Spyger's 5e Feats

by Spyger

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Feats

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

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.
  • You have advantage on Athletics checks which are not made as part of an attack.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing and swimming don'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.

Charger

Ever eager to join a brawl, your zeal grants you the following benefit:

  • When you use your action to Dash, you can use a bonus action to make one melee weapon attack 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 +5 bonus to the attack's damage roll or push the target up to 10 feet away from you (if you choose to shove and you succeed).

Close Quarters Archer *

Prerequisite: Dexterity 15 or higher


Entering a melee with your bow is of little concern for one as graceful as you. Gain the following benefits:

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls made with bows.
  • During your turn, if you hit a creature with a ranged attack, that creature can't make opportunity attacks against you for the rest of the turn.
  • When you use the Attack action and attack with a bow, you can use a bonus action to make a melee attack with a piece of ammunition or part of your ranged weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals piercing or bludgeoning damage.

Cunning Opportunist *

You never let an opportunity pass you by. You gain the following benefit:

  • When a creature that is within 5 feet of you attacks a target that is not you, or attacks you while suffering disadvantage, you can use your reaction to make an attack against them. This attack must use a finesse or light weapon and is made with advantage.

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 attack rolls made with crossbows.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Defensive Duelist !

Prerequisite: Dexterity 13 or higher


Your blade is your shield. You gain the following benefits:

  • You gain a +1 bonus to AC while you wield a one handed or versatile weapon with no other weapon or shield.
  • 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.

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.

Dueling Master *

Only one weapon can be your partner in the dance of death. You gain the following benefits:

  • While you wield a one handed or versatile weapon with no other weapon or shield, you can use a bonus action to make an additional attack after taking the Attack action. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
  • When a creature misses you with a melee attack, you can use your reaction to try to shove or disarm the creature.

Dungeon Delver !

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Gain proficiency with Thieves' Tools
  • 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.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.

Durable !

Hardy and resilient, nothing can put you down for long. Gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Gain advantage on death saving throws.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Elemental Adept

Prerequisite: The ability to cast at least one spell


When you're in your element, nothing can hold you back. Gain the following benefits:

  • When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type.
  • When you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Fighting Initiate !

Prerequisite: Proficiency with a martial weapon


Diligent practice in your preferred combat style has yielded the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • Gain one Fighting Style option from the Fighter class. If you already have a style, the one you choose must be different.

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, your speed becomes 0 and the creature is restrained until the grapple ends.
  • Creatures that are one size larger than you don’t have advantage 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 heavy weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Once per turn, before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Hardened *

You've learned to to shake off just about everything that comes your way. Gain the following benefit:

  • Gain a bonus equal to one half of your proficiency bonus (rounded up) to any save that you are not proficient in.

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:

  • Gain advantage on Wisdom(Medicine) checks.
  • When you use a healer’s kit to stabilize a dying crea- ture, 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 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s max- imum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or 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, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Inspiring Leader

Prerequisite: Charisma 13 or higher


Your powerful words can bolster the hearts of your fellows. Gain the following benefit:

  • 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.

Intimidating Presence *

Prerequisite: Strength 13 or higher


Your intense aura grants you the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You may use Strength instead of Charisma for Intimidation checks.
  • As a bonus action, you may attempt to intimidate a creature. Make an Intimidation(Strength) check opposed by either a Strength check or an Intimidation check, if your total is greater than the target's, they are frightened until the end of their next turn. This ability can only be used to target a creature once, and any creature that can see or hear a failed Intimidating Presence attempt is immune to the effects of Intimidating Presense for 24hr.

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 have advantage on Intelligence saving throws.
  • 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.

Large Build *

Prerequisites: Small size. Strength 13 or higher. May only be taken at 1st level.


You are one of the largest of your kind, nearly as large as most humanoids, gain the following benefits:

  • Increase your Strength Score by 1, to a maximum of 20.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You may choose to count as one size larger whenever it would be beneficial. This allows small creatures to ignore the Heavy weapon property.

Light Armor Master *

For you, light armor has become a second skin. Gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Increase the AC granted by light armors by 1.

Lightly Armored

You have trained to utilize light armor effectively, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.

