Homebrew Feats
T
his section contains a compiled list of homebrew feats. Keep in mind that the following content is entirely experimental and subject the change at the DMs slightest desire.
Axe master You’re a master of the axe and your heavy blows cleave through your foes. The following benefits apply only to the hand axe, battle axe, and great axe When you reduce a creature to 0 hit points or score a critical hit with an axe, you can use your bonus action to make a single attack with an axe. When the weapon damage die results of an attack made with an axe deals maximum damage, roll it's weapon damage die again and add the total to the first roll. Keep doing this until a number is rolled that is not the maximum value. (Exploding Dice)
Blunt Weapon Master You’re a master of blunt weaponry and know exactly where to land heavy blows. The following benefits apply to only the club, great club, mace, flail, maul, and Warhammer When you damage a creature with any of the listed weapons, their speed is reduce by 5 feet until they regain hit points. The effects of this feature is not cumulative with itself. When you deal damage to a creature with non-magical or natural armor, you reduce it's AC by 1 until the target uses an action to repair the damage. The effects of this feature is not cumulative with itself.
Brawler You have fists of iron and your enemies won’t be forgetting any time soon Your unarmed strikes deal 1d6 + your Strength modifier damage, rather than 1 + your Strength modifier After initiative is rolled, you gain advantage when attacking with your unarmed strikes. You lose this benefit after you hit a creature with your unarmed strike or 1 minute has passed.
Brutal Killer You’re piss ugly and that’s scary. You gain proficiency in Charmisma (Intimidation) A negative Charisma modifier functions as a positive Charisma Modifier on Charisma (Intimidation) Checks. For example, a -1 becomes a +1, and a -2 becomes a +2. When an attack you make reduces a creature to hit points less than or equal to twice your proficiency bonus, it is instead reduced to 0 hit points
Caller Prerequisite: The ability to cast 3rd-level spells You’re well-studied in the varieties of conjuration magic. You add the spell Conjure Animals to the list of spells you know or can prepare. You can expend your bonus action to teleport an unattended object you can see within 30 feet, weighing 5 pounds or less, to your hand. Creatures summoned by you gain a +1 bonus to attack rolls.
Charismatic Rooms never go unalerted to your presence. Spells and other effects infrequently override your force of will Your charisma score increases by 1, to a maximum of 20. When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to your Charisma Modifier. You regain all expended uses of this feature when you complete a long rest.
Deadly Illusionist Prerequisite: The ability to cast at least one spell Your illusions invade the deepest crevice of your enemies’ minds and leave them scarred. You add one Illusion spell of a level you can cast, from your class spell list to the list of spells you can prepare of cast. Creatures who fail their initial saving throw or ability check against an illusions spell of 1st level or higher you can take psychic damage equal to the spell’s level + your spell casting ability modifier, if the spell does not already deal damage.
Dervish Standing still is boring! You’r always on the move. Your speed increases by 5 feet When you hit a creature with a melee attack, you can move 5 feet at no movement costs as part of the attack. When you hit a creature with a melee attack that you have not already attacked on your current turn, you deal 2 additional points of damage.
Dexterous Grappler You don’t waste any time when apprehending criminals, monster or a combination of the two. When you attempt to grapple a creature on your turn, you can use a bonus action to attempt to grapple the target. Your speed increases by 10 feet while you are grappling another creature You can use Dexterity (Acrobatics) to grapple, not just to resist or escape a grapple.
Diehard
Expert Grappler
It’s never quite your time. You refuse to die
Prerequisite: Proficiency in Strength (Athletics)
You gain a +1 bonus to death saving throws. When you are reduced to 0 hit points, you can immediately move half your speed. Movement due to this feature does not provoke attacks of opportunity.
Duelist One on one is the name of the game and when you excel. You gain a +2 to melee damage rolls when only one creature (excluding yourself) is within 5 feet of you. Your dueling prowess is apparent or known and many are willing to settle their disputes with you by duel. Once between rests, when a creature misses you with a melee attack they provoke an attack of opportunity from you.
