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# Feats (Revised)
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2
Unaltered Feats
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Removed Feats
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Aberrant Dragonmark
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Fey Teleportation
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Fighting Initiate
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Heavily Armored
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Moderately Armored
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Revenant Blade
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Skill Expert
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Unchanged Feats
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Bountiful Luck
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Chef
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Crossbow Expert
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Crusher
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Defensive Duelist
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Dragon Fear
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Dragon Hide
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Drow High Magic
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Elven Accuracy
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Fade Away
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Flames of Phlegethos
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Gunner
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Infernal Constitution
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Inspiring Leader
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Keen Mind
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Mage Slayer
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Magic Initiate
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Mobile
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Observant
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Orcish Fury
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Piercer
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Polearm Master
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Prodigy
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Resilient
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Ritual Caster
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Second Chance
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Sentinel
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Shadow Touched
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Sharpshooter
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Slasher
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Squat Nimbleness
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Svirfneblin Magic
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Telekinetic
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Telepathic
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Tough
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War Caster
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Wood Elf Magic
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Changed Feats
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Actor
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Alert
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Apothecary
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Athlete
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Charger
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Dual Wielder
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Dungeon Delver
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Durable
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Dwarven Fortitude
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Eldritch Adept
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Elemental Adept
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Fey Touched
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Grappler
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Great Weapon Master
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Healer
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Heavy Armor Master
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Lightly Armored
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Linguist
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Lucky
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Martial Adept
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Medium Armor Master
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Metamagic Adept
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Mounted Combatant
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Poisoner
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Savage Attacker
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Shield Master
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Skilled
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Skulker
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Spell Sniper
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Tavern Brawler
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Weapon Master
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\pagebreakNum # Feats Some feats are significantly stronger than others. Rather than nerfing strong feats though, these rules buff the weaker feats. By buffing the majority of feats, it no longer feels as punishing to miss out on an Abilty Score Increase when picking a feat. This helps encourage players to further customize and differentiate their characters with feats. ### Removed Feats Some feats had their features re-allocated to other feats, and are noted as such. Others are too setting dependent to be worth altering. | Feat | Source | Reason| |:--:|:--:|:--:| | Aberrant Dragonmark | ERLW | Setting Dependent | | Fey Teleportation | XGE | Combined with Fey Touched | | Fighting Initiate | PHB | Combined with Weapon Master | | Heavily Armored | PHB | Combined with Heavy Armor Master | | Moderately Armored | PHB | Combined with Medium Armor Master | | Revenant Blade | ERLW | Setting Dependent | | Skill Expert | TCE | Combined with Skilled | ### Unchanged Feats | Feat | Source | |:--:|:--:| | Bountiful Luck | XGE | | Chef | TCE | | Crossbow Expert | PHB | | Crusher | TCE | | Defensive Duelist | PHB | | Dragon Fear | XGE | | Dragon Hide | XGE | | Drow High Magic | XGE | | Elven Accuracy | XGE | | Fade Away | XGE | | Flames of Phlegethos | XGE | | Gunner | TCE | | Infernal Constitution | XGE | | Inspiring Leader | PHB | | Keen Mind | PHB | | Mage Slayer | PHB | | Magic Initiate | PHB | \columnbreak ### Unchanged Feats (cont.) | Feat | Source | |:--:|:--:| | Metamagic Adept | TCE | | Mobile | PHB | | Observant | PHB | | Orcish Fury | XGE | | Piercer | TCE | | Polearm Master | PHB | | Prodigy | XGE | | Resilient | PHB | | Ritual Caster | PHB | | Second Chance | XGE | | Sentinel | PHB | | Shadow Touched | TCE | | Sharpshooter | PHB | | Slasher | TCE | | Squat Nimbleness | XGE | | Svirfneblin Magic | MTF | | Telekinetic | TCE | | Telepathic | TCE | | Tough | PHB | | War Caster | PHB | | Wood Elf Magic | XGE |
