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

Dirty Fighting
Once per round when you make a weapon attack that uses Dex as your attack stat and you have advantage you deal +1d4 damage. at level 11 this increases to 1d6

When a target you are attacking with any weapon attack is prone you can make an unarmed attack as a bonus action.

some new featst to dip in warlock...tell me what you think

Fey Kissed
Cha 10+
You gain the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your prof+8+cha mod DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Devil’s Due
Cha 10+
when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
(this may be tooo much a fighter or rogue with a high Cha would love it)

Insane research
Cha 10+
your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Second deal
prereq warlock level3+ or one of (fey kissed, Devils’ due, Insane research)
You gain 1 1st level spell from your warlock patron list of spells and 1 invocation. You can cast the spell once per long rest. If the invocation uses a warlock spell slot you can instead use the 1/day use of your spell to power
 

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Satyrn

First Post
I agree that my Whip Master feat is probably too strong. I agree it should probably be one maneuver used once per rest, but that's just blah.
Heck, I'd write this up as "As Martial Adept, except you gain the Tripping Attack and Distracting Attack Maneuvers instead of getting to choose them, and you deal 1d6 with a whip." I'd say not getting the choice in maneuvers is compensated by +1 average damage with one weapon.

Maybe restrict the maneuvers to only being used with the whip, but that feels too restrictive.
 

Kalshane

First Post
The way I worked the whip feat I made in my game was that upon hitting a creature with your whip, you could spend your bonus action to make an opposed Athletics check. If successful, you could trip the creature or drag it 5 feet closer to you.
 

77IM

Explorer!!!
Supporter
I've only ever made one feat, and it was by player request, and we designed it with the help of the whole group. This was for a wood-elf assassin rogue who favored the longbow, so the 30-foot radius was actually a pretty interesting limitation; I'm not sure this feat would be balanced for general consumption (I see some nasty combos with spells like darkness or fog cloud).

Blindsight
Prerequisites: Perception skill, Wisdom 13+
As a bonus action, you may close your eyes and attune to your surroundings, gaining Blindsight to a radius of 30 feet. While your eyes are closed, you are blind with regards to normal vision. You may you open your eyes on your turn (this does not require an action). This ability ends if you lose consciousness.
 

Amatiel

Explorer
Agile
You have learned how to move and fall with supernatural agility.
• Increase your Dexterity score by 1, to a maximum of 20.
• Your speed increases by 10 feet.
• You ignore damage suffered from the first 30 feet of any fall.


Alchemist
You have studied the secrets of alchemy
and are an expert in its practice, gaining the following benefits:
• Increase your Intelligence score by 1, to a
maximum of 20.
• You gain proficiency with alchemist’s supplies. If you are already proficient with
them, you add double your proficiency bonus to checks you make with them.
• As an action, you can identify one potion
within 5 feet of you, as if you had tasted it.
You must see the liquid for this benefit to work.
• Over the course of any short rest, you can
temporarily improve the potency of one
potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than
1 hour after the short rest ends, the creature
drinking the potion can forgo the potion’s die
roll and regains the maximum number of hit points that the potion can restore.


Alert
Always on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative and a +5 bonus on passive perception.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. This does not affect unseen attackers.





Arcane Affinity
Prerequisite: Bard or Sorcerer. Through research, study, or introspection, arcane secrets are revealed to you.
• You can memorise additional spells equal to your proficiency modifier.
• You gain additional spells equal to your proficiency modifier. These spells are added to your spells known.


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.


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 halve your speed. 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.


Arcane Senses
You have developed your senses far beyond the mundane. Your eyes glow with supernatural power.
• As a bonus action you can cast detect evil and good, detect magic, or detect poison and disease. There is no limit to the number of times you can use this ability.


Arcane Shield
Prerequisite: The ability to cast at least one spell. Your study of magic has made you a master at manipulating arcane energies in your defence. You gain the following benefits:
• A protective magical force surrounds you, you gain a +1 bonus to AC.
• As a reaction you can sacrifice a spell slot to create an arcane shield that grants damage reduction to all attacks until the start of your next turn. While active, the damage you take from each attack is reduced by 3 points per spell slot. Cantrips may not be sacrificed in this manner. Example: A 1st-level spell reduces damage by 3 pts per attack, whilst a 3rd-level spell would reduce damage by 9 pts.





