Heavily inspired by @vonklaude (Complete Revision of PHB Feats) and @CapnZapp (Feats Redux II), and other contributors, I have been working on my own overhaul of the PHB feats. Several of these are identical to or near identical to those they have presented. What do you think of each of these as replacement feats, and also of the new feats and cantrip fixes presented?
My design philosophy is to make feats slightly better than a +2 ASI and also to make the infrequently taken feats (as guided by @vonklaude's post "PHB Feats taken - RESULTS") more attractive. This includes making them more accessible by opening up ability score requirements.
I have bolded titles and the pieces that are not in the PHB descriptions. Pieces brought into an existing feat from other feats are italicized.
Note: I will be updating this post as suggestions are made to reflect current ideas.
Feats untouched:
Alert
Inspiring Leader
Mobile
Polearm Master
Resilient
Sentinel
Tough
FEAT OVERHAUL
=============
Actor (includes Actor and Linguist)
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Deception or Performance skill.
- You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can also 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.
- You learn the Message and Friends cantrips.
- You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Armor Master (includes Heavy Armor Master and Medium Armor Master) - @vonklaude (Complete Revision of PHB Feats)
You have practiced moving in medium armor, and you can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Dexterity, Strength, or Constitution score by 1, to a maximum of 20.
- If you are proficient with medium armor, wearing it doesn’t impose disadvantage on your Dexterity (Stealth) checks, and you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
- If you are proficient with heavy armor, then while you are wearing it, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
Athlete
You have undergone extensive physical training to gain the following benefits:
- You gain proficiency in the Athletics or Acrobatics skill.
- Climbing and swimming don’t cost you extra movement.
- You can make a running jump after moving only 5 feet. Standing up from prone also only requires 5 feet of movement.
- When you would gain a level of exhaustion or suffer HP loss due to suffocation, you may choose not to. You regain this ability after a long rest.
- You decrease the Strength requirements of heavy armor by 2.
- You can fall an extra 10 feet without taking damage.
Brawler (includes Grappler and Tavern Brawler) - @vonklaude (Complete Revision of PHB Feats)
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you’ve developed the skills necessary to hold your own in close-quarters brawling. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strikes use a d4 for damage.
- When you hit a creature, you can use a bonus action to attempt to grapple that creature.
- You have advantage on attack rolls against a creature you are grappling.
- Once you have grappled a creature, you can use an action and make another grapple check to pin it. If you succeed, you are both restrained until the grapple ends.
Crossbow Expert
- You ignore the loading quality of crossbows and blowguns with which you are proficient.
- When two-weapon fighting you may use one handed ranged weapons, and you may use a single ranged weapon as if it were two.
- Your shield skillfully balanced around your arm, your shield hand is considered free for weapon attacks and spellcasting if you are not holding a weapon heavier than 5 lbs.
- Once per turn, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attacks.
- When you attack a creature within 5 feet of you, you may use a bonus action to give that creature disadvantage on opportunity attacks against you this turn.
Dextrous Melee Master (combines Defensive Duelist and Dual Wielder)
Prerequisite: Dexterity 13 or higher
You master fighting with two weapons, gaining the following benefits:
- When you are wielding a light or 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 can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
- You can draw or stow two one-handed weapons or objects when you would normally be able to draw or stow only one.
Dungeon Delver (includes Keen Mind and Observant)
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
- You have advantage on active 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.
- 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, smelled, or heard within the past month.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Durable
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
- As a reaction when taking damage, you can spend hit dice. Reduce the damage you take by half the number rolled, rounded up.
Elemental Adept
Prerequisite: The ability to cast at least one spell
- Increase your Charisma, Wisdom, or Intelligence score by 1, to a maximum of 20.
- When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. Spells you cast ignore resistance to damage of the chosen type and reduce immunity to resistance.
- You add +1 to attack rolls and +1 to saving throw DCs for spells that you cast that deal the chosen damage type.
- You can select this feat multiple times. Each time you do so, you must choose a different damage type.
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 weapon or reduce a creature to 0 hit points with one, you can make one 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 hit points (Removed 1d6 + 4) equal to the creature’s maximum number of Hit Dice. The creature may also immediately spend one Hit Die to restore hit points as during a short rest. The creature can’t regain hit points from this ability again until it finishes a short or long rest.
