Feats


Find all Selectable Feats Below: Note that any time a Feat states that it depends on Level, it is Character Level not Class Level. Ancestral Feats require the Ancestry (or Sub-Ancestry) listed in its name

Migration Ancestries

  • Human

    • Adaptability - You gain Proficiency with any Skill of your choice

    • Deep Magic - Your ancestry once had a member of the long lost underground in it, granting you their magic. At Level 1 you learn the Detect Magic Spell, you learn Levitate at 3rd Level and Dispel Magic at 5th Level. Charisma or Intelligence (your choice) is your spellcasting ability for all three spells and every Long Rest you can cast each of these at will, without expending a spell slot

    • Forest Sight - You gain +1 to Attack and Damage Rolls with Ranged Weapons and if you have Advantage from two separate sources you can utilize both with Ranged Weapon Attacks

    • Long Step - When you take the Quick Step Bonus Action you can move 4m instead of 2m. This movement doesn’t provoke Opportunity Attacks

    • Inspiring Ancestry - Every time you finish a Short or Long Rest you gain 1 Point of Inspiration

  • Dwarf

    • Metal Sense - You gain Proficiency with the Commerce Skill and have Expertise with History Checks related to Mines

    • Subterranean Vision - Your Low Light Vision turns into Darkvision and increases its Range by 10m

    • Stout Nimbleness - You gain 2m of Movement Speed and have Advantage with any Acrobatics or Athletics Rolls for Grappling

  • Halfling

    • Bountiful Luck - Once per turn you can utilize your Natural Luck ability on allies within 10m of you

    • Critical Dodge - Once per Short Rest when you are struck by a Critical Hit you can use your Reaction to ignore the Damage instead 

    • Stout Nimbleness - You gain 2m of Movement Speed and have Advantage with any Acrobatics or Athletics Rolls for Grappling

  • Orc

    • Anger Mismanagement - You can use a Bonus Action gain an additional bonus to your Attack Rolls and Damage Rolls for this Turn equal to your Proficiency Bonus. You can utilize this ability a number of times per Long Rest equal to your Proficiency Bonus

    • Ever Enduring - Once per Short Rest if you drop to 0 HP or lower (and aren’t killed outright) you can use your Reaction to instead stay at 1 HP

    • Tusk Grappling - You always have Advantage on all Grapple Checks and can move while having a Creature Grappled without penalties

Western Ancestries

  • Goblin

    • Enhanced Fury - The Fury Feature from this Ancestry can be used twice as often and you can add your Proficiency Bonus to the Damage

    • Goblinoid Determination - Twice per Short Rest you can grant yourself Advantage on any Roll 

    • Swift Escape - You have Advantage on Hide Checks and when you use the Disengage Action you can ignores effects (such as Sentinel) would still apply an Opportunity Attack 

  • Hobgoblin

    • Hobgoblin Health - Every time you finish a Long Rest you gain Shielding equal to 1d8 + your Constitution Modifier + your Proficiency Bonus. This Stacks on top of any other form of Shielding not gained from Spells

    • True Blood - Your Poison Resistance increases to Poison Immunity (for Non-magical Poisons) and you are Immune to the Poisoned Condition

    • Vigor of Champions - Once per Short Rest when you take the Dodge Action in combat you revitalize yourself briefly, regaining HP equal to 1d12 + your Constitution Modifier up to your Maximum

  • Triton

    • Efficient Movement - Your Walking and Swimming Speeds increase by 2m

    • Enhanced Sight - Your Aquan Eyes now have Darkvision of 12m and can function on land in addition to underwater

    • Slippery Skin - When you are targeted by a Melee Attack Roll (and before they Roll) you can use your Reaction to grant Disadvantage on the Roll

Lizard-folk Ancestries

  • Dragonkin

    • Enhanced Armor (Armored) - Your Dragon Armor has a Base AC of 15

    • Furious Breath (Chromatic) - Your Breath Weapon deals additional Damage equal to your Constitution Modifier and the DC for the Save increases by 2

    • Kobold Step (Kobold) - When you take the Dash Action you move an additional 2m and do not Provoke Opportunity Attacks

