Actor (Edited)
- +1 CHA
- You have 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 Wisdom (Insight) check contested by your Charisma (Deception) or (Performance) check allows a listener to determine that the effect is faked.
- You may attempt to create a diversion using either a Deception or Performance check. Choose up to a number of creatures that can see and hear you equal to half your level. They make a contested Insight check against your check. If you succeed, the targets have disadvantage on any initiative checks for the next 2 minutes. If you succeed by 10 or more, the targets are surprised at the start of any ensuing encounters for the next 2 minutes.
Alert
- You can’t be surprised while you are conscious.
- You gain a +5 bonus to initiative.
- Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Armory Apprentice (New)
- You gain proficiency in light and medium armor and shields.
- You gain proficiency in 4 simple or martial weapons of your choice.
Athlete
- +1 STR, DEX, or CON
- When you are prone, standing up uses only 5 feet of your movement.
- Climbing and swimming don’t cost you extra movement.
- If you are prone and another creature makes a melee attack against you, you may use your reaction to roll, negating the advantage they have from that attack and imposing disadvantage on it.
- You no longer need to move to make a running jump.
Bountiful Luck
Prerequisite: Halfling
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this feat, you can't use your Lucky racial trait before the end of your next turn.
Charger (Edited)
- +1 STR
- If you move at least 20 feet in a straight line before ending your move, you have advantage on the first melee attack, Shove, or Grapple you make that turn.
Chef (Edited)
- +1 CON or WIS
- You gain proficiency in cook's utensils.
- As part of a rest, you can cook a meal for a number of creatures equal to 4 + your proficiency bonus. At the end of the rest, anyone who eats the food and spends at least one hit die regains an additional 1d8 hit points.
- During a rest, you can prepare a number of treats equal to your proficiency bonus. These special treats last for 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain a number of temporary hit points equal to twice your proficiency bonus.
Crossbow Expert (Edited)
- You gain a +1 bonus to attack rolls you make with crossbows.
- You ignore the loading property of crossbows with which you are proficient.
- You may use a bonus action on your turn to give yourself advantage on all attack rolls made with a crossbow while you are prone that turn.
Defensive Duelist (Edited)
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. If you use this reaction and the attack still hits, the damage is reduced by an amount equal to your proficiency bonus
Crusher
- +1 STR or DEX
- Once per turn when you hit a creature with a bludgeoning weapon, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit with a bludgeoning weapon, attack rolls against that creature are made with advantage until the end of your next turn.
Dragon Fear
Prerequisite: Dragonborn
- +1 to STR, CON, or CHA.
- Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a WIS save (DC 8 + proficiency + CHA modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the save, ending the effect on a success.
Dragon Hide (Edited)
Prerequisite: Dragonborn
-
+1 STR, CON, or CHA.
-
While you aren't wearing armor, your can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
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You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your STR modifier, instead of the normal bludgeoning damage for an unarmed strike.
Drow High Magic
Prerequisite: Elf (drow)
You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.
Dual Flurry (Edited)
- If you have a light melee weapon in each hand, then you can make one attack with each when you make opportunity attacks.
- It not longer costs your bonus action to make use of two-weapon fighting, but you still can only make the additional attack once on each of your turns.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- You no longer require a free hand to reload ranged weapons.
Durable (Edited)
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals 1 + twice your CON modifier (minimum of 3).
- 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.
Dwarven Fortitude
Prerequisite: Dwarf
- +1 CON.
- Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your CON modifier, and regain a number of hit points equal to the total (minimum of 1).
Eldritch Adept
Prerequisite: Spellcasting or Pact Magic feature
You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another from the warlock class.
You can take the feat multiple times, each time learning a new Eldritch Invocation.
Elemental Adept
Prerequisite: The ability to cast at least one spell
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. In addition, when you roll damage for a spell you cast that deals damage of that type, you can reroll any damage die that results in a 1, but you must keep the new result.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Elemental Resilience (New)
Prerequisite: Genasi (my homebrew)
- Gain immunity to the damage type(s) your subrace gave you resistance to
Elven Accuracy
Prerequisite: Elf
- +1 DEX, INT, WIS, or CHA.
- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once, and use either die roll.
Fade Away
Prerequisite: Gnome
- +1 DEX or INT.
- Immediately after you take damage, you can use a reaction to magically become invisible until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
Fey Touched
- +1 INT, WIS, or CHA.
- You learn the misty step spell and one 1st level divination or enchantment spell of your choice. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest. The spell's spellcasting ability is the ability increased by this feat. You can also cast these spells using spell slots you have of the appropriate level.
Flames of Phlegethos
Prerequisite: Tiefling
- +1 INT or CHA.
- When you roll fire damage for a spell you cast, you can reroll any 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes fire damage equal to your proficiency bonus.