- When you restore a creature's hit points or remove a condition or disease, make a DC 15 Wisdom (Medicine) check. On a success, that creature gains additional hit points equal to your proficiency bonus.
- You may extend the range of your healing abilities: When you restore HP or remove a condition or disease from a creature, you may simultaneously move toward that creature a distance up to your speed on top of your normal movement. Opportunity attacks against you have disadvantage during this movement.
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional 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.
You can also spend one luck point when an attack roll, an ability check, or a saving throw is made against you. Roll a d20, and then choose whether to use your opponent'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
Prerequisite: Level 4 in one class
-- When a creature that you can target casts a spell, you can use your reaction to make an attack against that creature.
- Once per long rest, you may use your reaction to attack the magic of the spell itself. Make an ability check with your attack ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
- 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 - Normal
- Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.
- In addition, choose one 1st-level spell from that same list. You learn that spell and if it has the ritual tag, you can cast it as a ritual. Your spellcasting ability for these spells is Charisma, Intelligence, or Wisdom (your choice).
- You gain a 1st-level spell slot that can be regained after a long rest. This spell slot can be used for any 1st-level spell you can cast.
Magic Initiate - Scaling
- Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. As your character level increases, you learn the following spells from that list:
-- At 4th level, one 1st-level spell.
-- At 8th level, one 2nd-level spell.
-- At 14th level, one 3rd-level spell.
-- At 19th level, one 4th-level spell.
- When you gain a level, you may replace one of these spells with another of the same level from that list.
- If these spells have the ritual tag, you may cast them as rituals.
- You gain one spell slot which is restored after a long rest. Its level changes to match the highest level spell you know from this feat.
- These spells belong to the class that granted this feat. Your spellcasting ability for these spells is Charisma, Wisdom, or Intelligence (your choice).
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 class. 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).
- If you already have superiority dice, you gain one more; 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.
- In addition, you learn one Fighting Style from either the Fighter, Paladin, or Ranger class.
Mounted Combatant (includes Charger) - @vonklaude (Complete Revision of PHB Feats)
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.
- When your mount uses its action to Dash, you can use a bonus action to make one melee weapon attack or ranged attack in close combat or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee or ranged attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). You can make the roll to shove using either your own, or your mount’s statistics.
- If you can communicate intelligently with your mount, you can control your mount to do anything it could do of its own accord.
Ritual Caster - @vonklaude (Complete Revision of PHB Feats)
Prerequisite: Charisma, Intelligence, or Wisdom 13 or higher
- Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20. You may use this increase to help meet the prerequisite.
- 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. Your spellcasting ability for these spells is Charisma, Wisdom, or Intelligence (your choice).
- If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, 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
- Twice per short rest you can maximize some of your damage. For the rest of your turn, all of your base weapon damage dice rolls are replaced with the maximum possible roll.
Sharpshooter - Power Attack
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters 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.
Sharpshooter - Hunter
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- You learn the spell Hunter's Mark and can cast it once per long rest without expending a spell slot. If you already know Hunter's Mark, its damage increases to a d8, its range is doubled, and it no longer requires Concentration.
Sharpshooter - Sniper
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- Sniper Shot: 1 bonus action, Concentration, Duration: Until the end of your next turn.
-- You search your targets for weaknesses. Your speed is halved. When you attack a target with a ranged weapon on your next turn, make an Intelligence (Nature) or Wisdom (Survival) check, DC 14 + target CR - your character level. On a success, you find a vulnerability: if you hit with this attack, your target gains one level of exhaustion and is immune to further levels of exhaustion until the start of your following turn.
Shield Master
Prerequisite: Proficiency with shields
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. (Removed "that targets only you".)
- 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.
Skulker (includes UA Stealthy and Observant) (Removed prerequisite)
You are expert at slinking through shadows. You gain the following benefits:
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, you gain advantage on checks you make with it.
- Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
- 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.
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
- When you are hidden from a creature and miss it with an attack, making the attack doesn't reveal your position.