    • Demi-Dragon Wings (Wyvernite) - Your small wings grow in size, granting you a Flying Speed of 6m whenever you do not have Medium Armor, Heavy Armor, or a Weapon with the Heavy Property equipped. Your maximum height while Flying in this way is 30m

  • Reptilian

    • Furious Teeth - You gain Proficiency with the Intimidation and Insight Skills

    • Grudgeful Strike - Whenever a Creature hits you with an Attack you gain Advantage on Jaw Strikes against them on your next turn. In addition, you can make an Opportunity Attack using a Jaw Strike against that Creature even if they use the Disengage Action. On a hit their Movement Speed is reduced to 0m

    • Reptile Mind - You have advantage on all Mental (Charisma/Intelligence/Wisdom) Saving Throws against being Charmed, Frightened, Paralyzed, Stunned, or put to Sleep

Changed Ancestries

  • Aasimar

    • Divine Inspiration - Gain Training with one Weapon, one Skill, one Tool, and gain knowledge of 1 Language

    • Transcendent Magic - Select any 1st Level Spell from the Cleric Spell List, you can cast it once per Short Rest without expending a Spell Slot

  • Faeling

    • Fae Teleportation - You gain an Immunity to Charm effects and once per Short Rest you can teleport up to 20m as a Bonus Action

    • Magical Essence - You can cast the Druidcraft and Minor Illusion Cantrips at will, and once per Long Rest (each) you can cast Levitate and Pass without Trace without components and without expending a Spell Slot

  • Genasi

    • Elemental Armor - Whenever you take this feat you gain Resistances to Damage based on your Genasi subtype

      • Air - You gain a Resistance to Cold Damage

      • Earth - You gain a Resistance to Lightning Damage

      • Fire - You gain a Resistance to Fire Damage

      • Water - You gain an Immunity to either Acid or Poison Damage

  • Goliath

    • Heavy Bodied - You can add your Constitution Modifier twice when calculating Constitution Saving Throws and your carrying capacity is increased by 50%

    • Rush Down - Once per Short Rest can use your Bonus Action to activate a burst of energy, lasting up to 1 minute or until you are rendered unconscious. During this burst Melee Attacks deal additional damage equal to your Proficiency Bonus, you gain 4m of Movement Speed, and you can Dash as a Bonus Action

  • Warped

    • Instantaneous Insight - Once per Short Rest when you Fail an Ability Check that utilizes your Intelligence or Wisdom Modifier you can make it a Success instead

    • Mental Bonding - While within Range (4m) of your Companion you both gain an additional +1 Bonus to all Saves and if either of you are struck by an Attack (and the Attacker is within Range of other’s Weapon) then the other Companion can make Opportunity Attacks against an enemy if they strike the other, and 

  • Tiefling

    • Infernal Regeneration - Whenever you recover HP during a Short Rest you regain additional HP equal to your Character Level. In addition, every time a combat ends and you are below half your Maximum HP you regain 1d8 HP

    • Vicious Hide - You gain Proficiency with the Intimidation Skill and your cutting skin allows you to deal 1d8 Slashing Damage to any creature which attempts to Grapple you or hits you with a Melee Attack

Rare Ancestries

  • Beastman

    • Bull Rush - You gain the ability to Dash as a Bonus Action if it is towards an enemy

    • Fading Form - Whenever you take Damage you can use your Reaction to reduce the Damage by half and become Invisible until the start of your next turn 

  • Plantoid

    • Natural Fortitude - Once per Long Rest whenever you are forced to make a Physical (Constitution/Dexterity/Strength) Saving Throw by a Creature and Fail you can instead choose to Succeed instead

    • Wild Ally - You gain Proficiency with Animal Handling and can communicate complicated feelings, ideas, and plans easily with natural Plants and Beasts

  • Vampire

    • Charmer - You can Cast the Charm Person Spell without needing any components twice per Long Rest with a Range of 4m. The target must make a Charisma Save vs your Save DC of 8 + your Proficiency Bonus + your Charisma Modifier. This Charm lasts for 8 Hours and the target doesn’t get the chance to make any additional Saves until they take Damage for this duration

    • Mind over Blood - Your Bloodlust doesn’t begin accruing until the 2nd week of being without blood (from there it accrues as normal). In addition, while you have any amount of Bloodlust you have Advantage on Wisdom Saves

Tier I Feats (Basic Feats)

