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# Class Feature Feats ## Introduction I have long held the belief that certain class features could be extracted as feats. My hope is not to step on the toes of any class, but instead to offer something of an alternative to multiclassing. Maybe your Fighter character has grown a sense of humour, and you are contemplating a level or two in Bard for thematic reasons; my alternative would give you access to a limited amount of the *Inspiration* class feature, as a feat rather than taking any level dips into the Bard class. When choosing to use these feats I would caution allowing them carte blanche, and instead requiring narrative permissions to take any of the following feats. For instance a Divination Wizard who is very scholarly, prim and proper would probably not be able to take the Form of the Wild feat, while a primal Barbarian with the hermit background would. The prerequisite of 4th level or higher, which is shared by each of the following feats is to ensure that no character is able to take one of the features before a character that levels exclusively in the respective class takes it. Finally I would caution against allowing players to take any of these feats more than once. This could lead to some unintended balance issues, and taking the same feat more than once has not currently been considered when balancing these feats. ## Barbarian Feats ### Intense Rage *Prerequisite: 4th level or higher* *** You are fueled by an intense rage, that allows you to unleash terrible devastation in a fight. You gain the following benefits: * You gain one use of the *Rage* class feature (this use of *Rage* is added to any uses provided by another source) as detailed in the Barbarian class. * Your Rage Damage is +2 unless you have a greater Rage Damage bonus provided by another source. ## Bard Feats ### Inspiring Persona *Prerequisite: 4th level or higher* *** You have learned how to inspire your allies through stirring words or musical performances. You gain the following benefits: * You gain one inspiration die, which is a d6 (this die is added to any inspiration dice you have from another source). You may expend this inspiration die as detailed in the Bard's *Inspiration* class feature. When this die is expended you must finish a long rest before you may use it again. * Upon reaching 12th level (or taking this feat past 12th level) you gain one more additional inspiration die, which is a d8. This die follows the same rules as the d6 die detailed previously in this feat. ## Cleric Feats ### Turn Undead *Prerequisite: 4th level or higher* *** You have learned how to channel the power of your deity to turn undead creatures away from you. You gain the following benefits: * As an action you may utilise the *Turn Undead* Cleric class feature. The save DC for this ability is 8 + your proficiency bonus + your Wisdom modifier. After you use this ability you can't use it again until you complete a long rest. * Upon reaching 12th level (or taking this feat past 12th level) any undead creature of CR 1/2 or lower that fails it's save against this ability is instantly destroyed. ### Knowledge of the Ages *Prerequisite: 4th level or higher* *** You have learned how to channel the power of your deity and tap into their well of knowledge. As an action you present your holy symbol and call upon the power of your deity to gain proficiency in one skill or tool of your choice for 10 minutes. After using this ability you can't use it again until you complete a long rest. This feat may not be taken if you have reached 2nd level in any Cleric Domain other than Knowledge, and if you reach 2nd level in any Cleric Domain other than Knowledge this feat instead increases your Wisdom score by 1, to a maximum of 20. ### Preserve Life *Prerequisite: 4th level or higher* *** You have learned how to channel the power of your deity to heal the badly injured. You gain the following benefits: * As an action you present your holy symbol and evoke healing energy that can restore 10 hit points. Choose any creatures within 30 feet of you and divide those hit points among them. This ability can restore a creature to no more than half of its hit point maximum, and it does not affect undead or constructs. After using this ability you can't use it again until you complete a long rest. * At 12th level (or taking this feat past 12th level) the hit points you can restore increases to 30. This feat may not be taken if you have reached 2nd level in any Cleric Domain other than Life, and if you reach 2nd level in any Cleric Domain other than Life this feat instead increases your Wisdom score by 1, to a maximum of 20.