Spell Sniper - v1
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:
- Your spells ignore half cover and three-quarters cover.
- When you cast a spell, your spell’s range is doubled.
- You learn one cantrip that requires an attack roll or saving throw. You add your spellcasting ability modifier to one damage roll of this cantrip. Your spellcasting ability for this cantrip is Charisma, Wisdom, or Intelligence (your choice).
Spell Sniper - v2
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:
- Increase your Charisma, Intelligence, or Wisdom score by 1, to a maximum of 20.
- Your spells ignore half cover and three-quarters cover.
- Once per short rest, when you cast a spell, it may be cast with advantage or disadvantage on the ability checks, attacks, and saving throws.
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.
- Holding items does not impede your spellcasting.
- 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.
COMPLETELY NEW FEATS
====================
Cantrip Master
Prerequisite: The ability to cast at least one cantrip
- You learn one cantrip of your choice, or two if neither deals damage. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these cantrips.
- When you cast a cantrip with one damage roll, you may add your proficiency bonus to that damage roll.
- When you cast a non-scaling cantrip with a damage roll dX, the damage increases by 1dX at each of 5th, 11th, and 17th levels if its benefit is not used during the same action as Extra Attack.
- For any cantrip that does not deal damage, impose conditions, or give (dis)advantage or resistance:
-- You may ignore the Concentration requirements of one such active cantrip.
-- You may cast it as a bonus action or reaction.
-- Starting at 11th level, when you cast it, you may cast it twice, doubling limits on simultaneous effects.
Favored Item
You have become unusually attached to a particular item that belongs to you. You gain the following benefits:
- Your DM will determine the ability modifier, damage dice (minimum 1d4), and damage type for this item.
- You are proficient with this item.
- You add +1 to your ability checks, attacks, and damage rolls with this item.
- You add +1 to your AC, saving throws, and spellcasting ability modifier while using this item.
- Your attacks with this item overcome resistance and immunity to nonmagical attacks and damage.
- Compared to duplicate items, you always know which item is yours.
- If it is lost or stolen, you gain advantage on rolls to track it and against the thief, who also has disadvantage on saving throws you inflict, or you may choose another item to gain these benefits after mourning for 1d4 + 1 long rests.
Magic Manipulation
Prerequisite: Level 4 and the ability to cast at least one spell
You have mastered the art of modifying magic on the fly.
- The ranges of your spells are doubled, and your Touch spells gain a range of 10 feet.
- You may change the damage types of your spells to any type except force.
- Once per short rest you may change a spell you cast in one of the following ways. Starting at level 8, you can use this ability twice, and at level 16, three times, per short rest.
--- Increase your DC or attack bonus by 2.
--- Change the saving throw abilities. (This ability is limited to once per rest even at higher levels.)
--- Change its range of Self to Touch.
Magical Weapon
Prerequisite: The ability to cast at least one spell
When you create a magical effect that targets another creature, you may make an illusory magical weapon appear in your hand(s). Your appearance, including of items you are carrying, changes to fit this illusion. It is a complete sensory effect, but everyone knows it is illusory. This effect lasts until the end of your turn or until you dismiss it. You gain the following benefit:
- When you would cause one or more targets to make a saving throw, you may instead make a spell attack against each target. A hit is a saving throw failure, and a miss is a saving throw success. Critical hits and misses are automatic hits and misses but do not give extra damage, benefits, or penalties.
- If your target could have used Legendary Resistance against your saving throw, it may use it to force you to make the roll with disadvantage, even if your roll would have had advantage otherwise.
Trained (replaces Heavily Armored, Lightly Armored, Linguist, Moderately Armored, Skilled, and Weapon Master)
You may take this feat more than once.
You gain any combination of the following benefits, adding up to 10 points:
- 5 points: Increase one ability score by 1, to a maximum of 20.
- 4 points: Learn a cantrip(1), or gain proficiency in light armor, medium armor(2) and shields, or heavy armor(3).
- 3 points: Gain proficiency in shields or a class of weapons (simple, martial(4), melee, ranged, firearms).
- 2 points: Gain proficiency in a skill.
- 1 point: Gain proficiency in a tool(5) or language.