Basic Feats - Requires Character Level 1

  • Alert

    • You gain a +5 Bonus to Initiative

    • You cannot be Surprised by enemies when entering combat and join in on the Surprise Round instead

    • Enemies you cannot see do not gain Advantage on Attack Rolls against you

  • Chef

    • You gain Expertise with Chef’s Tools

    • As part of taking a Short Rest, you can cook special food (if you have ingredients and your Tools) for a number of creatures up to 4 + your Proficiency Bonus. This grants each creature additional Healing equal to 1d8 + your total bonus to Chef’s Tools

    • You can spend 1 Hour and 1GP of ingredients to create a number of Cook’s Treats equal to your Proficiency Bonus. Each Treat lasts for up to 8 Hours and a Creature who consumes it within this time gains Shielding equal to 1d8 + your Proficiency Bonus. This treat can also act as a Ration for up to 3 months

  • Crafter

    • Gain Expertise with any Artisan’s Tools of your choosing

    • You gain a 20% discount on non-magical items that you purchase which are related to your chosen tools

    • Whenever you are required to Craft an item the time component required is reduced by 20%

  • Dungeon Delver

    • You are Resistant to all Damage from physical trap effects (spikes, darts, etc.), Poisons, and Elemental Damage (Fire Breath Traps, Acid Traps, etc.)

    • While inside a dungeon or investigating a dungeon (via books, spells, etc.) you have Advantage on all Intelligence Skill Checks and Perception Checks

  • Elemental Adept

    • Choose 1 type of element between Acid, Cold, Fire, Lightning, Poison, or Thunder. You become Resistant to this type of Damage and ignore Resistance of this Damage Type from enemies whenever you deal that Damage Type

    • Once per turn when you deal Damage of this type you can Reroll a number of Damage Dice up to your Proficiency Bonus

  • Focused Intellect (Requires Proficiency with Arcana, Nature, Religion, or Occultism and none of the other 3)

    • Your specialization manifests itself regularly. When you have to make an Ability Check to understand magic you can utilize your specific Skill regardless of the type of magic which you’re investigating. When you do so you grant yourself Advantage on the Roll

  • Healer (Requires Proficiency with Medicine)

    • You gain Expertise with Medicine

    • Healer's Kits have 6 uses instead of 3 for you and they heal for 1d6 + your Medicine Skill

    • Once per turn when you heal a Creature they gain an additional 1d4HP, if you heal multiple at once choose which Creature this applies to 

  • Leadbelly

    • You gain Proficiency with Constitution Saving Throws (or Expertise if you’re already Proficient)

    • You have Advantage on Constitution Saving Throws against Poisons and treat every Roll of 5 or lower as a 6 when the Poison is Alcohol

  • Skilled

    • You Learn any Common Language, gain Proficiency with any Skill, and gain Proficiency with any Tool (does not stack with any other Proficiencies)

  • Skirmisher

    • During combat you have +5 to Perception Checks and can make Perception Checks as a Bonus Action

    • Your Flanking Bonus is now +3 and also applies to Damage Rolls. In addition, you can gain this Bonus if an ally is just Adjacent to your target or if any ally has targeted your target with an Attack Roll this turn

  • Tavern Brawler

    • When you make Unarmed Strikes you deal 1d4 Damage instead of 1 as the base Damage (using your Strength Modifier to the total as normal) and your Improvised Weapons now have a d6 Damage Die.

    • Rolls with these Weapons treat 1s on the Damage Dice as a 2 and once per Turn you can push your Target 2m back on a hit

  • Tough

    • Gain +2 Maximum HP per Character Level

  • Vicious Attacker

    • Once per turn you can deal an additional +1d4 Damage with a Weapon Attack, this additional Damage increases by 1 Die at Character Levels 5, 9, and 12

Advanced Feats - Requires Character Level 4

  • General Exploration Feats

    • Acrobat (Requires 13 Dexterity)

      • You gain Proficiency with Acrobatics, or Expertise if you were already Proficient

      • It only costs you 2m of Movement to get up from being Prone

      • You gain Resistance to Damage caused by Falling

    • Actor (Requires 13 Charisma)

      • You gain Proficiency with Deception or Performance (or Expertise if you’re already Proficient)