Einhander The hot blood of a duelist flows through your veins. Even your misses are placed with intention and you slowly but surely lure your opponent into the perfect position for the perfect strike. You become more mobile and can present a narrower profile with one hand empty. When wielding a longsword or rapier in one hand, and nothing in the other, you gain a +2 bonus to armor class. You deal 1 additional point of damage when you hit for every attack you miss before hitting a single creature, while wielding a longsword or rapier in one hand and nothing in the other. If you attack a different target, damage your target or spend your turn not attacking the target, you lose any accumulated bonus damage. The extra damage cannot exceed your proficiency bonus.
Enchanting Illusionist Prerequisite: The ability to cast at least one spell You’ve unlocked the true potential of mixing illusions and Enchantment magic. When you make a Charisma (Persuasion) or Charisma (Intimidation) ability check, you can replace your Charisma Modifier with your spellcasting ability modifier. A creature charmed or frightened by a spell you cast gains disadvantage on the next saving throw or ability check made to resist an Illusion spell of equal or higher level you cast.
Escape Artist If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice you proficiency bonus. When you escape a creature’s grapple on your turn you can immediately use your bonus action to attack the creature you escaped.
When you add your proficiency bonus to an ability check made to grapple, you can instead add twice your proficiency bonus. You benefit from half cover while you grapple a creature. You can expend your bonus action to deal your Strength modifier in damage to any creature you currently grapple.
Field Medic You’re an expert of saving people in the direst of circumstances. Allies within 50 feet of you must fail an additional death saving throw to die. You can use your bonus action to move half your speed towards an unstable creature. This movement does not provoke attack of opportunity. You automatically succeed on the Wisdom check to stabilize a dying creature, even if you do not have a healer’s kit.
Hemophobic Prerequisite: Not immune to fear effects You have a large number of phobias and fears but your greatest is seeing your own blood. When you take damage, you can use your reaction to move 5 feet away from the source. This movement does not provoke attacks of opportunity Your speed is increased by 10 feet while you are at or below half hit points.
Light Armor Master Prerequisite: Proficiency with light armor You know how best to use the thin armor that protects you While wearing light armor, you gain a +1 bonus to armor class whenever you are at least 20 feet from where you started your turn. This bonus last until the start of your next turn. One attacker of your choice per turn has disadvantage on it's Attack of Opportunity against you . You have advantage on Acrobatic checks made to break or contest a Grapple You can conceal light armor under your cloths or robe, making yourself appeared unarmored.
Light Weapon Master Light weapons are weightless in your hands, allowing them to be exactly where you need them. When you make a weapon attack, you can immediately draw a light weapon and make the attack with it, without expending your interaction to draw the weapon. When the result of a light weapon damage die is 1, you can roll it's weapon damage die again and add the total to the first roll. Keep doing this until a number is rolled that is not the maximum value. (Exploding Dice)
Master Swordsman
Necromantic
Your expertise with the blade is unmatched; few rival your skill.
Prerequisite: The ability to cast at least one spell You’ve recently got in touch with your dead side. Aside from slowly rotting, things are pretty great.
While wielding a sword, when you take the dodge action, you can use your bonus action to make a single melee attack at disadvantage. While wielding a sword and attacking at disadvantage, you can choose to ignore the disadvantage and instead attack with advantage. Once you use this feature, you must complete a long rest before you can use it again. When attacking with a sword, you can choose to deal bludgeoning, piercing, or slashing damage, rather than the normal damage type. You must choose the damage type of the attack before making the attack roll.
You add 1 Necromancy Spell from your class spell list, of a spell level you can cast, to the list of spells you know or can prepare. When below one quarter of your maximum hit points, you can reduce incoming damage by half the spell level of highest level Necromancy spell you know or have prepared. As an action, you can detach or reattach one of your hands. While detached, your hand functions as a Crawling Claw (Monster Manual, pg. 44) that obeys your commands.
