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D&D 5E New Feats, what are some you have made ?

Amatiel

Explorer
Some new feats (and some tweaks) I recently introduced into my new campaign

Arcanist
Your understanding of magical items is unmatched.
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• You can gain attunement to two additional magical items.
• Magical items with which you have attunement endow you with supernatural resilience. You gain a +1 bonus to all saving throws for every two magical items with which you have attunement.

Battlemage
You are a master of the arts of arcane combat:
• You gain a +3 bonus to damage rolls with spells that target a single creature.
• The saving throw DC of your spells increases by +1.
• Once per turn when you roll damage for a spell, you can reroll the spells damage dice and use either total.

Diehard
It’s never quite your time. You refuse to die.
• Increase your Constitution score by 1, to a maximum of 20.
• A +1 bonus on Death saving throws.
• lf you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.

Focus Mastery
You are an adept at the use of magical spellcasting foci.
• When using a spellcasting focus to cast a spell, you gain a +1 bonus on the attack roll.
• You can make attacks of opportunity as a reaction using a cantrip whilst wielding your focus.
• If your focus is a magical item and has charges, the first charge used does not cost a charge. This ability cannot be used again until you have had a long rest.

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.
• You gain a +3 bonus to damage rolls with a heavy weapon.

Intuitive
You have an intuitive understanding of the events and possibilities that surround your actions.
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• You may add your proficiency modifier to your initiative.
• You gain a +1 bonus to your Intelligence and Wisdom saving throws.

Savage Attacker
Your savagery in combat is unmatched. You are a killing machine.
• Increase your Strength score by 1, to a maximum of 20.
• Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
• When you score a critical hit with a melee weapon attack you gain one additional damage dice.

Sharpshooter
You have mastered ranged weapons and can make 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 up to half cover and three-quarters cover.
• You gain a +3 bonus to damage rolls with a ranged weapon.

Skilled
• You gain proficiency in any combination of three skills or tools of your choice.
• You gain expertise in one skill or tool (double proficiency modifier).

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.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.
• Your ranged spell attacks ignore half cover and three-quarters cover.

Strength of the Wild Hunt
Prerequisite: You can use the wildshape class feature. The song of the wild hunt echoes in your heart.
• Your wildshape ability can be used as a bonus action. If you can already assume your wildshape as a bonus action, you can now also do so as a reaction.
• You can add your proficiency modifier to your wildshape forms armor class and damage rolls.
• Your wildshape forms are powerful versions of their kind. You gain an additional +2 hit points per hit dice of the wildshape form.

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 a +1 bonus to attack rolls with four weapons of your choice.
• You gain proficiency with four weapons of your choice.
 

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I don't like Diehard. That's a really powerful (not to mention late-game) ability to be in a feat. You don't want feats to be so strong that you can't give them to a level 4 character without them breaking the game. I also think the rework to Savage Attacker is too strong. Removing the Strength bump should be reasonable. Great Weapon Master didn't need a debuff, really. I've played games with low level characters that had Great weapon Master and it was fine. Even with obscene stats, Great Weapon Master doesn't usually break game balance unless you let it. If you do nothing but throw mooks at the party, yeah, the Barbarian is going to rip them apart.
As for Weapon Master: Sage Advice says that it should simply grant proficiency in all Simple and Martial Weapons.
 
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Lotta powerful feats in there :) But nothing wrong with that if you've got a whole list of them for people to pick from. Probably keeps the ASIs down a bit :)

Strength of the Wild Hunt needs to specify what triggers the reaction though. I guess being attacked or taking damage? And I'd specify whether the damage applies to the druid form or the wild shaped form (presumably the later).
 

I agree with what the others have said and I would add that for Battlemage I would change the +3 to damage rolls to allowing the caster to re-roll 1's on damage dice.
 


I have a book of Multiclass Feats for 5th edition on DMsGuild. I went a different direction from the previous edition by designing the feats to combine aspects of classes that a character is already multiclassed in.

For example one of the feats (more than a hundred in all) is a cleric/druid feat that augments your wild shape beast form with extra features inspired by the Great Forest Spirit from Princess Mononoke.

I also added a section for archetype feats, that grant features of a different archetype from the same class - a solution for the inability to multiclass into the same class for a different archetype.

You can check it out here. --Multiclass Feats--
 

Thanks for your feedback, made some alterations. FYI - I use the exhaustion condition. Any time a character drops to 0 hit points they gain 1 level of exhaustion. An unconscious character gains 2 lvls if they are wounded.

Battlemage
You are a master of the arts of arcane combat:
• When you roll a 1 on damage dice for a spell you cast, you can reroll the die and must use the new roll.
• The saving throw DC of your spells increases by +1.
• You can make attacks of opportunity as a reaction using a cantrip.

Diehard
It’s never quite your time. You refuse to die.
• Increase your Constitution score by 1, to a maximum of 20.
• lf you drop to 0 hit points and don't die outright, you drop to 1 hit point instead. You can’t use this ability again until you finish a long rest.
• By taking a short rest, you can remove one level of exhaustion. You can’t use this ability again until you finish a long rest.

Strength of the Wild Hunt
Prerequisite: You can use the wildshape class feature. The song of the wild hunt echoes in your heart.
• Your wildshape ability can be used as a bonus action. If you can already assume your wildshape as a bonus action, you can now also do so as a reaction if you are attacked.
• You can add your proficiency modifier to your wildshape forms armor class and damage rolls.
• Your wildshape forms are powerful versions of their kind. You gain an additional +2 hit points per hit dice of the wildshape form.