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.

Blade Mastery
You master the shortsword, longsword, scimitar, rapier, or greatsword. You gain the following benefits when using any of them:
• You gain a +1 bonus to attack rolls you make
with the weapon.
• On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
• As When you make an opportunity attack with the weapon, you have advantage on the
attack roll.

Blindfighting
Your heightened senses and training make you skilled at attacking opponents that you cannot clearly perceive.
• Gain 5-foot range of hearing-based blindsight.
• Other creatures don’t gain advantage on attack rolls against you as a result of being unseen from you.
• You can make ability checks in darkness even though it would normally require sight.

Brute
Prerequisite: Half-Orc. While your soul may be bright, your body displays the brutal power of your orc heritage.
• Increase your Strength score by 1, to a
maximum of 20.
• You gain one use of the rage class feature. If you already have access to this ability, you gain one additional use. This ability can be used again after you have taken a short rest.


Burgler
You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
• Increase your Dexterity score by 1, to a
maximum of 20.
• You gain proficiency with thieves’ tools. If you are already proficient with them, you add
double your proficiency bonus to checks you
make with them.


Charger
You are skilled at charging across a battlefield.
• When you use your action to Dash, you can use a bonus action to make one melee weapon attack roll, 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 +10 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 and you succeed).


Child of Stone & Sky
Prerequisite: Goliath. The spirits of stone and sky favour you.
• You can use your stone’s endurance racial ability as a reaction.
• Gain advantage on a saving throw. This ability refreshes on a short rest.
• Gain advantage on initiative. This ability refreshes on a short rest.


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.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls.
• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Dagger Master
You wield the lightest blades with the deadliest skill. Your proficiency with daggers, knives, sickles and kukri is beyond compare.
• You gain a +1 bonus to attack rolls you make with these weapons.
• Your throwing range is doubled, or 10 feet if the weapon has no range.
• When you use the Attack action, you can use your Reaction to make one additional attack with that weapon.


Defensive Duelist
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.


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.


Dragon Marked
Dragonmarks are physical manifestations of the Draconic Prophecy. They are more intricate than a birthmark and more distinct than a tattoo. There are twelve families of dragonmarks. The dragonmarks provide the bearer with magical talents.
• See Unearthed Arcana update for full details.





Dual Wielder
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 one-handed 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.


Deep Sight
Prerequisite: Dwarf. Your birthright is of the noblest bloodlines of your people.
• The range of your darkvision increases by 60 feet.
• You do not suffer from disadvantage on perception checks in dim light or darkness.


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.


Divine Champion
Prerequisites: Cleric. A shard of the divine beats within your mortal heart.
• You gain access to a second Domain.








Divine Flame
Prerequisites: Cleric or Paladin. Divine power answers your call.
• You can dispel magic or counterspell by expending one use of your Channel Divinity.
• By expending one use of your Channel Divinity ability, you gain advantage on perception skill checks, and saving throws against illusions for 1 minute.
• By expending one use of your Channel Divinity ability, you can impose disadvantage on saving throws against a Channel Divinity: Turn attempt.


Dodge
You are skilled at dodging the blows of your enemies.
• Increase your Dexterity score by 1, to a maximum of 20.
• You can use your reaction to impose disadvantage on an attack.
• You can add double your proficiency modifier on Acrobatics skill checks to break a grapple.


Dragon Born
Prerequisite: Dragonborn. You are a paragon of the strength and spirit of your dragon born ancestors.
• You can see five times further than normal.
• You know one cantrip from the sorcerer spell list. Charisma is your spellcasting ability for it.
• You can ascertain creatures via your heightened senses, with a range of 10 feet, equivalent to the blindsight ability.


Durable
Hardy and resilient, you gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• Your rest pool is equal to half your hit point total.