(1) If you learn a cantrip, you may choose Wisdom, Intelligence, or Charisma as the spellcasting ability modifier for that cantrip.
(2) You must be proficient in simple weapons before gaining proficiency in martial weapons.
(3) You must be proficient in light armor before gaining proficiency in medium armor.
(4) You must be proficient in medium armor before gaining proficiency in heavy armor.
(5) Your DM may require an extra point for certain particularly useful tools.
* Your DM may allow you to gain expertise or advantage on checks with a skill or tool with which you are already proficient.
Weapon Mastery
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Choose a weapon property or damage type.
- Your attacks with a weapon using this property or damage type overcome resistance and immunity to nonmagical attacks and damage.
- When you select this feat, choose two of the following benefits; however, you cannot combine i) or ii) with iii) or iv). When you attack with such a weapon with which you are proficient:
i) Add +1 to your attack rolls.
ii) Add +1 to your damage rolls.
iii) Subtract 1 from your attack rolls, but add +2 to your damage rolls.
iv) Add +2 to your attack rolls, but subtract 1 from your damage rolls.
v) Reroll 1s on your attack rolls. If you already reroll 1s, you may reroll 2s, etc.
vi) Add +1 to your AC until the start of your next turn.
vii) Add +1 to saving throws until the start of your next turn.
viii) Add +1 to ability checks until the end of your next turn.
ix) Add +1 to save DCs until the end of your next turn.
You may take this feat more than once.
Well-Rounded
Prerequisite: Level 4 in one class
- Choose one of your classes, then choose one of that class's subclasses. You gain the lowest-level features that you do not have of that subclass.
- Your level in that class must be high enough to be eligible for those features.
- If the subclass gives new features at more than four levels, your DM must decide which levels to merge such that taking this feat four times would give you all of the subclass's features. For example, a Life Cleric learning about the War Domain might gain both the 1st- and 2nd-level features at the same time.
- You may take this feat more than once.
CANTRIP FIXES
=============
True Strike: 1 bonus action, duration 2 rounds, "Once before this spell ends, you may ignore disadvantage on one of your ability checks, attack rolls, or saving throws."
Blade Ward: 1 bonus action, but cannot be cast on a turn when you attack or force a saving throw
My design philosophy is to make feats slightly better than a +2 ASI and also to make the infrequently taken feats (as guided by @vonklaude's post "PHB Feats taken - RESULTS") more attractive. This includes making them more accessible by opening up ability score requirements.
I have bolded titles and the pieces that are not in the PHB descriptions. Pieces brought into an existing feat from other feats are italicized.
Note: I will be updating this post as suggestions are made to reflect current ideas.
Feats untouched:
Alert
Inspiring Leader
Mobile
Polearm Master
Resilient
Sentinel
Tough
FEAT OVERHAUL
=============
Actor (includes Actor and Linguist)
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Deception or Performance skill.
- You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can also 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.
- You learn the Message and Friends cantrips.
- You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Armor Master (includes Heavy Armor Master and Medium Armor Master) - @vonklaude (Complete Revision of PHB Feats)
You have practiced moving in medium armor, and you can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Dexterity, Strength, or Constitution score by 1, to a maximum of 20.
- If you are proficient with medium armor, wearing it doesn’t impose disadvantage on your Dexterity (Stealth) checks, and you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
- If you are proficient with heavy armor, then while you are wearing it, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
Athlete
You have undergone extensive physical training to gain the following benefits:
- You gain proficiency in the Athletics or Acrobatics skill.
- Climbing and swimming don’t cost you extra movement.
- You can make a running jump after moving only 5 feet. Standing up from prone also only requires 5 feet of movement.
- When you would gain a level of exhaustion or suffer HP loss due to suffocation, you may choose not to. You regain this ability after a long rest.
- You decrease the Strength requirements of heavy armor by 2.
- You can fall an extra 10 feet without taking damage.
Brawler (includes Grappler and Tavern Brawler) - @vonklaude (Complete Revision of PHB Feats)
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you’ve developed the skills necessary to hold your own in close-quarters brawling. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strikes use a d4 for damage.