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\pagebreakNum ### Charm Animals and Plants *Prerequisite: 4th level or higher* *** You have learned how to channel the power of your deity to charm animals and plants. As an action you present your holy symbol and project your deities will on the nearby flora and fauna. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails it's saving throw it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. The DC for this Wisdom saving throw is 8 + your proficiency bonus + your Wisdom modifier. After using this ability you can't use it again until you complete a long rest. This feat may not be taken if you have reached 2nd level in any Cleric Domain other than Nature, and if your reach 2nd level in any Cleric Domain other than Nature this feat instead increase your Wisdom score by 1, to a maximum of 20. ### Destructive Wrath *Prerequisite: 4th level or higher* *** You have learned how to channel the power of your deity to wield the power of the storm with unchecked ferocity. When you would roll lightning or thunder damage you can choose to instead deal maximum damage. After using this ability you can't use it again until you complete a long rest. This feat may not be taken if you have reached 2nd level in any Cleric Domain other than Tempest, and if your reach 2nd level in any Cleric Domain other than Tempest this feat instead increase your Wisdom score by 1, to a maximum of 20. ### Guided Strike *Prerequisite: 4th level or higher* *** You have learned how to channel the power of your deity to strike with supernatural accuracy. When you make an attack roll, you can choose to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. After using this ability you can't use it again until you complete a long rest. This feat may not be taken if you have reached 2nd level in any Cleric Domain other than War, and if your reach 2nd level in any Cleric Domain other than War this feat instead increase your Wisdom score by 1, to a maximum of 20. ### Path to the Grave *Prerequisite: 4th level or higher* *** You have learned how to channel the power of your deity to mark another creature's life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attacks damage, and then the curse ends. After using this ability you can't use it again until you complete a long rest. This feat may not be taken if you have reached 2nd level in any Cleric Domain other than Grave, and if your reach 2nd level in any Cleric Domain other than Grave this feat instead increase your Wisdom score by 1, to a maximum of 20. ## Druid Feats ### Form of the Wild *Prerequisite: 4th level or higher* *** You have attuned to the spirits of the wild, and have learned how to become one with nature. You gain two uses of the of the *Wild Shape* Druid class feature (these uses do not add to any uses of *Wild Shape* from another source). These uses function as described in *Wild Shape* class feature with the following modifications: * You regain any expended uses of this feat when you finish a long rest. * You may stay in your beast form for a number of hours detailed in the table below * You may transform into any beast that has a challenge rating less than or equal to that in the table below, and abiding by the restrictions in the table below. | Level | Max. CR | Limitations | Hours | |:---:|:--:|:--|:--:| | 4th | 1/4 | No flying or swimming speed | 1 | | 8th | 1/2 | No flying speed | 2 | | 12th | 1 | ─ | 4 | ## Fighter Feats ### Martial Adept (revised) *Prerequisite: 4th level or higher* *** 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). * You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. ## Monk Feats ### Unarmed and Deadly *Prerequisite: 4th level or higher* *** You have trained your body and skills to become a threat whether armed or unarmed. You gain the following benefits:
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\pagebreakNum * If you are proficient in all Martial and Simple weapons, you treat all simple weapons that don't have the two-handed or heavy property as monk weapons. * You can use your Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. * You can roll a d4 in place of the normal damage of your unarmed strikes or monk weapons. Upon reaching 12th level (or when taking this feat past 12th level) you can roll a d6 in place of the normal damage of your unarmed strikes or monk weapons. * When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. ### Inner Power *Prerequisite: 4th level or higher* *** You have trained your mind and soul to tap into your internal power reserves. You gain two ki points (these ki points are added to any ki points you have from another source); these ki points are used to fuel your ki powers and you regain any expended ki points at the end of a short or long rest, provided you spend at least 30 minutes of the rest meditating. You have access to the following ki powers: #### Flurry of Blows Immediately after you take the Attack action on your turn you can spend 1 ki point