Metamagician
One Step Ahead
Prerequisite: The ability to cast at least one spell You gain a deeper understanding of the functioning of metamagic.
Your quick thinking often lets you react first; not only can you predict your enemies’ movments but you can act on your predictions to always get the upper hand.
You gain 1 sorcery point. You can only use this sorcery point on metamagic unless you have another feature that allows you to use sorcery points. You gain one sorcerer metamagic option.
Mind Breaker Prerequisite: The ability to cast at least one spell Your enchantments scar their victim’s minds. The wound left behind is easily recognizable by those who know where to look. You are aware of all creatures within 10 feet that have been affected by a 1st level or higher Enchantment spell you cast. When the Effects of a 1st level or higher Enchantment spell, with duration 1 minute or greater, end on a creature, it takes psychic damage equal to the spell’s level + your spellcasting ability modifier. You can choose not to inflict the damage. When all creatures affected by an Enchantment spell you cast, succeed on a saving throw to resist the spell and the spell has no effect, you do not expend the spell slot used to cast the spell. Once you use this feature, you must complete a long rest before you can use it again.
Mystic Reservoir Prerequisite: The ability to cast at least one spell You have tucked away a bit of extra magic in the back of your mind, ready to be used in dire straits. You gain an additional spell slot of second highest level you can cast, to a maximum of 4th level. This bonus spell slot changes as the highest level spell you can cast changes. The spell slot given by this feature can only be used to cast a single spell, designated when you regain spell slots after a long rest.
You can choose to switch your initiative total with the creature directly before you in the initiative order. Once you use this feature, you must complete a long rest to use this feature again. You gain a +5 bonus to initiative rolls. If another creature has the same initiative total as you, you can choose to go before them.
Hooked Weapon Master While unconventional weapons, you have found picks and sickles suit your fighting style well. You do not need a free hand to grapple while you are wielding a war pick or sickle. When you hit a creature with a war pick or sickle on your turn, you can use your bonus action to attempt to grapple the targeted creature. If you successfully grapple the creature while wielding a sickle or a war pick, the creature takes damage equal to your Strength Modifier. The damage is slashing if you use a sickle and bludgeoning if you are using a war pick.
Enhanced Transmutation Prerequisite: The ability to cast a 3rd level spell When you choose this feat, add Enhance Ability to your spell list. If it is already there, choose another transmutation spell of equal or lower spell level from your class spell list. You always have Enhance Ability prepared You can now cast Enhance Abilties once as a bonus action without expending a spell slot or using concentration. While the target is under the effects of the spell, you cannot choose it to be the target of another transmutation spell. As a reaction to an ally within 5ft making a skill check, you can cast Enhance Abilities on them by expending a 2nd level spell slot, using the ability score related to the skill check being performed. This casting uses concentration. You can only use either of the features once, and regain the ability on a short or long rest
Quick Witted
Scribe
Great ideas come to you naturally, often when they would save your life.
You may not possess any spellcasting ability but you know much of arcane scripture.
Your Intelligence score increases by 1, to a maximum of 20. When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses of this feature when you complete a long rest.
Reckless You fight with reckless abandon, but not to your disadvantage. Countless wounds have desensitized you to pain. Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit points maximum increases by an additional 1 hit point When another creature within 5 feet misses you with a melee attack, you can use your reaction to subtract your proficiency bonus from your AC, potentially causing the attack to hit you. If the attack hits and deals damage, you can make a melee weapon attack with advantage against the creature who attacked you, after their attack is resolved.
Savant You’ve discovered a natural gift in a single skill You gain proficiency skill of your choice. You gain a +1 bonus to any ability check to which you apply your chosen skill’s proficiency. The ability score most relevant to the skill increases by 1, to a maximum of 20.