Lightning Reflexes *

Prerequisites: Dexterity 15 or higher.


You are preternaturally quick, gaining the following benefits:

  • Gain advantage on Initiative Rolls
  • Gain a second reaction each turn. This additional reaction can only be used for opportunity attacks.

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 learn a new language by studying or being exposed to it for three days.
  • 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 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to mimic the effect of spending Inspiration.
  • 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 point when you finish a short or 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

  • 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. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
  • 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.

Martial Artist *

You are trained as an unarmed combatant, and gain the following benefits:

  • Your unarmed strike uses a d4 for damage. If your unarmed strike already deals a d4 or larger damage die, increase the die by one size d4>d6>d8>d10>d12.
  • Your unarmed strikes are considered to have the Light property and can be used for two-weapon fighting.
  • When performing a Grapple or Shove you may use a Dexterity(Acrobatics) check instead of a Strength(Athletics) check.

Medium Armor Master !

Prerequisite: Proficiency with medium armor


You have practiced moving in medium armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can increase the maximum Dexterity Modifier allowed by the armor by 1.

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. Gain 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, 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.

Polearm Master !

You wield the full length of your shaft magnificently, gaining the following benefits:

  • While you are wielding a glaive, halberd, pike, quarterstaff, spear, or trident, you can use your reaction to make a melee weapon attack against a creature when they enter the reach you have with that weapon.
  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, spear, or trident, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.

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 !

  • Increase your Strength or Constitution 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.

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 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:

  • Double the short range of your ranged weapon attacks.
  • Your ranged weapon attacks ignore half cover and count three-quarters cover as half cover.
  • Once per turn before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

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.

Skill Expert

You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice.
  • Choose one skill in which you have proficiency. you gain expertise with that skill: your proficiency bonus is doubled for any ability check you make with it. This benefit does not stack with other features that double your proficiency bonus.

Skulker !

Prerequisite: Dexterity 13 or higher


You are expert at slinking through shadows. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • 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.

Spell Savant *

Prerequisite: The ability to cast at least one spell.

  • Gain an additional spell slot of the highest level available to you. if your highest level spell slot increases, your Spell Savant spell slot increases to match your new highest level spell slot. This spell slot cannot be 6th level or higher. Once you cast a spell from this slot, you must finish a long rest before you can cast it again.

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.
  • Your ranged spell attacks ignore half cover and count three-quarters cover as half cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Spellslinger *

Prerequisite: The ability to cast at least one damaging spell.


Your spells always seem to pack some extra punch. Gain the following benefits:

  • You can add your Spellcasting ability modifier to the damage roll of any targeted spell you cast, and half of your Spellcasting ability modifier (rounded up) to the damage roll of any area spell you cast. The damage bonus applies to one damage roll of a spell and cannot be used to increase the damage dealt to a single creature by an amount greater than your Spellcasting modifier.

Tavern Brawler !

Accustomed to rough-and-tumble fighting using whatever weapons are 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.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with a melee attack on your turn, you can use a bonus action to attempt to grapple the target.

Thrown Weapon Expert *

After all your practicing of party tricks, you've gained the following benefits:

  • Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls.
  • Your thrown weapon attacks ignore half cover and treat three-quarters cover as half cover.
  • You can draw weapons with the thrown property as a free action and can make as many attacks in a round as you have attacks and weapons available.

Titan's Grip *

Prerequisite: Strength score of 17 or higher


Your Herculean strength grants you the following benefits:

  • When attacking with a versatile weapon in one hand, you use the damage value in parenthesis as if you were using two hands.
  • You no longer require two hands to attack with melee weapons that have the two-handed property. However, while wielding a two-handed weapon in just one hand, you do not gain the benefit of its reach property if it has one.

Tough !

You are just plain tough, and gain the following benefits:

  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • When you are hit with an attack, you may use your reaction to gain resistance to all damage types except for radiant, necrotic, and psychic damage until the end of your next turn. Once used, this ability cannot be used again until you have finished a long rest.

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:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • 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.

Weapons 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.

Feats Changed !