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.
• You Spells you cast ignore resistance to damage of the chosen type. In addition, you deal +1 damage per die of your chosen element.
• You can select this feat multiple times. Each time you do so, you must choose a different damage type.


Endurance
Your physical training has endowed you with the ability to endure the worst of physical hardships.
• Increase your Constitution score by 1, to a
maximum of 20.
• You have advantage on all saving throws against exhaustion, excluding death saves.
• Your rest pool gains +2 hit points per level.


Fell handed
You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:
• You gain a +1 bonus to attack rolls you make with the weapon.
• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. If you use the Help action to aid an ally’s melee attack while you’re
wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.


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.
• 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.


Gourmand
You have mastered a variety of special
recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
• Increase your Constitution score by 1, to a
maximum of 20.
• You gain proficiency with cook’s utensils. If
you are already proficient with them, you add
double your proficiency bonus to checks you
make with them.
• As an action, you can inspect a drink or plate of food within 5 feet of you and determine
whether it is poisoned, provided that you can
see and smell it.
• During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each
person who eats it regains 2d8 hit points at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.














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 use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
• Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.

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.

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 2d4 + 5 hit points to it, plus additional hit points equal to your proficiency modifier. The creature can’t regain hit points from this ability again until it finishes a short rest.
• When you use a healer’s kit to tend a creature suffering from the poisoned, diseased, or exhausted condition; they gain a Constitution saving throw to remove the condition. The creature can’t benefit again from this ability again until it finishes a 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, each bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.


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 ably create written ciphers.
• Others can’t decipher a co

Improved Familiar
Prerequisites: Ability to acquire a familiar. Allows spellcasters to acquire a more powerful familiar.
• You can acquire a familiar of any tiny or small creature of up to CR 1.
• You are considered to be in contact with your familiar for the purpose of shared spells, as long as it is within 1 mile of you. You and your familiar can communicate with each other telepathically at a range of up to 1 mile.
• You familiar has abilities and game
statistics determined in part by your level. Your familiar uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to its AC and to its damage rolls. It also becomes proficient with all saving throws. For each level you gain after 1st, your familiar gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your familiar also gains a +2 attribute improvement. Your familiar has a personality trait and a flaw.
• A familiar bestows expertise (double proficiency modifier) in one skill or tool. The skill is associated to the variety of familiar (eg., Cat: stealth. Monkey: acrobatics. Squirrel: sleight of hand , etc.)
• A familiar bestows a special ability upon its master. This ability is variable, and depends on the type of familiar. (eg., A psuedodragon or imp bestows magic resistance; a quasit bestows devil’s sight, etc.). Consult your DM or a creatures Monster Manual statistics for specifics.














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.


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.


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 of 20.
• 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.


Kinship
Prerequisite: Gnome. Your kinship with the wild lends you strength.
• Your sense of smell is so acute, you gain advantage on perception checks relying on smell.
• When you encounter an illusion of any kind, you gain a Wisdom saving throw to perceive its nature if within 30 feet.


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 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.


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 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 spellcasters, gaining the following benefits:
• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
• 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
You are an adept of the magical arts.
• Choose a spellcasting class - You learn two cantrips of your choice from that class’s spell list. Choose one 1st-level spell from the 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. If you are already a spellcaster, you can add these spells to your known spells list.
• 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. If you are already a spellcaster, use the spellcasting ability for your class.

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 d ice 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.


Metamagic
Prerequisite: Sorcerer. You wield the argent power of wild magic. A sorcerer can use his class ability to learn any of the following metamagic abilities.
• Chain Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend 3 sorcery points per spell level to chain the spell. Once the spell hits the primary target, three secondary rays arc from the primary target to secondary targets within 30 feet of the primary.
• Destructive Spell. When you cast a spell that deals damage, you can increase its damage. You can spend 1 sorcery points to cast the spell as if two levels higher.
• Energy Substitution. Choose one type of energy: acid, cold, fire, lightning, necrotic, psychic, radiant, or thunder. You can spend 1 sorcery point per spell level to modify a spell with an energy descriptor to use the chosen type of energy instead. You can learn this metamagic multiple times, and each time it applies to a different type of energy.
• Expand Spell. You can spend 2 sorcery points to double a spells area of effect. This does not affect spells with a range of self.
• Maximize Spell. You can spend a number of sorcery points equal to the spell’s level plus 3 to maximize all variable and numeric effects of a spell.
• Mirror Mind. When you cast a spell that requires concentration, you can spend a number of sorcery points equal to the spell’s level to maintain concentration as a free action. You cannot use this ability again until the mirror mind’s spell duration has ended.