School Specialist Prerequisite: The ability to cast at least one spell You’ve spend most of your time researching a specific school of magic. When you cast a spell of a chosen school of magic at a higher level you get a benefit based on the type of spell: If the spell includes a spell attack, you gain a +1 bonus to the attack roll If the spell includes a saving throw, you increase the spell save DC by 1 If the spell has neither, its range is increased by 10ft. If the spell has a range of self, it has a range of touch. If it normally recieves no benefit when casting at a higher level, you can cast it at a higher level anyways and choose one of the benefits listed above. Its range also increases by 10ft. You can only benefit from one of these bonuses for each spell. If it can be affected by more than 1, you can choose which bonus it recieves as you cast it.
You learn two spells of 1st level or below. This does not grant you the ability to cast spells. You can inscribe a scroll of a spell you know by spending hours equal to the spell level of the scroll being inscribed. If the combined level of your scrolls exceeds one quarter of your level (Rounded up), or the number of scrolls you have exceeds your Intelligence modifier, the oldest scroll you have turns to dust until the limit is reached.
Shadow Caster Prerequisite: The ability to cast at least one spell You draw your magic from the shadow weave and may have pledged yourself to one of its dark patrons. Your physical appearance shifts to mimic the plane of shadow. When you cast a spell while in dim light or darker, you can gain a +2 bonus to a single attack roll made as part of the spell. Once you use this feature, you must complete a long rest before you can use it again. The bodies of creature slain by your spells are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment. You can cause a spell you cast to require a Wisdom saving throw, rather than its normal type. Once you use this feature, you must complete a long rest before you can use it again. You can see normally in magical darkness out to 5 feet.
Shadow Rogue You signed a pact with a Shadow Lord and at the charge of ferrying him your victims you gain the powers of darkness. You can see normally in magical darkness out to 5 feet The bodies of creature slain by your spells are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment. You can attempt to hide even in dim light. You can use your action to extinguish a lantern or any similarly or less bright light source that you can see within 50 feet.
Shadow Warrior The bodies of creatures slain by you are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment You gain 5 temporary hit points when you start your turn in dim light or darker. These temporary hit points fade as soon as you enter bright light. You gain Darkvision out to 60 feet.
Shield Bearer Sometimes others can benefit from your skill with a shield or more than you could. Your Strength or Constitution score increases by 1, to a maximum of 20. You can choose to impose disadvantage on any attack of opportunity made against a creature within 5 feet of you.
Skirmisher Your uncanny dexterity pervades throughout your combat style Your speed increases by 5 feet When a creature misses you with a melee attack, they expend 5 feet of movement. A creature does not expend movement if it has none to expend. If you are 20 feet from where you started your turn, any melee weapons held by you gain the finesse property until the start of your next turn. You cannot benefit from this feature and the Great Weapon Fighting Fighting Style simultaneously.
Sniper Given the time to line up your shot, you inflict grievous wounds Attacking at long range with a ranged weapon does not impose disadvantage on the attack roll. At the start of your turn, you can reduce your speed to zero and deal an additional 2 damage with your next ranged weapon attack made before the start of your next turn.
Spearman You can make quick and accurate jabs with spears that often catch your foes off guard. When you make an attack of opportunity with a spear, pike, or trident, you gain advantage on the attack roll. When you attack a creature who expended movement on its last or current turn, you deal an additional 2 damage. You must attack with a spear, pike, or trident to benefit from this feature.
Spell Breaker Your tolerance to magic is notable and spells can’t keep a grip on you for long You can add half your proficiency bonus to a saving throw made against a spell if you do not already add your proficiency bonus.
Stalwart When you hold position, your defenses become near impenetrable. At the start of your turn, you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn. When an effect causes you to move without expending your movement, you can choose to move half of the distance instead. Rounded down to the nearest 5-foot interval.