  • Athlete- Buff
  • Crossbow Expert
  • Defensive Duelist- Buff
  • Dungeon Delver- Buff
  • Durable- Buff
  • Grappler- Buff
  • Great Weapon Master- Nerf
  • Healer- Buff
  • Keen Mind- Buff
  • Linguist- Buff
  • Lucky- Cheese Nerf
  • Martial Adept- Buff
  • Medium Armor Master- Buff
  • Polearm Master
  • Savage Attacker- Buff
  • Sharpshooter- Nerf
  • Skulker- Buff
  • Spell Sniper- Tiny Nerf
  • Tavern Brawler- Buff
  • Tough- Buff

Feats Added *

  • Close Quarters Archer
  • Cunning Opportunist
  • Dueling Master
  • Expertise
  • Fighting Style Training
  • Hardened
  • Intimidating Presence
  • Large Build
  • Light Armor Master
  • Lightning Reflexes
  • Martial Artist
  • Powerful Build
  • Spell Savant
  • Spellslinger
  • Thrown Weapon Expert
  • Titan's Grip - Spyger

Feats Not Added (From Zman's List)

  • Intuitive Defense- WIS to AC
  • Powerful Persona- CHA to AC
  • Tactition- INT to AC
  • Unarmored Fighter- 13 Base AC
  • Powerful Build- overlap with Dual Wielder and Titan's Grip; kinda messy besides.
  • Shield Weapon Specialist- He adds shield weapons
  • Weapon Master (New)- Very clunky and situational
  • Volatile Spellcaster- Crazy scaling on AoE damage spells with amost no downside. Exhaustion more prominent in his ruleset.
  • Desperate Spellcaster- This one's a maybe... Exhaustion just doesn't come up much, so isn't much risk.

Feats Patched by Spyger

  • Lots of syntax, errata, and flavor text
  • Athlete- Not a grapple/shove feat. Added swimming buff.
  • Close Quarters Archer- Added DEX requisite, removed N/A cover rule, require attack to hit to disengage, added bow requirements, removed melee requirement
  • Crossbow Expert- Removed granting of proficiency to keep it in line with similar feats.
  • Grappler- Removed STR boost. 3 buffs is too much; I've already buffed grappling at base level.
  • Great Weapon Master- 1st benefit now requires a heavy weapon, not simply a melee one
  • Defensive Duelist and Dueling Master- each of these had both offense and defense, so I unmixed them.
  • Defensive Duelist- removed superfluous 3rd bullet point.
  • Dueling Master- removed Dueling Style and one-handed requirement, added reaction shove/disarm
  • Healer- Removed Wisdom boost
  • Heavy Armor Master- Reverted to original
  • Inspiring Leader- Removed Charisma boost
  • Keen Mind- Removed advantage on all checks
  • Lucky- Now works like Inspiration: no disadvantage=advantage shenanigans
  • Martial Artist- Removed STR/DEX boost
  • Polearm Master- Damage nerf undone.
  • Spellslinger- Halved AoE damage boost
  • Tavern Brawler- Loosened restrictions on 4th benefit
  • Thrown Weapon Expert- Removed bonus action attack. Anything that lets you Dodge and attack for free is a no go.

Looking for Feedback on...

  • Expertise, Fighting Style, and Martial Artist: Should Kool-aid Theft be allowed? Base game does have Martial Adept and Magic Initiate... Plus multiclassing sucks. Metamagic feat?

  • Grappler ~

  • Hardened

  • Intimidating Presence

  • Lightning Reflexes- Precident in Marking, DMG 271

  • Lucky ~

  • Titan's Grip

  • Spell Savant- One more big slot in exchange for higher DC/Hit on all spells; interesting trade-off?

  • Spellslinger- Really scary feat, but I think it could be balanced based on what I know about monsters and warlocks...

  • Feats which grant additional attacks: Charger (CB), Close Quarters Archer (AB), Cunning Opportunist (CR), Crossbow Expert (AB), Dueling Master (AB), Great Weapon Master (CB), Lighting Reflexes (CR), Mage Slayer (CR), Martial Adept (CR), Polearm Master (CR+AB), Sentinel (CR+CR)

  • B- bonus action, R- reaction, C- conditional, A- after Attack

 

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