- When you hit a creature, you can use a bonus action to attempt to grapple that creature.
- You have advantage on attack rolls against a creature you are grappling.
- Once you have grappled a creature, you can use an action and make another grapple check to pin it. If you succeed, you are both restrained until the grapple ends.
Crossbow Expert
- You ignore the loading quality of crossbows and blowguns with which you are proficient.
- When two-weapon fighting you may use one handed ranged weapons, and you may use a single ranged weapon as if it were two.
- Your shield skillfully balanced around your arm, your shield hand is considered free for weapon attacks and spellcasting if you are not holding a weapon heavier than 5 lbs.
- Once per turn, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attacks.
- When you attack a creature within 5 feet of you, you may use a bonus action to give that creature disadvantage on opportunity attacks against you this turn.
Dextrous Melee Master (combines Defensive Duelist and Dual Wielder)
Prerequisite: Dexterity 13 or higher
You master fighting with two weapons, gaining the following benefits:
- When you are wielding a light or 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 can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
- You can draw or stow two one-handed weapons or objects when you would normally be able to draw or stow only one.
Dungeon Delver (includes Keen Mind and Observant)
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
- You have advantage on active 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.
- 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, smelled, or heard within the past month.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Durable
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
- As a reaction when taking damage, you can spend hit dice. Reduce the damage you take by half the number rolled, rounded up.
Elemental Adept
Prerequisite: The ability to cast at least one spell
- Increase your Charisma, Wisdom, or Intelligence score by 1, to a maximum of 20.
- When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. Spells you cast ignore resistance to damage of the chosen type and reduce immunity to resistance.
- You add +1 to attack rolls and +1 to saving throw DCs for spells that you cast that deal the chosen damage type.
- You can select this feat multiple times. Each time you do so, you must choose a different damage type.
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 weapon or reduce a creature to 0 hit points with one, you can make one 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 hit points (Removed 1d6 + 4) equal to the creature’s maximum number of Hit Dice. The creature may also immediately spend one Hit Die to restore hit points as during a short rest. The creature can’t regain hit points from this ability again until it finishes a short or long rest.
- When you restore a creature's hit points or remove a condition or disease, make a DC 15 Wisdom (Medicine) check. On a success, that creature gains additional hit points equal to your proficiency bonus.
- You may extend the range of your healing abilities: When you restore HP or remove a condition or disease from a creature, you may simultaneously move toward that creature a distance up to your speed on top of your normal movement. Opportunity attacks against you have disadvantage during this movement.
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional 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.
You can also spend one luck point when an attack roll, an ability check, or a saving throw is made against you. Roll a d20, and then choose whether to use your opponent'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
Prerequisite: Level 4 in one class
-- When a creature that you can target casts a spell, you can use your reaction to make an attack against that creature.
- Once per long rest, you may use your reaction to attack the magic of the spell itself. Make an ability check with your attack ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
- 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 - Normal
- Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.
- In addition, choose one 1st-level spell from that same list. You learn that spell and if it has the ritual tag, you can cast it as a ritual. Your spellcasting ability for these spells is Charisma, Intelligence, or Wisdom (your choice).
- You gain a 1st-level spell slot that can be regained after a long rest. This spell slot can be used for any 1st-level spell you can cast.
Magic Initiate - Scaling
- Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. As your character level increases, you learn the following spells from that list:
-- At 4th level, one 1st-level spell.
-- At 8th level, one 2nd-level spell.
-- At 14th level, one 3rd-level spell.
-- At 19th level, one 4th-level spell.
- When you gain a level, you may replace one of these spells with another of the same level from that list.
- If these spells have the ritual tag, you may cast them as rituals.
- You gain one spell slot which is restored after a long rest. Its level changes to match the highest level spell you know from this feat.
- These spells belong to the class that granted this feat. Your spellcasting ability for these spells is Charisma, Wisdom, or Intelligence (your choice).
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 class. 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).
- If you already have superiority dice, you gain one more; 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.
- In addition, you learn one Fighting Style from either the Fighter, Paladin, or Ranger class.
Mounted Combatant (includes Charger) - @vonklaude (Complete Revision of PHB Feats)
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.