Standard Bearer Prerequisite: Past or current Affiliation with a notable militant faction. You hold the honor of carrying the flag of your unit, regiment, or army. The flag inspires those who fight around it with the tales of its loyal warriors. The standard has an AC of 10, 10 hit points and can be carried upright in one hand. A creature can topple the standard or upright it as an action While you or any of your allies are within 20 feet of the upright standard, they can reduce incoming damage by 1. If you are within 5 feet of the upright standard, you can reduce incoming damage by 2, rather than 1. You can plant your standard in the ground as a bonus action and it remains upright until removed as an action or destroyed. Creatures cannot damage or topple your standard while you are within 5 feet of it and not incapacitated.
Studied Warrior Your devotion to fighting transcends simple practice. You have studied the masters and learned their techniques. You learn one fighting style that you do not already know.
Telekinetic The natural world bends slightly to your will. You can apply minor forces with your mind. Your natural reach is considered 15 feet for the purpose of using your interactions. Should an interaction require an action to perform, you do not benefit from this feature. You can cast Shield as a 1st level spell. You can cast shield twice as part of this feature before you must complete a long rest to regain all uses. When you expend the second use of this feature, you take 10 necrotic damage (this damage cannot be reduced), immediately before you cast the spell.
Thesis Spell
Powerful Attacker
Prerequisite: The ability to cast at least one spell You’ve spend a good portion of your time researching and perfecting a single spell. Designate a single spell of 3rd level or lower that you can cast as your thesis spell.
Prerequisite: 13 Strength or Dexterity
You can reroll an attack roll or cause a creature to reroll a saving throw against your thesis spell after you have seen the result. Once you use this feature, you must complete a long rest to use it again. You can cast your thesis spell at its lowest level once after completing a long rest without expending a spell slot if you have casted your thesis spell twice after the same rest. You can always recognize a casting of your thesis spell should you have the sensory ability to do so.
Thrown Weapon Master You have an uncanny knock for throwing things to deadly effect Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attacks made with thrown weapons. When you miss a creature within 20 feet with a thrown weapon, you can cause the weapon to immediately bounce back into or return to your hand. When you take the attack action and attack with a thrown weapon, you can draw the weapon as part of the attack made with it, without expending your interactions. The Short/Long range of your thrown weapons increase by 10 feet.
Whip Master A whip in your hands become a deadly weapon. You gain proficiency in whips when you choose this feat. When you hit a large or smaller creature with a whip, the creature’s speed is reduce by 10 feet until the start of your next turn. Whips you wield gain the light property & the damage die of whips you wield increases from 1d4 to 1d6 while using two of them. When using a single whip and your off-hand is empty, the damage die of whips you weild increases from 1d4 to 2d4
Slick Tongue Prerequisite: Proficiency in either Persuasion or Deception Choose either Persuasion or Deception, You must be proficient in the skill you choose. You now can add your proficiency bonus twice to any checks made using this skill You learn two additional languages of your choice.
Performance Master Prerequisite: Proficiency in Performance Increase your Charisma score by 1, to a maximum of 20. Your proficiency bonus is doubled for any ability check you make that uses Performance. Any money earned from your performance is doubled.
Increase your Strength or Dexterity score by 1, to a maximum of 20. When you deal damage using a Weapon that adds your Strength or Dexterity Ability Score modifier to the damage dealt, add 2 more damage of the same type.
Powerful Caster Prerequisite: 13 Intelligence, Wisdom, or Charisma Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20 When you deal damage with a spell or cantrip of the chosen Ability score, add 2 more damage of the same type.
Powerful Healer Prerequisite: 13 Wisdom or Charisma Increase your Wisdom or Charisma by 1, to a maximum of 20. When you heal an ally with a spell that uses the chosen Ability score as its spellcasting ability, they heal 2 additional points of Health.
Helper You can use your Reaction to use the Help action on an ally within 10 feet as they perform any Action, granting them advantage. This cannot be used on an ally's Reaction.
Expert Scout Increase your Wisdom score by 1, to a maximum of 20. You gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to spot and locate strategic vantage points or other areas of interest such as enemy camps, cave entrances, or ideal hunting grounds. You can move at full travel speed when traveling stealthily. Others traveling with you also gain this effect.