Grappler (Edited)
Prerequisite: STR 13 or higher
- You have advantage on attack rolls against a creature you are grappling
- You may attempt a Grapple check against a creature you are already grappling. If you succeed, the target is restrained until the grapple ends.
- You are considered one size larger for the purposes of grappling.
Great Weapon Master (Edited)
- 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 not add your proficiency to the attack roll, and instead add double your proficiency bonus to the damage roll if you hit
Healer (Edited)
- When you use a healer's kit to stabilize a dying creature, 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 maximum 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 (Edited)
Prerequisite: Proficiency with medium armor
- +1 STR
- You gain heavy armor proficiency
- Your movement speed isn't reduced by wearing heavy armor that you lack the Strength for.
- You gain proficiency in Athletics, if you didn't have it already
Heavy Armor Master (Edited)
Prerequisite: Proficiency with heavy armor
- +1 STR
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency bonus. This cannot reduce the damage below 1.
Inspiring Leader
You can spend 1 minute 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 hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your CHA. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Keen Mind (Edited)
- +1 INT or WIS.
- 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.
- You have advantage on all saving throws against illusion spells, and on any Intelligence check to disbelieve an illusion
- You gain proficiency in one of the following skills of your choice: Arcana, History, Investigation, Nature, Religion.
Linguist (Edited)
- +1 INT.
- You learn three languages of your choice.
- You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an INT check (DC equal to your INT score + your proficiency bonus), or they use magic to decipher it.
- It costs you half the normal amount of time to learn a new language.
You can take this feat multiple times, each time learning three new languages of your choice and increasing your INT by 1.
Lucky (Edited)
You have inexplicable luck that seems to kick in at just the right moment.
You have three luck points. Whenever you or a creature within 30' of your makes an attack roll, ability check, or saving throw, you can spend a luck point to roll an additional d20. You can choose to use this luck point after rolling, but before the outcome is determined. After rolling this die, you can choose either the first roll or the lucky roll.
You can spend multiple luck points on the same roll, each time rolling an additional die.
You regain all three luck points whenever you finish a long rest.
Mage Slayer
- 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 save it makes to maintain its concentration.
- You have advantage on saves against spells cast by creatures within 5 feet of you.
Magic Initiate (Edited)
Choose a class: artificer, 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 to learn 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. You can also cast this spell using any spell slots you have.
Your spellcasting ability for these spells depends on the class you chose: INT for artificer or wizard; CHA for bard, sorcerer, or warlock; WIS for cleric or druid
You can take this feat multiple times, each time learning new spells. You can choose the same class or a different one each time.
Martial Adept (Edited)
- +1 STR or DEX
- You learn two maneuvers of your choice from among those available to the Battle Master archetype of the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the save DC equals 8 + your proficiency bonus + your STR or DEX modifier (your choice). Whenever you gain a level, you can swap out one maneuver you know for one you don't.
- 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.
You can take this feat multiple times, each time learning two maneuvers that you don't already know.
Medium Armor Master
Prerequisite: Proficiency with medium armor
- Wearing medium armor doesn't impose disadvantage on your Stealth checks.
- You ignore the Strength requirement of medium armor.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Metamagic Adept
Prerequisite: The ability to cast at least one spell
- You learn one Metamagic option of your choice from the sorcerer class. You can only use one Metamagic option on a spell, unless the option says otherwise.
- You gain 2 sorcery points (or 2 more if you already have sorcery points). You regain all spent sorcery points when you finish a long rest.
You can take this feat multiple times, each time learning a Metamagic option you don't already know.
Mobile
- 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 attack from that creature for the rest of the turn, whether you hit or not.
Mounted Combatant
- 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 DEX save to take only half damage, it instead takes no damage if it succeeds on the save, and only half damage if it fails.
Observant
- +1 INT or WIS.
- 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 Perception and passive Investigation scores.
Orcish Fury
Prerequisite: Half-orc
- +1 STR or CON.
- When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's type. Once you use this ability, you can't use it again until you finish a short or long rest.
- Immediately after using your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Piercer
- +1 STR or DEX
- Once per turn when you hit a creature with a piercing weapon, you may reroll one of the attack's damage dice, and you must use the new roll.
- When you score a critical hit with a piercing weapon, you can roll one additional damage die when determining the extra damage the target takes.
Poisoner (Edited)
- When rolling for damage, you ignore resistance to poison damage.
- You can coat a weapon in poison as a bonus action, rather than an action
- You gain proficiency in poisoner's kits. Over the course of a short or long rest, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute, or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a Constitution saving throw or take 2d8 poison damage and be Poisoned until the end of your next turn. The DC is equal to 11 + your proficiency bonus. If the poison is not applied after 24 hours, it loses its potency.