      • You have an advantage on Deception and 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 Insight Check contested by your Deception Check allows a listener to determine that the effect is faked

    • Athlete (Requires 13 Strength)

      • You gain Proficiency with Athletics, or Expertise if you were already Proficient

      • You gain a Climbing and Swimming Speed equivalent to your Movement Speed

      • You have Advantage on Athletics Checks

    • Horseman

      • You have Advantage on Animal Handling and Riding Checks

      • You can Subdue a Panicked steed with a Bonus Action instead of an Action and your mounts gain 4m of Movement Speed while you’re controlling them

      • If your mount is hit by an Attack you can utilize your Reaction to take the Damage yourself. If you do so you reduce the Damage you take by an amount equal to your Proficiency Bonus

    • Lucky

      • You gain 3 Luck Points to utilize as you see fit, you regain these Points on the completion of a Long Rest

      • You can spend a luck point whenever you roll a d20 to roll again and take the new result

    • Obfuscating Mind (Requires 13 Intelligence or Charisma)

      • Select either Intelligence or Charisma, your Ability Score increases by +1 up to a maximum of 20

      • Your Wisdom Saves utilize this Attribute instead of Wisdom

    • Wordsmith (Requires 13 Intelligence)

      • You gain Proficiency with Persuasion (or Expertise if you’re already Proficient) and you utilize your Intelligence Modifier on Persuasion Rolls now

      • You gain Advantage on all Charisma Checks that utilize the written word, such as Contract Negotiations or using a Letter to interact with a Noble

  • General Combat Feats

    • Bludgeoner

      • Once per turn when you Deal Bludgeoning Damage you can reroll your Damage but must take the 2nd roll

      • Once per turn when you strike with this Damage type you can move the target up to 2m away if it’s size Large or smaller

      • When you Critically Strike with the Damage Type, you grant all allies Advantage with their next Attack Roll against that Target

    • Fighter Initiate

      • Choose 1 Fighting Style from the Fighter’s List that you don’t already have. You can change this selection every time you gain a Level

    • Martial Initiate

      • Choose 2 Maneuvers from the Maneuvers List and gain 2 Superiority Dice (d6s), which you regain on a Short Rest. You can change this selection every time you gain a Level

    • Piercer

      • Once per turn when you Deal Piecing Damage you can reroll your Damage but must take the 2nd roll

      • Once per turn when you Hit with a Piercing Weapon you can reduce the target’s Movement Speed is reduced by 4m on its next Turn

      • When you Critically Strike with this Damage Type, you double your Base Damage as well

    • Poisoner

      • When you Deal Poison Damage or force a Target to make a Save against Poison you ignore Resistance or Advantage against it (respectively)

      • You can coat a weapon in hand with poison as a Bonus Action, instead of an Action

      • You gain Expertise with the Poisoner’s Kit and if you have to spend GP to Craft a Poison you can spend half the amount of GP to produce the same amount of Poison

    • Slasher

      • Once per turn when you Deal Slashing Damage (and that Creature has blood or other similar internal fluid) you can apply the Gashed Condition to them on their next turn 

      • Damage dealt to Creatures via the Gashed Condition take an additional Die of Damage

      • When you Critically Strike with this Damage type the target has Disadvantage on all Rolls until the end of their next turn

  • Armor Feats

    • Armored Up

      • You gain Proficiency with Light Armor, Medium Armor, and Bucklers

    • Buckler Expert (Requires 13 Dexterity)

      • When you use your Buckler’s “Hunker” Reaction its AC Bonus increases by 1

      • You can utilize the “Hunker” Reaction against Melee Attacks if you can see the Attacker

      • You can take the Dodge Action as a Bonus Action while wielding a Buckler

    • Light Armor Expert - When Wearing Light Armor you gain the following benefits

      • You have Advantage on Initiative 

      • You have Advantage with Dexterity Saving Throws

      • You gain a 6m Climbing and Swimming Speed when wearing Light Armor (or half your Movement Speed if that is greater)

    • Medium Armor Expert - When Wearing Medium Armor you gain the following benefits

      • Your Maximum Dexterity Bonus for Medium Armor increases to +3

      • You can ignore the Loud Property of any Medium Armor you have equipped

      • You have Advantage with Strength Saving Throws while you have equipped Medium Armor

