Version 1.2
Feats: Updated & Expanded
Ability Feats
Paramedic
You have learned to quickly diagnose and stabilize creatures.
- Increase your Wisdom score by 1, to a maximum of 20.
- You can make a Wisdom (Medicine) check as a bonus action.
- You have advantage on Wisdom (Medicine) checks to stabilize a dying creature, and they regain 1 hit point if you roll a 20 on the d20.
Magical Feats
Blood Magic
Prerequisite: Requires the ability to cast at least one spell
You have learned how to use your body to enhance your magic, granting you the following benefits:
- Your Constitution score increases by 1, to a maximum of 20.
- You can choose to expend one Hit Die whenever you cast a spell. Roll the die, and add the result to one roll of the spell. That roll must restore hit points or deal damage.
Scroll Spellcaster
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. If a scroll contains a spell from the chosen spell list, you can read the scroll and cast its spell without providing any material components.
- Your spellcasting ability depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
- Your chosen class spellcasting ability score increases by 1, to a maximum of 20.
- You gain proficiency in the Arcana skill.
Weavebound
Prerequisite: The ability to cast at least one spell.
Through diligent study, or by magical accident, you have attuned your soul with the magical weave that flows through all things. Your connection to the weave grants you the following benefits:
- You can use your connection to the weave to act as a spellcasting focus for casting spells.
- When you expend a spell slot of 1st level or higher to cast a spell that deals damage or restores hit points, you can choose to expend two additional spell slots of the same level or higher. When you choose to do so, you double the number of die you roll for damage or to restore hit points. You then take damage equal to 5 x the spell's level. This damage cannot be reduced in anyway.
Martial Feats
Die Hard
You recover from injury more quickly than others. You gain the following benefits:
- You have advantage on death saving throws.
- Whenever you have fewer than half your total hit points remaining, you can use a bonus action to spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Fighting Style Adept
Prerequisite: Strength, Constitution or Dexterity 13 or higher
You have trained hard to master a particular style of fighting, gaining the following benefits:
- Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20
- Choose one of the Fighting Style options available to the Fighter Class. You can't take a Fighting Style option more than once.
Firearm Adept
Prerequisite: Requires a Dexterity score of 13 or higher
Your interest in firearms gives you the following benefits:
- You gain proficiency with two firearm weapons of your choice.
- You learn two trick shots of your choice from among those available to the Gunslinger Archetype. If a trick shot you use requires your target to make a saving throw to resist the trick shots effect, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
- You gain one grit point. These points are used to fuel your trick shots. A grit point is expended when you use it. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM's discretion). You regain all your expended grit points when you finish a short or long rest.
Firearm Expert
Thanks to extensive practice with firearms at close range, you gain the following benefits:
- You ignore the loading and reload properties of firearms with which you are proficient that do not use energy cells for ammunition.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.
Firearm Master
Thanks to extensive practice with firearms at long range, you gain the following benefits:
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On your 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.
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You no longer have disadvantage on your ranged weapon attacks as a result of being prone, and while you are prone you gain advantage on ranged attack rolls made using firearms you are wielding with two hands.
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If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapons misfire score, the firearm does not misfire.
Flail Mastery
You have taken the time to master the flail. You gain the following benefits:
- Your Strength score increases by 1, to a maximum of 20.
- Melee weapon attacks you make using a fail gain a +2 bonus to attack rolls against creatures weilding a shield.
- When you hit a creature with an Opportunity Attack made using a flail, the target must succeed a Dexterity saving throw (DC 8 + your Proficiency bonus + your Strength modifier) or fall prone.
Lance Mastery
You have taken the time to master the lance. You gain the following benefits:
- Your Strength score increases by 1, to a maximum of 20.
- When you take the Dash action and move at least 10 feet in a straight line, you can use a bonus action to make one melee weapon attack using your lance.
- When you hit a creature with a melee weapon attack made using a lance, the creature must succeed a Strength saving throw (DC 8 + your Proficiency bonus + your Strength modifier) or fall prone.
Mounted Archery
You are a master rider, to the point that you have mastered firing a bow even while moving on a mount.
- Increase your Dexterity by 1, to a maximum of 20.
- While mounted, you have advantage on ranged attacks made against medium or smaller unmounted creatures.
- You have advantage on Dexterity saving throws made to resist falling from your mount.
Net Mastery
You have taken the time to master the net. You gain the following benefits:
- Making a ranged weapon attack using a net no longer limits the number of attacks you can normally make.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you hit a creature with an attack using a net, the saving throw DC to break free from the net increases by a number equal to your proficiency bonus.
Shield Attacker
Prerequisite: proficiency with shields
- Your Strength score increases by 1, to a maximum of 20.
- You are considered proficient with attacks made using a shield, and you can now don or doff a shield as a bonus action.
- When you take the Attack action during your turn, you can use a bonus action to make a separate attack using a shield you are wielding. The shield is considered a melee weapon with the thrown property (range 20/60) that deals 1d4 + your Strength modifier bludgeoning damage.
Spear Mastery
You have taken the time to master the spear and javelin. You gain the following benefits:
- You no longer have disadvantage on attack rolls made when throwing a spear or javelin at long range.
- When you wield a spear or javelin its damage die becomes a d8, and when wielding a spear with two hands it's damage die becomes a d10.
- Using a bonus action, you can increase your reach with a spear or javelin by 5 feet for the rest of your turn.
Trident Mastery
You have taken the time to master the trident. You gain the following benefits:
- When you wield a trident its damage die becomes a d8, and a d10 when wielding it with two hands.
- Weapon attacks you make using a trident no longer have disadvantage as a result of being underwater.
- You have advantage on attack rolls made using a trident to disarm a creature.
Whip Mastery
You've learned to manipulate a whip with masterful skill, enabling you to control the battlefield. You gain the following benefits:
- You can attempt to grapple a creature using your whip instead of a free hand. You can't use the whip to make attacks while grappling a creature in this way.
- When you successfully disarm a creature using your whip, you can grasp the disarmed weapon or item with your whip as part of the same attack, and pull it into your possession.
- When you hit a creature with an Opportunity Attack made using your whip, the target must succeed a Dexterity saving throw (DC 8 + your Proficiency bonus + your Attack modifier) or fall prone.
Updated Feats
Charger
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 you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
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 by making another grapple check. If you succeed, you both fall prone. The grappled creature is restrained, and your speed becomes zero until the grapple ends.
Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to subtract your Proficiency bonus from the attack roll. If the attack hits, you add twice your Proficiency bonus to the attack's damage.
Savage Attacker
You’ve honed the deadliness of your weapon attacks. You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to subtract your Proficiency bonus from the attack roll. If the attack hits, you add twice your Proficiency bonus to the attack's damage.