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 simple and martial weapons.
 

For greatweapon master/sharpshooter I would add +1d6 damage instead of flat +3, little more powerfull but more fun with more rolls and adds to crit.

For battlemage, I would add +1 damage per spell damage die rolled, but remowed the last entry about damage reroll.

Also, try to avoid +1 attack part of the feats. It really messes with balance. Rather play with damage/HPs/damage reduction.


Here is some more:


Sword and board:

+1 str or +1 con. Max 20.

When you make melee attack with yours main hand one handed weapon, you can make one melee attack with a shield you have equipped.
Damage is 1d6 blunt. you are proficient with this attack if you are proficient with shields. Add str to attack and damage bonus.
any magical bonus to AC from shield adds to attack and damage bonus with this attack.

Martial training:
+1 str, dex or con. Max 20.
You gain 1 fighting style. You gain proficiency in one weapon.

Dual wielder:
You can fight with two non-light one-handed weapons.
You can make one offhand attack as part of the Attack action with your mainhand weapon.
If you have extra attack feature, you can make 2nd attack with your offhand as part of the attack action.
You cannot make off hand attack as bonus action.

Ritual master:
prerequirement; you must have ritual caster feature,
+1 int, wis or cha,
You can cast ritual spells as rituals in only one minute(10 rounds)

You can cast all spells that you have prepared/known/in spellbook as rituals in 1 hour. This can be done during short rest.
You can cast this rituals equal to your proficiency modifier. You must take a long rest before you can cast more rituals this way.
 
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Some new feats (and some tweaks) I recently introduced into my new campaign

Arcanist
Your understanding of magical items is unmatched.
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• You can gain attunement to two additional magical items.
• Magical items with which you have attunement endow you with supernatural resilience. You gain a +1 bonus to all saving throws for every two magical items with which you have attunement.

Battlemage
You are a master of the arts of arcane combat:
• You gain a +3 bonus to damage rolls with spells that target a single creature.
• The saving throw DC of your spells increases by +1.
• Once per turn when you roll damage for a spell, you can reroll the spells damage dice and use either total.

Diehard
It’s never quite your time. You refuse to die.
• Increase your Constitution score by 1, to a maximum of 20.
• A +1 bonus on Death saving throws.
• lf you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.

Focus Mastery
You are an adept at the use of magical spellcasting foci.
• When using a spellcasting focus to cast a spell, you gain a +1 bonus on the attack roll.
• You can make attacks of opportunity as a reaction using a cantrip whilst wielding your focus.
• If your focus is a magical item and has charges, the first charge used does not cost a charge. This ability cannot be used again until you have had a long rest.

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.
• You gain a +3 bonus to damage rolls with a heavy weapon.

Intuitive
You have an intuitive understanding of the events and possibilities that surround your actions.
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• You may add your proficiency modifier to your initiative.
• You gain a +1 bonus to your Intelligence and Wisdom saving throws.

Savage Attacker
Your savagery in combat is unmatched. You are a killing machine.
• Increase your Strength score by 1, to a maximum of 20.
• Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
• When you score a critical hit with a melee weapon attack you gain one additional damage dice.

Sharpshooter
You have mastered ranged weapons and can make 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 up to half cover and three-quarters cover.
• You gain a +3 bonus to damage rolls with a ranged weapon.

Skilled
• You gain proficiency in any combination of three skills or tools of your choice.
• You gain expertise in one skill or tool (double proficiency modifier).

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.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.
• Your ranged spell attacks ignore half cover and three-quarters cover.

Strength of the Wild Hunt
Prerequisite: You can use the wildshape class feature. The song of the wild hunt echoes in your heart.
• Your wildshape ability can be used as a bonus action. If you can already assume your wildshape as a bonus action, you can now also do so as a reaction.
• You can add your proficiency modifier to your wildshape forms armor class and damage rolls.
• Your wildshape forms are powerful versions of their kind. You gain an additional +2 hit points per hit dice of the wildshape form.

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 a +1 bonus to attack rolls with four weapons of your choice.
• You gain proficiency with four weapons of your choice.
Awesome! I think making custom feats for your PC is the best part of 5e advancement.

We've had:

Whip Master
- Gain prof in Acrobatics
- You may use your reaction to gain adv on an ability check or save to avoid falling if there is someone or something to lash onto
- Gain adv on grappling and disarm checks (note the PC with this power has poor Str re grappling)

Novice Psyker
- Dark Sun game - as Arcane Initiate, but the two spells are "psionic powers" instead
 

Dagger Master
-Crit on 18-20
-Attacking at long range with a dagger doesn't impose disadvantage on your ranged weapon attack rolls.
-You can draw or stow two daggers when you would normally be able to do one.

Bow Master
-Damage dice become 1d8 for shortbow and 1d10 for longbow
-You can use your reaction to make a range bow attack against a hostile creature that willingly moves closer to you on it's turn.

Whip Master
-damage die becomes 1d6
-You gain the Trip Attack and Distracting strike maneuvers and can use one each per long rest.

Note: I thought about just letting the player select two from the list but I think these two make the most sense. I would really like to use the Disarming maneuver but it seems a little OP. Maybe on a crit only?
 

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