Feats 1.0

by Scuronotte

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Acrobat

Prerequisite: 13 Dexterity or Strength

You improve your agility and stealth. You gain the following abilities:

  • When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity or Strength modifier, your choice.
  • You can use your reaction when you fall to reduce any falling damage you take by an amount equal to two times your level.
  • You have advantage on Dexterity (Acrobatics) and Strength (Athletic) checks when you attempt to walk along a tightrope or beam of maximum 30 degree angle while upright and having both hands free. Your movement speed is half of your normal rate. You make the ability check at every 30 feet.

Animal Instincts

You connection to the uncivilized world has sharpened your senses to survive in the world of beasts. You gain the following benefits:

  • Your Wisdom score increases by 1, to a maximum of 20.
  • You no longer suffer disadvantage on your Wisdom (Perception) checks imposed by lightly obscured areas (such as dim light, patchy fog, or moderate foliage).
  • You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on sound or smell.

Enhanced Attunement

The limitation of the number of attuned magic items you can attune to is increased by 1.

Expertise

Choose two of your skill proficiencies, or one of your skill proficiencies and one tool you are proficient with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Favored Enemy

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: beasts, humanoids, fey, monstrosities, oozes, plants, or undead. You gain the following abilities:

  • You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
  • You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
  • You gain a +2 bonus to damage rolls with weapon attacks against creatures of your favored enemy.

You can select this feat multiple times. Each time you do so, you must choose a different favored enemy.

Favored Enemy - Greater

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain the following abilities:

  • You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
  • You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
  • You gain a +2 bonus to damage rolls with weapon attacks against your greater favored enemy.
  • You have advantage on saving throws against the spells and abilities used by your greater favored enemy.

Gambler

  • You are proficient in 3 gaming sets.
  • You have advantage on Dexterity (Sleight of Hand) checks to manipulate the game, such as palm or switch a card, or pick the pocket of your opponent.
  • You have advantage on Charisma (Deception) checks to bluff your opponents.

Gambler - Professional

Prerequisite: Gambler feat

  • Your are proficient in all gaming sets.
  • You have advantage on Intelligence (Investigation) and Wisdom (Insight and Perception) checks after studying a creature(s) or a gaming set for 1 minute to determine if the creature is cheating or bluffing or if the game is rigged.
  • When playing a game, you can draw, roll, etc. one additional time and exchange it with one you have already made. You select which to keep and discard.

Great Weapon Master - changed

  • On your turn, when your melee attack with a heavy weapon reduces a creature to 0 hit points, any excess damage from that attack might carry over to another nearby creature. You target another creature within reach and, if the original attack roll can hit it, apply any remaining damage to it.
  • Once per turn, when you score a critical hit with a melee weapon attack, you can make one additional melee weapon attack as a bonus action.

Hordecleaver

Prerequisite: 12th level

You excel in combat against hordes. You gain the following abilities.

  • Opportunity attacks against you are made with disadvantage.
  • When your weapon attack reduces a creature to 0 hit points, any excess damage from that attack might carry over to another nearby creature. You target another creature within 5 ft of the original target, and if the original attack roll can hit it, apply any remaining damage to it. This can be used more than once per turn.

Magic Initiate - Changed

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st level spell from that same list.

You learn these spells and can cast it as though it was on your class’s spell list. You use your spellcasting ability for these spells and you can cast it at any level you have spell slots for. These spells do not count against your number of known spells.

Once you learn these spell, you cannot exchange it for another.

Magic Initiate Advanced

You learn one 1st level spell and one 2nd or 3rd level spell of your choice from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. The spells you choose must be of a level you can cast. Once you learn these spells, you cannot exchange it for another. These spells do not count against your number of known spells. The spells you choose must be of a level you can cast.

You use your spellcasting ability for these spells and can cast it as though it was on your class’s spell list.

Magic Initiate Superior

You learn one 1st, 2nd, or 3rd level spell and one 4th or 5th level spell of your choice from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. These spells you choose must be of a level you can cast. Once you learn these spells, you cannot exchange them for another. These spells do not count against your number of known spells. The spells you choose must be of a level you can cast.

You use your spellcasting ability for these spells and can cast it as though it was on your class’s spell list.

Olympian

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Your Dexterity or Strength score increases by 1, to a maximum of 20.
  • When you make a running jump, the distance you cover increases by a number of feet equal to twice your Dexterity or Strength modifier, your choice.
  • You gain the ability to climb and swim faster than normal; climbing and swimming no longer costs you extra movement.

Sharpshooter - changed

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 half cover and three-quarters cover.
  • Once per turn, when you score a critical hit with a ranged weapon or reduce a creature to 0 hit points with one, you can make one ranged weapon attack as a bonus action.

Thief

You have encountered many cultures and lands, gaining the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.
  • You gain proficiency in Thieves' Tools. Your proficiency bonus is doubled whenever you use this tool.
  • You can use a bonus action to make a Dexterity (Sleight of Hand) check or use your thieves' tools to disarm a trap or open a lock.

Tracker

Prerequisite: Ranger

Your keen eyes can find your prey through shadow and cover. You gain the following benefits:

  • You can use the Wisdom (Perception) check as a bonus action when searching for or tracking a creature(s).
  • You can use the Wisdom (Survival) check as a bonus action.
  • While tracking other creatures, you have advantage on checks in learning their approximate number, their sizes, and how long ago they passed through the area.

Unlocked Attunement

Through study and exploration, you have gained the understanding of how magical items work. You ignore all class and race restrictions placed on magic items.

 

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