to make two unarmed strikes as a bonus action. #### Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn. #### Step of the wind You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. ## Paladin Feats ### Sense of the Divine *Prerequisite: 4th level or higher* *** Your commitment to your cause has enabled you to open your senses to powerful forces of good and evil. You gain two uses of the Paladin *Divine Sense* class feature (these uses are added to any uses of *Divine Sense* are added to any uses you have from another source). You regain all expended uses of *Divine Sense* when you finish a long rest. ### Healing Hands *Prerequisite: 4th level or higher* *** Your commitment to your cause has enabled you to heal those that you lay your hands upon. You gain the following benefits: * You have a pool of 10 hit points that you may expend to heal a creature you touch (these hit points are added to any pool of hit points you have relating to the *Lay on Hands* class feature from any other source). These hit points can be expended as detailed in the Paladin *Lay on Hands* class feature. You regain any hit points expended from your pool when you finish a long rest. * Upon reaching 12th level (or when taking this feat past 12th level) your pool of hit points increases to 30. ### Smite the Unworthy *Prerequisite: 4th level or higher* *** Your commitment to your cause has enabled you to smite your foes. When you hit a creature with a melee weapon attack you can deal an additional 2d8 radiant damage (or 3d8 if the target is undead or a fiend). Once you have used this ability you must finish a long rest before you can use it again. You get one additional use of this feature upon reaching (or taking this feature past) 8th, 12th and 16th levels. ## Consesnsus Ranger Feats ### Enemy Mine *Prerequisite: 4th level or higher* *** You may choose one favored enemy as described in the Ranger *Favored Enemy* class feature (this favored enemy is added to favored enemies you have from any other source). You gain the benefits against your favored enemy as described in the *Favored Enemy* class feature. You do not gain the 14th level improvement in the *Favored Enemy* class feature for this favored enemy unless you have reached at least 14th level in the Ranger class. ### Wilderness Expert *Prerequisite: 4th level or higher* *** You may choose one favored terrain as described in the Ranger *Natural Explorer* class feature (this favored terrain is added to favored terrain you have from any other source). You gain the benefits while within your favored terrain as described in the *Natural Explorer* class feature. You do not gain the 6th level improvement in the *Natural Explorer* class feature for this favored terrain unless you have reached at least 6th level in the Ranger class. Upon reaching 12th level (or taking this feat past 12th level), you leave no trail and can't be tracked by nonmagical means unless you choose to leave a trail while within the favored terrain chosen for this feat.
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\pagebreakNum ## Rogue Feats ### Cunning Action *Prerequisite: 4th level or higher* *** You have learned how to think and react quickly to a changing situation. Choose one of the following actions: Dash, Disengage or Hide. On each of your turns in combat you can take a bonus action to use this selected action. ## Sorcerer Feats ### Metamagic *Prerequisite: 4th level or higher, the ability to cast at least one spell* *** You have learned the ability to manipulate the the magic you wield, able to shape it in unique ways. You gain the following features: * You gain two sorcery points (these sorcery points are added to any sorcery points you have from another source), which are used to power your metamagic abilities. * Upon reaching 12th level (or when taking this feat past 12th level) you gain an additional four sorcery points, to a total of six sorcery points granted by this feat. * Choose one metamagic option, that you know and can use as described in the Sorcerer *Metamagic* class feature, from the following list: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Quickened Spell, Subtle Spell, Twinned Spell. If a metamagic option mentions using your Charisma modifier, you may instead using the spellcasting ability modifier for the spell being cast. ## Wizard Feats ### Magical Recovery *Prerequisite: 4th level or higher, the ability to cast spells from spell slots* *** You have gained a deeper understanding of how you refresh your magical abilities. You gain the following benefits: * You are able to recover spell slots up to a combined level equal to 1 as described in the Wizard *Arcane Recovery* class feature. These combined levels add to any combined levels you have from another source. * Upon reaching (or taking this feat past) 8th, 12th and 16th level the combined level of spell slots you can recover using this feat increases to 2, 3 and 4 respectively.
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