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
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.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores (does not stack with Alert).
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.

Power Charge
Prerequisite: Charger feat. You are known for your devastating charges on the battlefield.
• When you use your action to Dash, you can use a bonus action to make one melee weapon attack roll with advantage, 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 +20 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 20 feet away from you (if you chose to shove and you succeed).

Powerful Companion
Prerequisite: Paladin or Ranger. Your animal companion is a powerful archetype of its kind.
• You can call either a beast or a monstrosity to serve as a companion, via either your ranger class ability or the find steed spell.
• Your companion is a powerful archetype of its kind. It gains an additional +2 hit points per Hit Dice.
• The CR of the creature you can summon increases by 1.

Resilient
Choose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• 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 class 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 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
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.
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 0 for the rest of the turn.
• Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that 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 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.


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 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.


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).


Skulker
Prerequisite: Dexterity 13 or higher
You are 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.


Spear Mastery
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.
• You gain a +1 bonus to attack rolls you make
with a spear.
• When you use a spear, its damage die changes from a d6 to a d8, and from a d8
to a d10 when wielded with two hands.
(This benefit has no effect if another feature has already improved he weapon’s die.)
• You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8
piercing damage, or an extra 1d10 piercing
damage if you wield the spear with two hands. You can’t use this ability if the creature
used the Disengage action before moving.
• As a bonus action on your turn, you can
increase your reach with a spear by 5 feet for
the rest of your turn.



Spell Mastery
Prerequisite: The ability to cast at least one spell. You have mastered many arcane secrets involving spell lore.
• You can memorise an additional number of spells equal to your proficiency modifier.
• Choose a number of spells equal to your spellcasting attribute modifier. You can memorise these spells without consulting your spellbook.
• You have learned how to cast spells without the need for material components. Spells with material components of greater than 1gp value are not affected by this ability.


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 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.






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.
• You are proficient with improvised weapons and unarmed strikes. 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.


Tireless
Prerequisite: Tough feat. You are well used to sleeping rough and shrug off the effects of discomfort.
• You can sleep whilst wearing armor and suffer no ill effects the next day. You may do this for a number of continuous days equal to your Constitution modifier plus your proficiency modifier.
• You need only half the amount of sleep or trance to awaken fully refreshed and recovered.
• 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.


Tough
You are significantly tougher than normal.
• Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level, your hit point maximum increases by 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:
• Only death disrupts spells requiring concentration. Even unconscious, your subconscious discipline maintains a spells concentration.
• 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 simple and martial weapons.


Wilderness Lord
Prerequisite: Ranger. The power of the wild answers to your call.
• You gain an animal companion. If you already have an animal companion, its statistics are calculated as if 4 levels higher.
• You may go without food and water for a number of weeks equal to your proficiency modifier. During this time you suffer no ill effects from the lack of food or drink, but you must use your short rest to make faithful observances twice per day.
 

Amatiel

Explorer
Agile
You have learned how to move and fall with supernatural agility.
• Increase your Dexterity score by 1, to a maximum of 20.
• Your speed increases by 10 feet.
• You ignore damage suffered from the first 30 feet of any fall.

Arcane Affinity
Prerequisite: Bard or Sorcerer. Through research, study, or introspection, arcane secrets are revealed to you.
• You can memorise additional spells equal to your proficiency modifier.
• You gain additional spells equal to your proficiency modifier. These spells are added to your spells known.

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.