Introduction
\pagebreakNum ## Changed Feats Changes to the feats below will be listed in bold, or listed as an Addition. ### Actor * 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, **or mimic the sounds of another creature**. * **Addition:** If you take the Help action to aid an ally attacking a creature, you can do so from up to 30 feet away if the creature can hear or see you. * **Addition:** You gain proficiency with Performance, disguise kits and weaver’s tools. ### Alert Always on the lookout for danger, you gain the following benefits: * You gain a bonus to initiative equal to **double your proficiency modifier**. * 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 unseen by you. ### Apothecary (Homebrew) *Prerequisite: Proficiency with herbalism or poisoner's kit* * You gain advantage on checks made to craft medicine or poison with the use of a kit. Any time you are brewing a medicine or poison with the use of a kit, you may choose to gain one of the following benefits: * While fulfilling the complete ingredient requirement of a medicine or poison, you take half the time usually necessary to brew each dose. * While taking the whole time necessary to brew a medicine or poison, you require half the usual amount of ingredients to brew each dose. \columnbreak ### Athlete * Increase your Strength or Dexterity score by 1, to a maximum of 20. * **Addition:** Your movement speed increases by 10 feet. * When you are prone, standing up uses only 5 feet of your movement. * Climbing and swimming doesn’t cost you extra movement. * You can make a running long jump or a running high jump without any previous movement, rather than 10 feet. * **Addition:** Whenever you Ready an action, when the trigger occurs and you use your reaction, you can also move up to your speed minus any movement used during your turn. ### Charger **Change:** The whole feat is rewritten as follows: * You increase your Strength score by 1, to a maximum of 20. You can use your bonus action to Dash, with the following conditions and benefits while moving in this way: * You can only move in one general direction. * You can move through the space of any creature as if they were an ally. * You have resistance to damage caused by opportunity attacks. * If you move at least 10 feet, you may attempt to shove a creature within reach with advantage. On a success, you can push the target up to 10 feet away from you and/or knock them prone. ### Dual Wielder * 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. * **Addition:** You can make your bonus action attack as part of the attack action. * **Addition:** When you take the Attack action, you can use a bonus action to make up to two extra weapon attacks, so long as each attack is made against a target you have not attacked during your turn.
Changed Feats
\pagebreakNum ### Dungeon Delver * **Addition:** Increase your Wisdom or Constitution score by 1, to a maximum of 20. * You **automatically** detect the presence of secret doors within 30 feet of you. * You have advantage on saving throws made to avoid or resist traps. * You have resistance to damage dealt by traps. * **Addition:** You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. * **Addition:** You always know which way is north. * **Addition:** You always know the number of hours left before the next sunrise or sunset. ### Durable * Increase your Constitution score by 1, to a maximum of 20. * 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). * **Addition:** When you gain a level of exhaustion, you can make a DC 15 Constitution saving throw. On a success, you instead do not gain the level of exhaustion. * **Addition:** You have advantage on death saving throws. If you would ever suffer instant death, you are instead reduced to 0 hit points and suffer a death saving throw failure. ### Dwarven Fortitude (XGE) *Prerequisite: Dwarf* * Increase your Constitution score by 1, to a maximum of 20. * Whenever you take the Dodge action in combat, you can 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). * **Addition:** On your turns where you do not use any of your movement, you can Dodge as a bonus action. ### Eldritch Adept (TCE) *Prerequisites: Spellcasting or Pact Magic feature* Studying occult lore, you have unlocked eldritch power within yourself * **Addition:** Choose an Otherworldly Patron, if you do not have one already, from whom you will granted power. * 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 one from the warlock class. ### Elemental Adept *Prerequisite: Spellcasting* 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. * **Addition:** You learn one cantrip of your choice that deals damage of the chosen type. Choose either Intelligence, Wisdom, or Charisma as your spellcasting ability for this cantrip. * **Addition:** Increase an ability score you use for spellcasting by 1, to a maximum of 20. You can select this feat multiple times. Each time you do so, choose a different damage type. ### Fey Touched (TCE) Proximity to the Feywild's magic has changed you, granting you the following benefits: * Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. * **Addition:** You can read, write, and speak Sylvan, and gain the ability to communicate with all Fey type creatures. * You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. ### Grappler *Prerequisite: Strength 13 or higher* **Change:** The whole feat is rewritten as follows: * Increase your Strength score by 1, to a maximum of 20. * You have advantage on attack rolls against a creature you are grappling **(including shoving)**. * Your speed is no longer halved when moving a grappled creature with you. * When you make an opportunity attack, you can make a grapple attack instead of a weapon attack. If you succeed, they are not grappled, but you stop any movement they may have been taking.