Idiot Savant Prerequisite, Intelligence or Wisdom of 8 or lower. Choose Intelligence or Wisdom, then choose 2 skills based off of that Ability score. If that Ability score is ever raised above 8, you lose the benefit of this feat. You have Advantage on any Ability Checks made using those skills. You gain proficiency with and can add your proficiency bonus twice to any checks made using these skills. If you roll a Natural 1 on the dice when making an ability check using those skills, you can reroll the die, and must use the new roll.
Two Weapon Expert You gain the Two-Weapon fighting style. When you use the Attack action on your turn, and all of the attacks hit or miss, when you use your Bonus Action to make an offhand attack using Two Weapon fighting, you can have advantage on the attack roll.
Duelist
Controller
When wielding a single one-handed Melee Weapon and no shield, you gain the following benefits.
You excel at spells that control the battlefield. You gain the following benefits:
You gain +1 to your Armor Class As a Bonus Action, you can strike with your hilt, acting as an improvised weapon dealing 1d4 bludgeoning damage. You can add your proficiency bonus to the attack roll, but cannot add your Strength or Dexerity modifiers to the damage. When an opponent misses an attack against you, you can make a single Melee Weapon attack against them as a reaction.
Commander As an Action, you can direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack. When you direct one of your companions to strike, you can use your reaction to grant them advantage on the attack, but once you use your reaction to do so, you must finish a short or long rest before you can use it again.
Blind Fighting You are exceptionally good at fighting opponents you cannot see. You gain the following benefits: When you attack a target that you can’t see you do not have disadvantage on the attack roll. When fighting a creature you are aware of and have seen at least once in the last minute, you know its general direction, a rough idea of its distance from you, and it cannot get advantage against you due to visibility. If you do not have Darkvision, you gain normal Darkvision. If you already have Darkvision, you gain Improved Darkvision
Inheritance You can choose a single uncommon magical item from a list provided by your DM. This item is delivered to you as an inheritance from a character from your background. You cannot take this feat more than once. You do not have access to every item available in the DMG, only a predefined list supplied by your DM. This feat is unavailable to Variant Humans at level 1.
Savage Healer When you roll Healing for a level 1 spell or higher that targets only a single creature, you can reroll the Healing dice and use either total.
When using a spell that does not deal damage, you can use your Bonus Action to choose one creature within the area of effect who automatically succeeds the saving throw. When using a spell that does not deal damage, you can choose one creature who passes the saving throw and cause them to be forced to attempt the save again. You cannot do this again until you have completed a short or long rest.
Slippery Archer As an Action, you can use a ranged weapon to make a single Ranged Weapon Attack against a target within 5 ft without Disadvantage. If the attack hits, the target may not take Reactions until the start of its next turn. If it misses, you may use disengage as a Bonus Action.
Battle Hardened Prerequisite: Character level 5 or higher Your reflexes have been honed by years of conflict, and you don’t scare or go down easily. You gain the following benefits: You gain a +2 bonus to initiative You gain Advantage on Saving Throws to avoid being frightened. When your required to make a death saving throw, you only die if you fail your forth save, rather than your third.
Glib Tongue Yours is the face that suckers like to trust, and you have a pretty way with words; you’ve probably sold someone a bridge, and you might do it again. You gain the following benefits: Increase your Charisma score by 1, to a maximum of 20 You reduce the cost of equipment purchased after character generation by 20%. This only applies to smaller purchases, worth a standard market value of 100gp or less. On your turn, you can use your Action to thoroughly distract a creature you can see within 60 feet that can hear you. Provided that you or your companions aren’t fighting the creature, make a Charisma (Deception) check, contested by the Wisdom (Insight) of the creature. If you succeed, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature or unusual occurrence, other than you, for up to 1 minute. This effect ends if you are incapacitated or can no longer speak.