Arcane Senses
You have developed your senses far beyond the mundane. Your eyes glow with supernatural power.
• As a bonus action you can cast detect evil and good, detect magic, or detect poison and disease. There is no limit to the number of times you can use this ability.

Arcane Shield
Prerequisite: The ability to cast at least one spell. Your study of magic has made you a master at manipulating arcane energies in your defence. You gain the following benefits:
• A protective magical force surrounds you, you gain a +1 bonus to AC.
• As a reaction you can sacrifice a spell slot to create an arcane shield that grants damage reduction to all attacks until the start of your next turn. While active, the damage you take from each attack is reduced by 3 points per spell slot. Cantrips may not be sacrificed in this manner. Example: A 1st-level spell reduces damage by 3 pts per attack, whilst a 3rd-level spell would reduce damage by 9 pts.

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.


Blindfighting
Your heightened senses and training make you skilled at attacking opponents that you cannot clearly perceive.
• Gain 5-foot range of hearing-based blindsight.
• Other creatures don’t gain advantage on attack rolls against you as a result of being unseen from you.
• You can make ability checks in darkness even though it would normally require sight.

Brute
Prerequisite: Half-Orc. While your soul may be bright, your body displays the brutal power of your orc heritage.
• Increase your Strength score by 1, to a
maximum of 20.
• You gain one use of the rage class feature. If you already have access to this ability, you gain one additional use. This ability can be used again after you have taken a short rest.

Charger
You are skilled at charging across a battlefield.
• When you use your action to Dash, you can use a bonus action to make one melee weapon attack roll, 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 +10 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 and you succeed).

Child of Stone & Sky
Prerequisite: Goliath. The spirits of stone and sky favour you.
• You can use your stone’s endurance racial ability as a reaction.
• Gain advantage on a saving throw. This ability refreshes on a short rest.
• Gain advantage on initiative. This ability refreshes on a short rest.

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.

Deep Sight
Prerequisite: Dwarf. Your birthright is of the noblest bloodlines of your people.
• The range of your darkvision increases by 60 feet.
• You do not suffer from disadvantage on perception checks in dim light or darkness.

Divine Champion
Prerequisites: Cleric. A shard of the divine beats within your mortal heart.
• You gain access to a second Domain.

Divine Flame
Prerequisites: Cleric or Paladin. Divine power answers your call.
• You can dispel magic or counterspell by expending one use of your Channel Divinity.
• By expending one use of your Channel Divinity ability, you gain advantage on perception skill checks, and saving throws against illusions for 1 minute.
• By expending one use of your Channel Divinity ability, you can impose disadvantage on saving throws against a Channel Divinity: Turn attempt.


Dodge
You are skilled at dodging the blows of your enemies.
• Increase your Dexterity score by 1, to a maximum of 20.
• You can use your reaction to impose disadvantage on an attack.
• You can add double your proficiency modifier on Acrobatics skill checks to break a grapple.

Dragon Born
Prerequisite: Dragonborn. You are a paragon of the strength and spirit of your dragon born ancestors.
• You can see five times further than normal.
• You know one cantrip from the sorcerer spell list. Charisma is your spellcasting ability for it.
• You can ascertain creatures via your heightened senses, with a range of 10 feet, equivalent to the blindsight ability.

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.
• 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.

Improved Familiar
Prerequisites: Ability to acquire a familiar. Allows spellcasters to acquire a more powerful familiar.
• You can acquire a familiar of any tiny or small creature of up to CR 1.
• You are considered to be in contact with your familiar for the purpose of shared spells, as long as it is within 1 mile of you. You and your familiar can communicate with each other telepathically at a range of up to 1 mile.
• You familiar has abilities and game
statistics determined in part by your level. Your familiar uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to its AC and to its damage rolls. It also becomes proficient with all saving throws. For each level you gain after 1st, your familiar gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your familiar also gains a +2 attribute improvement. Your familiar has a personality trait and a flaw.
• A familiar bestows expertise (double proficiency modifier) in one skill or tool. The skill is associated to the variety of familiar (eg., Cat: stealth. Monkey: acrobatics. Squirrel: sleight of hand , etc.)
• A familiar bestows a special ability upon its master. This ability is variable, and depends on the type of familiar. (eg., A psuedodragon or imp bestows magic resistance; a quasit bestows devil’s sight, etc.). Consult your DM or a creatures Monster Manual statistics for specifics.