- When your mount uses its action to Dash, you can use a bonus action to make one melee weapon attack or ranged attack in close combat or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee or ranged attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). You can make the roll to shove using either your own, or your mount’s statistics.
- If you can communicate intelligently with your mount, you can control your mount to do anything it could do of its own accord.
Ritual Caster - @vonklaude (Complete Revision of PHB Feats)
Prerequisite: Charisma, Intelligence, or Wisdom 13 or higher
- Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20. You may use this increase to help meet the prerequisite.
- 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. Your spellcasting ability for these spells is Charisma, Wisdom, or Intelligence (your choice).
- If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, 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
- Twice per short rest you can maximize some of your damage. For the rest of your turn, all of your base weapon damage dice rolls are replaced with the maximum possible roll.
Sharpshooter - Power Attack
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters 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.
Sharpshooter - Hunter
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- You learn the spell Hunter's Mark and can cast it once per long rest without expending a spell slot. If you already know Hunter's Mark, its damage increases to a d8, its range is doubled, and it no longer requires Concentration.
Sharpshooter - Sniper
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- Sniper Shot: 1 bonus action, Concentration, Duration: Until the end of your next turn.
-- You search your targets for weaknesses. Your speed is halved. When you attack a target with a ranged weapon on your next turn, make an Intelligence (Nature) or Wisdom (Survival) check, DC 14 + target CR - your character level. On a success, you find a vulnerability: if you hit with this attack, your target gains one level of exhaustion and is immune to further levels of exhaustion until the start of your following turn.
Shield Master
Prerequisite: Proficiency with shields
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. (Removed "that targets only you".)
- 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.
Skulker (includes UA Stealthy and Observant) (Removed prerequisite)
You are expert at slinking through shadows. You gain the following benefits:
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, you gain advantage on checks you make with it.
- Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
- 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.
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
- When you are hidden from a creature and miss it with an attack, making the attack doesn't reveal your position.
Spell Sniper - v1
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:
- Your spells ignore half cover and three-quarters cover.
- When you cast a spell, your spell’s range is doubled.
- You learn one cantrip that requires an attack roll or saving throw. You add your spellcasting ability modifier to one damage roll of this cantrip. Your spellcasting ability for this cantrip is Charisma, Wisdom, or Intelligence (your choice).
Spell Sniper - v2
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:
- Increase your Charisma, Intelligence, or Wisdom score by 1, to a maximum of 20.
- Your spells ignore half cover and three-quarters cover.
- Once per short rest, when you cast a spell, it may be cast with advantage or disadvantage on the ability checks, attacks, and saving throws.
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.
- Holding items does not impede your spellcasting.
- 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.
COMPLETELY NEW FEATS
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Cantrip Master
Prerequisite: The ability to cast at least one cantrip
- You learn one cantrip of your choice, or two if neither deals damage. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these cantrips.
- When you cast a cantrip with one damage roll, you may add your proficiency bonus to that damage roll.
- When you cast a non-scaling cantrip with a damage roll dX, the damage increases by 1dX at each of 5th, 11th, and 17th levels if its benefit is not used during the same action as Extra Attack.
- For any cantrip that does not deal damage, impose conditions, or give (dis)advantage or resistance:
-- You may ignore the Concentration requirements of one such active cantrip.
-- You may cast it as a bonus action or reaction.
-- Starting at 11th level, when you cast it, you may cast it twice, doubling limits on simultaneous effects.
Favored Item
You have become unusually attached to a particular item that belongs to you. You gain the following benefits:
- Your DM will determine the ability modifier, damage dice (minimum 1d4), and damage type for this item.
- You are proficient with this item.
- You add +1 to your ability checks, attacks, and damage rolls with this item.
- You add +1 to your AC, saving throws, and spellcasting ability modifier while using this item.
- Your attacks with this item overcome resistance and immunity to nonmagical attacks and damage.
- Compared to duplicate items, you always know which item is yours.
- If it is lost or stolen, you gain advantage on rolls to track it and against the thief, who also has disadvantage on saving throws you inflict, or you may choose another item to gain these benefits after mourning for 1d4 + 1 long rests.