    • Heavy Armor Expert - When Wearing Heavy Armor you gain the following benefits

      • Every time you take non-magical Bludgeoning/Piercing/Slashing Damage you reduce the total Damage by 3

      • Every time you take Magical Bludgeoning/Piercing/Slashing Damage you reduce the total Damage by 1

      • You have Advantage with Constitution Saving Throws while you have equipped Heavy Armor

    • Shield Expert (Requires 13 Strength)

      • You can utilize your Shield’s Hunker Reaction on Dexterity Saving Throws, and when you do so you only take half Damage on a Failure and no Damage on a Success

      • You can utilize the “Hunker” Reaction against Melee Attacks if you can see the Attacker

      • You can take the Dodge Action as a Bonus Action while wielding a Shield

  • Weapon Feats

    • Bow Expert

      • Your Ranged Attacks with Bows do not have Disadvantage when an enemy is Adjacent to you

      • You reduce the Reload Property of Bows you’re Proficient with by 1

      • When you use the Attack Action to make a Ranged Weapon Attack with a Bow you can make an additional Attack using your Bonus Action. This Bonus Action Attack cannot be made if you would gain Disadvantage due to the Range of the weapon, such as shooting from Long Range

      • While wielding a Bow if a Creature makes a Ranged Attack against you there is a chance you can strike back. Utilizing your Reaction you can make a Ranged Weapon Attack against them using your Bow, you can only do this if you wouldn’t have Disadvantage on the Attack Roll

    • Crossbow Expert

      • When wielding a Crossbow you gain +1 AC, if it has the Large Property you gain +2 AC instead

      • You reduce the Reload Property of Crossbows you’re Proficient with by 1

      • The Damage Die for Crossbows you’re Proficient with increases by 1

      • When you take the Attack Action and have a loaded Hand Crossbow you can use your Bonus Action to Draw and make an Attack Roll with it

    • Great Weapon Expert

      • If you Critically Hit using a Weapon with the Large or Heavy Properties you can immediately make an additional Attack as a Part of that Attack Action

      • Your Base Damage with Large or Heavy Weapons increases by an amount equal to your Proficiency Bonus

    • Hidden Weapon Expert

      • When wielding a Weapon with the Small Property you gain an additional +1 Bonus to your Attack and Damage Rolls and Initiative Rolls

      • When you use your Bonus Action for Two Weapon Fighting (and both Weapons have the Small Property) you can make 2 Attacks instead of 1. If one of these Weapons has the Thrown Property you can draw and Throw it as a part of that Bonus Action to make the 2nd Attack

      • You gain an additional bonus to the First Round (and Surprise Round, if applicable) to Attack and Damage Rolls with Small Weapons equal to your Proficiency Bonus

    • Knife Juggler

      • Attacks with Thrown Weapons do not have Disadvantage against an Adjacent Enemy

      • You ignore ½ and ¾ Cover with Thrown Weapons (if they’re within your Short Range)

      • The Long Range of your Thrown Weapons does not cause Disadvantage for your Attack Rolls

    • Polearm Expert

      • When you make an Attack with a Weapon that has the Reach Property you can use your Bonus Action to make an additional Attack with the shaft. The Attack and Damage Rolls use the same bonuses as your Attack Action while the shaft deals 1d6 Bludgeoning Damage

      • You no longer have Disadvantage on Attacks made with Polearms while the target is within Adjacent to you

      • You make Opportunity Attacks with Advantage using Polearms and on a hit you make the Damage Roll with Advantage as well 

    • Quality Swordsman

      • When wielding a Sword (either Martial or Simple) that you’re Proficient with you can utilize your Dexterity and Strength Modifiers for the Attack and Damage Rolls

    • Two Weapons Expert

      • When wielding a Weapon in each hand that you’re Proficient with your Base AC increases by +1

      • You can utilize Weapons that do not have the Light Property to utilize the Two Weapon Fighting Bonus Action but not Weapons with the Heavy Property

      • If you have the Extra Attack Feature and use your Two-Weapon Fighting Bonus Action you can make an additional Attack as a part of that Bonus Action