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.

Kinship
Prerequisite: Gnome. Your kinship with the wild lends you strength.
• Your sense of smell is so acute, you gain advantage on perception checks relying on smell.
• When you encounter an illusion of any kind, you gain a Wisdom saving throw to perceive its nature if within 30 feet.

Metamagic
Prerequisite: Sorcerer. You wield the argent power of wild magic. A sorcerer can use his class ability to learn any of the following metamagic abilities.
• Chain Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend 3 sorcery points per spell level to chain the spell. Once the spell hits the primary target, three secondary rays arc from the primary target to secondary targets within 30 feet of the primary.
• Destructive Spell. When you cast a spell that deals damage, you can increase its damage. You can spend 1 sorcery points to cast the spell as if two levels higher.
• Energy Substitution. Choose one type of energy: acid, cold, fire, lightning, necrotic, psychic, radiant, or thunder. You can spend 1 sorcery point to modify a spell with an energy descriptor to use the chosen type of energy instead. You can learn this metamagic multiple times, and each time it applies to a different type of energy.
• Expand Spell. You can spend 2 sorcery points to double a spells area of effect. This does not affect spells with a range of self.
• Maximize Spell. You can spend a number of sorcery points equal to the spell’s level plus 3 to maximize all variable and numeric effects of a spell.
• Mirror Mind. When you cast a spell that requires concentration, you can spend a number of sorcery points equal to the spell’s level to maintain concentration as a free action. You cannot use this ability again until the mirror mind’s spell duration has ended.

Power Charge
Prerequisite: Charger feat. You are known for your devastating charges on the battlefield.
• When you use your action to Dash, you can use a bonus action to make one melee weapon attack roll with advantage, 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 +20 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 20 feet away from you (if you chose to shove and you succeed).

Powerful Companion
Prerequisite: Paladin or Ranger. Your animal companion is a powerful archetype of its kind.
• You can call either a beast or a monstrosity to serve as a companion, via either your ranger class ability or the find steed spell.
• Your companion is a powerful archetype of its kind. It gains an additional +2 hit points per Hit Dice.
• The CR of the creature you can summon increases by 1.

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 Mastery
Prerequisite: The ability to cast at least one spell. You have mastered many arcane secrets involving spell lore.
• You can memorise an additional number of spells equal to your proficiency modifier.
• Choose a number of spells equal to your spellcasting attribute modifier. You can memorise these spells without consulting your spellbook.
• You have learned how to cast spells without the need for material components. Spells with material components of greater than 1gp value are not affected by this ability.


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 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.

Tireless
Prerequisite: Tough feat. You are well used to sleeping rough and shrug off the effects of discomfort.
• You can sleep whilst wearing armor and suffer no ill effects the next day. You may do this for a number of continuous days equal to your Constitution modifier plus your proficiency modifier.
• You need only half the amount of sleep or trance to awaken fully refreshed and recovered.
• 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.

Wilderness Lord
Prerequisite: Ranger. The power of the wild answers to your call.
• You gain an animal companion. If you already have an animal companion, its statistics are calculated as if 4 levels higher.
• You may go without food and water for a number of weeks equal to your proficiency modifier. During this time you suffer no ill effects from the lack of food or drink, but you must use your short rest to make faithful observances twice per day.
 

WaywardWaffle

First Post
The only feat I've really knuckled down to make was for a character made to level 20 who wanted to use the halfling luck racial feature, rogue lucky class feature, and the lucky feat.

So to make the character just exist as obscenely lucky, we made a feat for his unique weapons.

Improved Improvised Fighting:
Using your interaction you can find an item nearby that works as a weapon in your hands. If one handed the damage dice is 1d8, if two handed the damage dice is 1d12. You may give the weapon a single weapon property of your choice. The DM will guarantee you find an object matching your decision nearby.
 

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