Magic Manipulation
Prerequisite: Level 4 and the ability to cast at least one spell
You have mastered the art of modifying magic on the fly.
- The ranges of your spells are doubled, and your Touch spells gain a range of 10 feet.
- You may change the damage types of your spells to any type except force.
- Once per short rest you may change a spell you cast in one of the following ways. Starting at level 8, you can use this ability twice, and at level 16, three times, per short rest.
--- Increase your DC or attack bonus by 2.
--- Change the saving throw abilities. (This ability is limited to once per rest even at higher levels.)
--- Change its range of Self to Touch.
Magical Weapon
Prerequisite: The ability to cast at least one spell
When you create a magical effect that targets another creature, you may make an illusory magical weapon appear in your hand(s). Your appearance, including of items you are carrying, changes to fit this illusion. It is a complete sensory effect, but everyone knows it is illusory. This effect lasts until the end of your turn or until you dismiss it. You gain the following benefit:
- When you would cause one or more targets to make a saving throw, you may instead make a spell attack against each target. A hit is a saving throw failure, and a miss is a saving throw success. Critical hits and misses are automatic hits and misses but do not give extra damage, benefits, or penalties.
- If your target could have used Legendary Resistance against your saving throw, it may use it to force you to make the roll with disadvantage, even if your roll would have had advantage otherwise.
Trained (replaces Heavily Armored, Lightly Armored, Linguist, Moderately Armored, Skilled, and Weapon Master)
You may take this feat more than once.
You gain any combination of the following benefits, adding up to 10 points:
- 5 points: Increase one ability score by 1, to a maximum of 20.
- 4 points: Learn a cantrip(1), or gain proficiency in light armor, medium armor(2) and shields, or heavy armor(3).
- 3 points: Gain proficiency in shields or a class of weapons (simple, martial(4), melee, ranged, firearms).
- 2 points: Gain proficiency in a skill.
- 1 point: Gain proficiency in a tool(5) or language.
(1) If you learn a cantrip, you may choose Wisdom, Intelligence, or Charisma as the spellcasting ability modifier for that cantrip.
(2) You must be proficient in simple weapons before gaining proficiency in martial weapons.
(3) You must be proficient in light armor before gaining proficiency in medium armor.
(4) You must be proficient in medium armor before gaining proficiency in heavy armor.
(5) Your DM may require an extra point for certain particularly useful tools.
* Your DM may allow you to gain expertise or advantage on checks with a skill or tool with which you are already proficient.
Weapon Mastery
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Choose a weapon property or damage type.
- Your attacks with a weapon using this property or damage type overcome resistance and immunity to nonmagical attacks and damage.
- When you select this feat, choose two of the following benefits; however, you cannot combine i) or ii) with iii) or iv). When you attack with such a weapon with which you are proficient:
i) Add +1 to your attack rolls.
ii) Add +1 to your damage rolls.
iii) Subtract 1 from your attack rolls, but add +2 to your damage rolls.
iv) Add +2 to your attack rolls, but subtract 1 from your damage rolls.
v) Reroll 1s on your attack rolls. If you already reroll 1s, you may reroll 2s, etc.
vi) Add +1 to your AC until the start of your next turn.
vii) Add +1 to saving throws until the start of your next turn.
viii) Add +1 to ability checks until the end of your next turn.
ix) Add +1 to save DCs until the end of your next turn.
You may take this feat more than once.
Well-Rounded
Prerequisite: Level 4 in one class
- Choose one of your classes, then choose one of that class's subclasses. You gain the lowest-level features that you do not have of that subclass.
- Your level in that class must be high enough to be eligible for those features.
- If the subclass gives new features at more than four levels, your DM must decide which levels to merge such that taking this feat four times would give you all of the subclass's features. For example, a Life Cleric learning about the War Domain might gain both the 1st- and 2nd-level features at the same time.
- You may take this feat more than once.
CANTRIP FIXES
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True Strike: 1 bonus action, duration 2 rounds, "Once before this spell ends, you may ignore disadvantage on one of your ability checks, attack rolls, or saving throws."
Blade Ward: 1 bonus action, but cannot be cast on a turn when you attack or force a saving throw
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