Rebalanced Feats Alert
Defensive Duelist
Always on the lookout for danger, you gain the following benefits:
Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
You gain a +5 bonus to initiative. You can't be surprised while you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Athlete You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Actor Skilled at mimicry and dramatics, you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Charger If you move at least 15 feet in a straight line immediately before making an attack, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove prone and you succeed).
Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefits: You ignore the loading quality of crossbows with which you are proficient. This requires a two handed crossbow or a free hand. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
Dual Weilder You master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Dungeon Delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps. You can search for traps while traveling at a normal pace, instead of only at a slow pace.
Durable Hardy and resilient, you gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. When you roll a Hit Die to regain hit points, regain double the amount rolled.
Elemental Adept Prerequisite: The ability to cast at least one spell When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Grappler Prerequisite: Strength 13 or higher You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: You have advantage on attack rolls against a creature you are grappling. You can grapple creatures 1 size larger than normal. You can use your bonus action to pin a creature grappled by you. You and the creature are both restrained until the grapple ends. You do not have disadvantage on attack rolls from being restrained against the creature you are grappling.
Great Weapon Master You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Once per turn, before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Heavily Armored Prerequisite: Proficiency with medium armor You have trained to master the use of heavy armor, gaining the following benefits: Increase your Strength score by 1, to a maximum of 20. You gain proficiency with heavy armor.
Heavy Armor Master Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by an amount equal to your proficiency bonus.
Inspiring Leader Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Keen Mind You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. Increase your intelligence score by 1, to a maximum of20. You always know which way is north. You always know the number of hours left before the next sunrise or sunset You can accurately recall anything you have seen or heard within the past month.
Lightly Armored You have trained to master the use of light armor, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with light armor.
Linguist You have studied languages and codes, gaining the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You learn three languages of your choice. You can understand the general concept behind basic statements you can hear that are in a language you can't understand. Your DM can have you roll a d20 + your Intelligence modifier to determine if you understand more complex statments, with a DC equal to its level of complexity.
Lucky You have 2 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll a second d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. If you were already rolling a second d20, you cannot use this feature. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
Mage Slayer You have practiced techniques useful in melee combat against spell casters, 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. 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 have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic Initiate Choose a c1ass: bard, c1eric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that c1ass's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. The feat’s limit on casting the 1st level spell applies only to the casting given by the feat. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock: Wisdom for cleric or druid: or Intelligence for wizard.
Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter c1ass. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus +your Strength or Dexterity modifier (your choice). The superiority die is added to any others you have, no matter when you gain them: otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Medium Armor Master Prerequisite: Proficiency with medium armor You have practiced moving in medium armor to gain the following benefits: 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.
Mobile You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Moderately Armored
Moderately Armored Prerequisite: Proficiency with Light armor You have trained to master the use of medium armor and shields, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with medium armor and shields.
Mounted Combatant You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Observant Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. When making a Wisdom (Perception) check, you may add your proficiency bonus twice. You also gain +5 to your Passive Perception.
Polearm Master You can keep your enemies at bay with reach weapons. You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Resilient Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of20. You gain proficiency in saving throws using the chosen ability.
Ritual Caster Prerequisite: Intelligence or Wisdom 13 or higher You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The c1ass you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard's spell book, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Savage Attacker When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Sentinel You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes O for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature makes an attack against a creature other than you (and the target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter You have mastered ranged weapons and can take shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and threequarters cover. Once per turn, before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Shield Master You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. 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 that you can see. lf 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.
Skilled You gain proficiency in any combination of four skills, languages, weapons or tools of your choice
Skulker Prerequisite: Dexterity 13 or higher You are an expert at slinking through shadows. You gain the following benefits: You can try to hide when you are lightly obscured from the creature from which you are hiding. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Spell Sniper Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and threequarters cover. You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard.
Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
War Caster Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather' than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Weapon Master You have practiced extensively with a variety of weapons, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with martial weapons.
Created By c0re
Created By c0re You can add me on discord @ c0re#0999