sorcerer, you gain the following benefits:

Increase your Charisma score by 1, to a maximum of 20.

You gain a +1 bonus to spell attack rolls and the saving throw DC of your cleric spells.

When you use your Sorcerous Restoration feature, you regain 2 additional sorcery points.

 

Elder Druid

Prerequisite: Ability to cast 4th level Druid spells.

Your life has been devoted to nature and the ways of your Druidic Circle, gaining you knowledge beyond your years, you gain the following benefits:

Increase your Wisdom score by 1, to a maximum of 20.

You gain a +1 bonus to spell attack rolls and the saving throw DC of your druid spells.

You can now stay in a beast shape for a number of hours equal to your druid level.

 

Maestro

Prerequisite: Ability to cast 4th level Bard spells.

You have traveled the lands, perfecting your craft, collecting stories, and secrets, gaining expertise well beyond the common Bard, you gain the following benefits:

Increase your Charisma score by 1, to a maximum of 20.

You gain a +1 bonus to spell attack rolls and the saving throw DC of your bard spells.

You learn one spell of your choice, from any class, it must be of a level you can cast. This spell counts as a bard spell for you.

 

Coven Crone

Prerequisite: Ability to cast 4th level Witch spells.

You have given yourself to the old ways and your Coven, your knowledge of traditions and rituals, far surpasses most Witches, you gain the following benefits:

Increase your Intelligence score by 1, to a maximum of 20.

You gain a +1 bonus to spell attack rolls and the saving throw DC of your witch spells.

Choose two spells of 3rd level or lower from the witch spell list, without the ritual tag, they are added to your Grimoire, allowing you to cast them as rituals.

 

Firbolg Beast Magic

Prerequisite: Firbolg

Your connection to animals deepens. You learn the Speak with Animals spell and can cast it at will, without expending a spell slot. 

You also learn the Animal Friendship and Beast Sense spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

 

Acrobat

Prerequisite: Dexterity score of 15 or higher

You're extraordinary agile and dexterous and can bend, contort and control your body in ways that almost seem inhuman, you gain the following benefits:

Increase your Dexterity score by 1, to a maximum of 20.

You gain proficiency in the Acrobatics skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this skill.

When you fail an Acrobatics check you may reroll, using the higher of the two results. Once you use this feature, you must finish a short or long rest before you can use it again.

 

Mad as a Hare

You have long since been driven insane by fairy tales you’ve suffered granting you the following benefits:


Increase your Charisma score by 1, to a maximum of 20.

As a bonus action, you can make a Performance (Charisma) check to try and distract someone, giving advantage to the next attack roll made against the target or disadvantage on the next attack roll, ability check or saving throw the target makes, before the end of your next turn. Your insanity makes your attempts unpredictable granting you advantage on the roll.

When a creature you can see within 120 feet attempts to make a Concentration check, you can use your reaction to interfere with their check through some insane method. They subtract your Charisma modifier from their Concentration check.
 

Opportunistic Thief

Prerequisite: Proficiency with Sleight  of Hand.

You have learned the tricks of the trade of thievery, allowing you to exploit opportunities for pick-pocketing both in and out of combat, gaining the following benefits:


Increase your Dexterity score by 1, to a maximum of 20.

When a creature fails a melee attack roll against you in combat, you can make a Dexterity (Sleight of Hand) check against a DC equal to 10 + the target’s Dexterity modifier. On a success, you may steal any one item that you see and is not being held by the target, or pick their pocket, gaining whatever the DM decides.

Whenever you successfully use your Sleight of Hand skill to steal an object, you may immediately conceal it flawlessly on your person, or put another object you possess in its place.

 

Pyromaniac

Prerequisite: The ability to cast at least one spell that does fire damage.

Spells you cast that do fire damage gain one extra die of damage.

If you cast a spell that does fire damage and requires concentration, it doesn’t require concentration and instead lasts for its maximum duration.

 

Beacon of Heaven

Prerequisite: The ability to cast at least one spell that does radiant damage, 8th level Cleric or Paladin.

Spells you cast that do radiant damage, instead do the maximum damage possible.

If you cast a spell that does radiant damage and requires concentration, it doesn't require concentration and instead lasts for its maximum duration.

 

Skilled Fighter

Prerequisite: 5th level, Barbarian, Fighter, Paladin, or Ranger
  
Your martial training has helped you develop a particular style of fighting. As a result, you learn two Fighting Style option of your choice. If you already have a style, your choices must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of this feat's fighting styles with another one that you don't have.

 

Night Watch

The number of hours you need of sleep is reduced by your Constitution modifier, for example, if you’re a human, with a 14 (+2) Constitution, you would only need 6 hours for a long rest. Although you still must spend that time doing only light activity such as keeping watch, or reading/studying to gain the benefits of a long rest.