    • Weapon Training

      • You gain Proficiency with any 5 Weapons of your choice

  • Magical Feats

    • Magic Initiate - Gain the powers of a specific Magic with ease

      • Select any 1 Cantrip and 1 Lv.1 Spell from any Spell List of your Choice from the list below, which will dictate what Attribute you utilize. You have 1 Spell Slot that you gain via this Feat that replenishes on a Short Rest. You can change the selections from the Spell List every time you gain a Level. You can only use this Spell Slot to Cast the specific Spell you select from this Feat

        • Arcane - Wizard Spell List (Intelligence)

        • Divine - Cleric Spell List (Wisdom)

        • Natural - Druid Spell List (Wisdom)

        • Occult - Warlock Spell List (Charisma)

        • Psionic - Psion Quick and Psych (Intelligence)

    • Eldritch Initiate

    • Metamagic Adept 

      • You learn 2 Metamagic options of your choice from the Sorcerer Class. You gain a number of Sorcery Points equal to your Proficiency Bonus to spend on Metamagic which can only be used on the Metamagic. You regain all Sorcery Points when you finish a Long Rest

    • Overheal

      • When you utilize a Healing Spell and the total would bring a target above their Maximum HP they convert this additional Healing into Shielding, which stacks on every other type of Shielding

      • Whenever you cast a Healing Spell that doesn’t target you it still provides you some healing, an amount equal to your Proficiency Bonus + the Spell’s Level

    • Infernal Touched

      • You learn the Agonizing Scorcher spell and any 1st Level spell of your choice from the Conjuration or Transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is your choice between Charisma and Intelligence

    • Fae Touched

      • You learn the Misty Step spell and any 1st-level spell of your choice from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is your choice between Charisma and Intelligence

    • Shadow Touched

      • You learn the Invisibility spell and any 1st-level spell of your choice from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is your choice between Charisma and Intelligence

Expert Feats - Requires Character Level 8

  • General Exploration Feats

    • Grappler (Requires Strength 14)

      • Your Strength increases by +1, up to a Maximum of 20

      • When you have a Creature Grappled you and your allies have Advantage on Attack Rolls against it

      • When you move a Grappled Creature you do not have the normal reduced Movement Speed

      • Whenever you hit with an Unarmed Strike using the Attack Action on your turn you can attempt to Grapple in addition to dealing Damage

    • Inspiring Leader (Requires Charisma 14 and Proficiency with Persuasion or Performance)

      • Your Charisma Increases by +1, up to a Maximum of 20

      • Your Persuasion or Performance Skill increases to Expertise (or Mastery if you’re already an Expert)

      • You can make a 10-minute Speech once per Long Rest, either through Speech, Song, or Performance. In doing so you can pick up to 10 Creatures that heard the whole thing, granting them Shielding equal to 2d10 + your Proficiency Bonus + your Charisma Modifier 

    • Investigator (Requires Intelligence 14)

      • Your Intelligence Increases by +1, up to a Maximum of 20

      • You gain +5 to your Passive Investigation

      • You gain Expertise with Investigation Checks (or Mastery if you’re already an Expert)

      • You gain Proficiency with 1 of the following (Arcana, History, Nature, Occultism, or Religion) Intelligence Checks that you’re Proficient with to gain Expertise with

    • Keen Mind (Requires Intelligence 14)

      • Your Intelligence Increases by +1, up to a Maximum of 20

      • You always know what time it is and which way is North

      • Choose 2 of the following Skills (Arcana, History, Investigation, Nature, or Religion), you gain Proficiency with it and if you are already Proficient you gain Expertise instead

    • Mobile (Requires Constitution or Dexterity 14)

      • Gain an additional 4m of Movement Speed

      • You can take the Dash Action as a Bonus Action. When you use that Action in this way you do not Provoke Opportunity Attacks from enemies you pass during that movement even if they would normally ignore the Disengage Action with their Opportunity Attacks

      • You also don’t provoke Opportunity Attacks when entering the space of an enemy if that enemy has a Weapon with the Reach Property 

      • Once per Long Rest if you Fail a Save that would reduce your Movement Speed (or reduce it to 0 outright, such as the Restrained Condition) you can use your Reaction to Succeed instead

    • Observant (Requires Proficiency with Perception)

      • Your Wisdom Increases by +1, up to a Maximum of 20

      • You gain Expertise with Perception (or Mastery if you’re already and Expert)