Changed Feats
\pagebreakNum ### 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. * **Change**: Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty to the attack roll **equal to your proficiency modifier**. If the attack hits, you gain a bonus to the attack's damage, **equal to double your proficiency modifier**. ### 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: * **Addition:** You can use a healer’s kit as a bonus action to stabilize a dying creature * 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. * **Addition:** A dying creature you heal above 0 hit points does not gain a point of exhaustion. ### Heavy Armor Master *Prerequisite: Proficiency with medium armor* * Increase your Strength score by 1, to a maximum of 20. * **Addition:** You gain proficiency with heavy armor and shields. * While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. ### Lightly Armored * Increase your Strength **and** Dexterity score by 1, to a maximum of 20. * You gain proficiency with light armor. * **Addition:** While wearing light armor, you have advantage on Acrobatics checks to tumble through an enemy’s space. \columnbreak ### Linguist * Increase your Intelligence score by 1, to a maximum of 20. * You learn all Standard Languages and one additional Exotic Language. * 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. * **Addition:** You gain advantage on checks to decipher any written cipher. * **Addition:** You gain new language proficiencies through Training in half the standard time (minimum one workweek). * **Addition:** You gain proficiency with History and calligrapher’s supplies. ### Lucky **Change:** The whole feat is rewritten as follows: You have inexplicable luck that seems to kick in at just the right moment. You have 2 luck points. Before you make an attack roll, an ability check, or a saving throw, you can spend one luck point to do one of the following: * Gain advantage on a d20 roll where you do not have disadvantage. * Negate disadvantage, turning it into a straight roll You regain your expended luck points when you finish a long rest. ### Martial Adept * 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 three superiority dice, which are d6s (these dice are added to any superiority dice you have from another source). These dice are 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.
Changed Feats
\pagebreakNum ### Medium Armor Master *Prerequisite: Proficiency with light armor* * **Addition:** Increase your Strength or Dexterity score by 1, to a maximum of 20. * **Addition:** You gain proficiency with medium armor and shields. * Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. * When you wear medium armor, you can add up to a Dexterity modifier of 3, rather than 2, to your AC. ### Metamagic Adept *Prerequisite: Spellcasting or Pact Magic feature* * You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. * You gain sorcery points **equal to your proficiency score** to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. ### 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, and vice-versa. * 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. * **Addition:** Your mount gains advantage on Wisdom saving throws. ### Poisoner (TCE) **Change:** The whole feat is rewritten as follows: * You gain proficiency with the poisoner's kit. * When inflicting poison damage, you ignore resistance and treat immunity as resistance. * When inflicting the poisoned condition, you ignore immunity. * You can apply poison as a bonus action, instead of an action. * You gain advantage on Dexterity (Sleight of Hand) checks to apply poison. \columnbreak ### Savage Attacker **Change:** The whole feat is rewritten as follows: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * The critical hit range of your weapon attacks increases by 1, to a minimum of 19. ### Shield Master You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: * **Change:** ***As a bonus action***, you can use your shield to make an ***improvised weapon attack*** or try to shove a creature within 5 feet. * 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. * **Addition:** Choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies. ### Skulker *Prerequisite: Dexterity 13 or higher* * **Addition:** Increase your Dexterity score by 1, to a maximum of 20. * **Addition:** You can take the Hide action as a bonus action. * 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 an attack, making the attack doesn’t reveal your position. * Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight. \pagebreakNum ### Spell Sniper *Prerequisite: The ability to cast at least one spell* * **Addition:** Increase an ability score you use for spellcasting by 1, to a maximum of 20. * When you cast a spell that requires you to make an attack roll, the spell’s range is tripled. * 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. ### Tavern Brawler * 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 an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. * **Addition:** Your improvised weapons use a 1d6 for damage, or 1d8 if they are wielded with two hands. * **Addition:** Your improvised weapons can have any of the following properties if the DM deems it appropriate: finesse, heavy, light, reach, two-handed, versatile. * **Addition:** Anything that weighs less than your carrying capacity (usually 15 times your Strength score) and is no more than one size larger than you can be used as an improvised weapon. ### Weapon Master * Increase your Strength or Dexterity score by 1, to a maximum of 20. * You gain proficiency with all simple and martial weapons. * **Addition:** You gain one Fighting Style from the fighter class that you do not already have. * **Addition:** Attacking at long range doesn’t impose disadvantage on your ranged attack rolls with weapons that have the thrown property.