Additionally, you have advantage on Insight checks to determine whether a creature is hostile, and a +5 bonus to your passive Perception to notice hidden threats, and don't have disadvantage on Perception checks made in low light.

 

Mountaineer

You gain a climbing speed equal to your walking speed, and have advantage on Athletics check made while climbing. You can also add double your Proficiency bonus to any checks made involving a Climber’s Kit.

Additionally, moving through non-magical difficult terrain doesn’t cost you extra movement.


Hound Master

You've trained in the use of Hounds for both Hunting and War.

You gain a loyal hound, it uses the stats for a Mastiff. 

It becomes proficient in all saving throws.

Your hound adds your proficiency bonus to its AC, proficient skills, saving throws, attacks and damage rolls. 

Your hound has hit points equal to 10 + your Wisdom modifier + 1d8 for each level you have. Additionally, every time you gain a level, your hounds hit points increase by, 1d8 + its Constitution modifier + your Wisdom modifier. 

Whenever you gain an ASI, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20.

Your hound takes it turn at the same time as you. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

It will continue to take an action you have commanded it to take, until its incapable of preforming the action, it's in danger of losing its life, or it's commanded to stop. 

 

Campaigner

You are accustomed to the hardship of the road. 

You are unaffected by the effects of extreme cold and heat, and any effect that would hamper your ability to rest, such as strong winds, heavy precipitation, or sleeping in armor. 

You only need half the normal amount of food and water per day. 

Additionally, you have advantage on saves against exhaustion for extended travel.

 

Herbalist

Prerequisite: Medicine or Nature proficiency

Through years of research your Herbalism knowledge has expanded.

You gain proficiency with the Herbalist Kit, if you already had proficiency, you can add double your proficiency bonus to checks you make with it.

Your Herbalist’s Journal has 4 rare herbs of your choice.

 

Quick Draw

Prerequisite: Dexterity 13   
 
You can draw a weapon as part of an attack, and you can stow weapons as a bonus action.   
 
When you first enter combat, immediately after Initiative is rolled, but before anyone takes their turn, you can make one weapon attack.

 

Flail Mastery

The flail is a tricky weapon to use, but you have spent countless hours mastering it, gaining the following benefits:  
 
You gain a +1 bonus to attack rolls you make with a flail.   
 
As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.   
 
When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 +your proficiency bonus+ your Strength modifier) or be knocked prone.
 
  

Tough Guy

Your bite reinforces your bark, you gain the following benefits:   
 
Increase your Charisma or Strength score by 1, to a maximum of 20.   
 
You gain a bonus to all Charisma skill checks, equal to your Strength modifier.   
 
If you've made a melee attack against a creature within the past minute, as an action, you can make a Charisma (Intimidation) check DC 15, you gain your Strength bonus to Charisma (Intimidation) checks against that creature. On a success, that creature has disadvantage on attack rolls made against you for 1 minute. If you damage the creature, it gets to make a Wisdom save at the start of it's next, on a success the creature no longer has disadvantage against you.
 

Battlewise

Prerequisite: Requires a Wisdom score of 13 or higher
 
Your experience on the battlefield has harden you and gifted you with tactical instinct, gaining the following benefits:  
 
Increase your Wisdom score by 1, to a maximum of 20.   
 
You gain a bonus to initiative equal to your Wisdom modifier.   
 
You can use the Help action as a bonus action.
 
 

Enchanting Beauty

Prerequisite: Charisma 16 or higher.
 
Your almost unnatural beauty and charm have made it hard for people to ignore you, gaining the following benefits:
 
Increase your Charisma score by 1, to a maximum of 20.   
 
You have an Advantage to Charisma (Deception) and Charisma (Persuasion) checks.   
 
Your voice is melodic and nice to listen too, you can cast the Charm Person spell once without expending a spell slot. Once you use this ability, you must finish a short or long rest before you can use it again.
 
 

Battle Mage

Prerequisites: The ability to cast at least one spell
 
Your magical essence has been strengthened through the continued exposure to real combat. Whether it's through sheer combat experience or adrenaline, you have learned to weave more destructive magic, gaining the following benefits:
   
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.   
 
When you make a ranged spell attack, you do not suffer disadvantage on the attack roll if you are within 5 feet of a hostile creature.   
 
When you cast a spell that requires a single spell attack roll, you can choose to take a -5 penalty to that attack roll. If you hit, you add +10 to the damage dealt by the spell, if the spell would otherwise deal damage.
 
 

Enigmatic

You are shrouded in mystery, making it hard for others to read your intentions, gaining the following benefits:
 
Increase your Charisma score by 1, to a maximum of 20.   
 
Creatures have disadvantage on Wisdom (Insight) checks made against you.   
 
When another creature fails a Wisdom (Insight) check against you, instead of not being able to read you, you can choose what emotions or feelings the creature thinks you a presenting.

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