      • You gain +5 to your Passive Perception

      • You can easily read the lips of anyone you can see speaking a language you know within 50m

    • Resilient

      • Choose any Attribute, you gain +1 to that Ability Score and gain Proficiency with that Save

  • General Combat Feats

    • Deadly Precision (Requires 14 Dexterity and Strength) (Requires 5 Levels in Fighter, Paladin, Ranger, or Rogue)

      • Your Dexterity or Strength increases by +1, up to a Maximum of 20

      • When you take the Attack Action you can utilize this Feat before you Roll to give yourself Advantage on your Attacks during that Action, which also increases your Base Damage by an amount equal to your Proficiency Bonus for those Attacks. You can utilize this Feat twice per Short Rest

    • Fearful Fighter (Requires 14 Charisma and 14 Constitution)

      • Your Constitution increases by +1, up to a Maximum of 20

      • You gain Expertise with Intimidation (or Mastery if you’re already Proficient)

      • When you strike a Creature with a Melee Attack you can force it to make a Wisdom Save against your Fear DC (8 + your Intimidation Bonus) and on a Failure they become Frightened of you for up to 1 Minute, with the chance to make the Save again at the end of each of their turns. If they have Succeed then they instead have Disadvantage on any Attack Rolls they make before the end of their next turn

      • If a Creature you have Feared with this Feat misses an Attack against you, then you can use your Reaction to deal Necrotic Damage to them equal to your Intimidation Bonus

    • Great Weapon Master (Requires Great Weapon Expert)

      • Whenever you make an Attack with a Weapon that has the Large or Heavy Property you can take an additional -5 Penalty to the Attack Roll to gain a +10 bonus to the Damage Roll

      • If the Creature is a Size Huge or larger then you can instead take a -10 Penalty to the Attack Roll to gain a +20 bonus to the Damage Roll

    • Inspiring Commander (Requires the Extra Attack Feature)

      • Your Charisma or Strength increases by +1, up to a Maximum of 20

      • When you make a Weapon Attack you can give up your Extra Attack to instead use this Feat to select a number of allied Creatures that you can see and that can hear you (up to your Charisma Modifier) and they can each use their Reaction to make a Weapon Attack, their Base Damage for this Attack increases by an amount equal to your Charisma Modifier

    • Mage Slayer (Requires Dexterity or Strength 14)

      • Your Dexterity or Strength increases by +1, up to a Maximum of 20

      • If a Creature adjacent to you that you can see begins to cast a Spell you can use your Reaction to make a Melee Attack against that Creature. When you do so and hit this Attack is treated as a Critical Hit regardless of the number rolled, that Creature must make a Concentration Save to maintain the Casting of that Spell

      • You have Advantage on all Saves against Spells that are Cast by a Creature you can see within 50m

      • When you Hit a Creature that is Concentrating on a Spell you can expand your Bonus Action to deal additional Damage to that Caster by an amount equal to 2 x your Proficiency Bonus. The Caster has Disadvantage on their Concentration Save

    • Sentinel (Requires 14 Strength)

      • Creatures trigger Opportunity Attacks from you even if they use the Disengage Action (or have any other Feature that ignores Opportunity Attacks). In addition, you can target Invisible Creatures if they were visibly Adjacent to you before they gained the Invisible Condition, but have Disadvantage on the Roll. If a Creature triggers an Opportunity Attack from you and you Hit, the Creature's Movement Speed is reduced to 0 until the start of their next turn

      • Creatures can trigger Opportunity Attacks form you if they make an Attack against an ally or Cast a Spell against an ally and the Attacker is Adjacent to you (or within Range of a Polearm you’re using that has the Reach Property)

    • Sharpshooter (Requires 16 Dexterity)

      • When you make an Attack with a Ranged Weapon you can Attack at the Long Range of the Weapon without Disadvantage and both Ranges increase for you by 10m

      • You ignore ½ and ¾ Cover with your Ranged Attacks

      • Whenever you make an Attack with a Ranged Weapon you can take an additional -5 Penalty to the Attack Roll to gain a +10 bonus to the Damage Roll

  • Armor Feats

    • Buckler Master (Requires the Buckler Expert Feat)