Polearm Master
- When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, 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.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Resilient
Choose one ability score. You gain the following benefits:
- Gain a +1 to the chosen ability.
- You gain proficiency in saving throws using the chosen ability.
You can take this feat multiple times, each time choosing a different ability score.
Ritual Caster
+1 INT, WIS, or CHA
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes based on which ability score you increased with this feat. INT: Wizard. WIS: Cleric, Druid. CHA: Bard, Sorcerer, Warlock. The class you choose also determines your spellcasting ability for these spells: CHA for bard, sorcerer, or warlock; WIS for cleric or druid; or INT 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 1 hour per level of the spell, and costs 20 gp (sp) per level.
Sentinel
- When you hit a creature with an opportunity attack, the creature's speed is reduced to 0 until the end of its 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 that creature.
Shadow Touched
- +1 INT, WIS, or CHA
- You learn the invisibility spell and one 1st level illusion or necromancy spell of your choice. You can cast each of these spells once without expending a spell slot, and regain the ability to do so when you finish a long rest. The spell's spellcasting ability is the ability increased by this feat. You can also cast these spells using spell slots you have of the appropriate level.
Shield Master
You gain the following benefits while you are wielding a shield.
- 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 DEX save you make against a spell or harmful effect.
- If you are subjected to an effect that allows you to make a DEX save to take only half damage, you can use your reaction to take no damage if you succeed on the save, interposing your shield between yourself and the source of the effect.
Skill Expert (Edited)
- Gain a +1 to an ability score of your choice
- Gain proficiency in one skill of your choice
- Gain expertise in one skill of your choice for which you have proficiency.
You can take this feat multiple times, each time choosing a new skill to gain proficiency in and a new skill to gain expertise in.
Skilled (Edited)
- +1 to an ability score of your choice
- You gain proficiency in any combination of three skills or tools of your choice.
- Training in a skill or tool requires 10 fewer training days for you (using my homebrew training rules).
You can take this feat multiple times, each time gaining proficiency in three skills or tools of your choice and gaining a +1 to an ability score of your choice.
Skulker
- 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 Perception checks relying on sight.
- If you are hidden, you can move up to 15 feet in the open each turn without revealing yourself. If you end this movement in an obscured location, you are still considered hidden.
Slasher
- +1 STR or DEX
- Once per turn when you hit a creature with a slashing weapon, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit with a slashing weapon, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Spell Sniper
Prerequisite: The ability to cast at least one spell
- 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 three-quarters 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: CHA for bard, sorcerer, or warlock; WIS for cleric or druid; or INT for wizard.
Second Chance
Prerequisite: Halfling
- +1 DEX, CON, or CHA.
- When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Squat Nimbleness
Prerequisite: Dwarf or a Small race
- +1 STR or DEX.
- Increase your walking speed by 5 feet.
- You gain proficiency in Acrobatics or Athletics (your choice).
- You have advantage on any Acrobatics or Athletics check you make to escape from being grappled.
Svirfneblin Magic
Prerequisite: Gnome (svirfneblin)
You learn the nondetection spell and can cast it at will, without expending a spell slot. You also learn blindness/deafness, blur, and disguise self, each of which you can cast once without expending a spell slot. You regain the ability to cast those three spells in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Tavern Brawler (Edited)
- +1 STR or CON.
- You are proficient with improvised weapons.
- Your unarmed strikes and improvised weapons use a d6 for damage.
- When you attack a creature with an unarmed strike or an improvised weapon on your turn, use a bonus action to force it to make a CON save (DC = 8 + proficiency + STR or CON). On a failure, the creature is stunned until the end of your next turn. You can use this effect a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Telekinetic
You learn to move things with your mind, granting you the following benefits:
- +1 INT, WIS, or CHA
- You learn mage hand and can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a STR save (DC = 8 + proficiency + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:
- +1 INT, WIS, or CHA
- You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature only understands you inf it knows the language. Your communication doesn't give the creature the ability to respond to you telepathically.
- You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Urd Wings (New)
Prerequisite: Kobold
- When you take the Dash action, you gain a fly speed equal to your walk speed for the turn
- You cannot wear armor unless it is specially made to fit your wings
War Caster
Prerequisite: the ability to cast at least one spell
- You have advantage on CON saves 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 only target that creature.
Weapon Master (Edited)
- +1 STR or DEX
- You gain one fighting style available to fighters. You may not gain a fighting style you already have from another source.
- Whenever you roll damage for a weapon attack, you can reroll the weapon's damage dice and use either total.
You can take this feat multiple times, each time gaining a fighting style you don't already know.
Wood Elf Magic
Prerequisite: Elf (wood)
You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. You may also cast these spells using any spell slots you have.