      • Your Bucklers have a Base AC of +2 instead of +1 for you

      • If you utilize the Hunker Reaction against a Melee Attack and it misses you can make a Melee Attack against that Creature as a part of that Reaction. On a hit you deal additional Damage equal to your Proficiency Bonus

      • If the target made a Ranged Attack against you instead and you have a Weapon with the Thrown Property in your hand you can make a Weapon Attack using that Throwing Range

    • Shield Master (Requires the Shield Expert Feat)

      • Your Shields provide an additional +1 Bonus to your AC and Dexterity Saves

      • The Shield’s +3 Bonus applies to your Strength and Constitution Saves now

      • When you use the Shove Bonus Action you can add your Shield’s Bonus AC to the Roll, when doing so you push the target an additional 2m on a Success, can push a Creature of a size larger than you, and can follow this target as a part of this Bonus Action

  • Magical Feats

    • Magic Adept -(Requires Magic Initiate)

      • Select any one Cantrip, Lv.1 Spell, and Lv.2 Spell from the Spell List you chose for the Magic Initiate Feat. You gain an additional Lv.1 Spell Slot and 1 Lv.2 Spell Slot that replenishes on a Short Rest. You can change the selections from the Spell List every time you gain a Level. You can only use this Spell Slot to Cast the specific Spell you select from this Feat

        • Arcane - Wizard Spell List (Intelligence)

        • Divine - Cleric Spell List (Wisdom)

        • Natural - Druid Spell List (Wisdom)

        • Occult - Warlock Spell List (Charisma)

        • Psionic - Psion Quick and Psych (Intelligence)

    • Divinely Inspired Mage (Requires ability to cast at least a single 2nd Level Spell

      • Your Charisma, Intelligence, or Wisdom increases by +1 (up to a Maximum of 20)

      • You gain the Spell Augury and can cast it once per day without expending a Spell Slot. In addition you can pick any 1st Level Arcane Spell, Divine Spell, and Natural Spell and learn them permanently as a part of this Feat. You can cast each of them as 1st Level Spells once per Short Rest without expending a Spell Slot. The Arcane Spell uses your Intelligence, the Divine Spell uses your Charisma, and the Natural Spell uses your Wisdom if the Spells you’ve chosen require a roll. 

    • Elemental Master (Requires Elemental Adept)

      • You now are Immune to your Chosen Element and targets that are Immune to that Damage Type are now only treated as Resistant when you deal them Damage of that type

      • You can choose a different element between Acid, Cold, Fire, Lightning, Poison, or Thunder, becoming Resistant to this type of Damage and ignore Resistance of this Damage Type from enemies

      • Once per Long Rest, when you utilize your Elemental Adept ability to Reroll Damage you can instead treat that number of dice as having rolled maximum damage instead 

    • Ritual Caster  (Requires Intelligence or Charisma 14)

      • Your Charisma, Intelligence, or Wisdom Increases by +1, up to a Maximum of 20

      • You can select any two 1st-Level Spells with the Ritual Tag from any Spell List, you always have these Prepared/Known and can cast them as Ritual Spells only. You utilize the same Attribute for these Spells that you increased with this Feat if you need a roll

    • Spell Marksman  (Requires Intelligence or Charisma 14)

      • Your Charisma or Intelligence Increases by +1, up to a Maximum of 20

      • Pick a Cantrip from any Spell List that requires an Attack Roll, your Spellcasting Modifier uses the one you increased with this Feat

      • When you cast a Spell or Cantrip that requires a Spell Attack Roll you ignore ½ and ¾ Cover from your target. In addition these Spells no longer have Disadvantage against targets within Melee Range

      • All Spells that require a Spell Attack Roll that have a Range of at least 4m gain an additional 30m of Range when you cast them

    • War Caster  (Requires the ability to cast at least 1 Spell)

      • You can perform the Somatic Components of a Spell even if you have a Weapon or a piece of gear (such as a Shield) in both of your hands

      • You have Advantage on Concentration Checks to maintain Concentration of your Spells from taking Damage

      • When an enemy provokes an Opportunity Attack from you, you can Cast a Cantrip or Spell instead of a Weapon Attack. However it must have a 1 Action casting time and must target only 1 Creature


Previous
Previous

Backgrounds

Next
Next

The Warlock Class