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Forgotten Feats
> ### Revising Feats > *Feats are a great way to make a character feel special, as well for its combat style as for its general flavor and personality. > However, players seem to always choose the same few feats, while the others remain forgotten in most campaigns. Indeed, some feats are clearly stronger than others, and this revised version is mostly meant to give more appeal to those "lesser feats".* > >
> > ***Art Credit : Wizards of the Coast***
#### 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. * When you are prone, standing up uses only 5 feet of your movement. * Climbing doesn’t cost you extra movement. * ~~You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.~~ * *NEW : Your jump distance is doubled.* * *NEW : Your carry capacity is doubled.* * *NEW : The short range and the long range of the weapons you throw are doubled.* #### Charger *(replace entirely the existing feat)* * *NEW : You can Dash as a bonus action.* * *NEW : When you moves at least 20 ft. straight toward a target, your first melee attack against that target this turn deals 2d6 more damage. If you choose to shove the target instead of making a melee weapon attack, the target is pushed 10ft. from you in addition to the other effects of that shove.* \columnbreak
#### 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. * *NEW : When you make an attack with a one-handed melee weapon, if you are wielding a one-handed melee weapon with the light property in your other hand, you can add your proficiency modifier to the damage roll of your attack.* #### Dungeon delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: * *NEW : Creatures have disadvantage on their saving throws against the effects of the Ball Bearings, Caltrops and Hunting Traps you place.* * 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. * You can search for traps while traveling at a normal pace, instead of only at a slow pace. \pagebreak #### Grappler 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, you and the creature are both restrained until the grapple ends.~~ * *NEW : You gain proficiency in Athletics. If you are already proficient in athletics, you gain expertise in that skill instead.* * *NEW : You can grapple creatures that are two sizes bigger than you.* * *NEW : You can shove a creature grappled by you as a bonus action.* #### Great weapon master *(Revised to allow small races and improvised weapon wielder to use it)*
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~~ ***a melee weapon you are wielding in two hands***, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. #### Keen Mind You have a mind that can ~~track time, direction, and detail~~ **remember details** with uncanny precision. You gain the following benefits. * Increase your Intelligence score by 1, to a maximum of 20. * ~~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. * *NEW : When you prepare spells, you can prepare one more spells.* * *NEW : You can make Intelligence (Arcana, History, Religion or Nature) checks as a Bonus Action (to remember pieces of information about a creature during a fight for instance).* #### Linguist You have studied languages and codes, gaining the following benefits: * Increase your Intelligence ***or Charisma*** score by 1, to a maximum of 20. * You learn three languages of your choice. \columnbreak * 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. * *NEW : When you cast a spell that require a creature to understand you, it always does, even if you don't share a language with it, as long as it knows at least one language.* * *NEW : You learn the Comprehend Language spell. You can cast it as a ritual.* #### 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 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.~~ 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. * *NEW : You can choose paladin (Charisma) or ranger (Wisdom) when you choose a class with that feat. If you do so, you choose the cantrips from the Cleric (if you chose paladin) or druid (if ranger) spell list.* * *NEW : You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.* #### Mounted combatant You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you 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 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.~~ * *NEW : If your mount is subjected to an effect that requires it to make a saving throw, you can make an Animal Handling check yourself instead. The difficulty of that check is equal to the DC of the saving throw. A success counts as if your mount succeeded to the saving throw, and a fail counts as if it failed. If the saving throw allows your mount to take only half damage on a success, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.* #### Poisoner You can prepare and deliver deadly poisons, gaining the following benefits: * ~~When you make a damage roll, you ignore resistance to poison damage.~~ * You can coat a weapon in poison as a bonus action, instead of an action. \pagebreak * You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn. * *NEW : When you inflict Poison damage, you can choose to change the type of the damage to Acid or Necrotic instead.* #### Savage attacker * Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. * *NEW : When you attack with a melee weapon, increase the size of its damage dice by one rank. (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d8). Moreover, if you have the sneak attack feature, your sneak attack dice become d8s.* #### Sharpshooter *(Revised to allow weapon throwers to use it)*
* Attacking at long range doesn't impose disadvantage on your ~~ranged weapon attack~~ ***ranged attack*** rolls. * The ~~ranged weapon attacks~~ ***ranged attacks you make with a weapon*** ignore half and three-quarters cover. * Before you make ~~an attack with a ranged weapon that you are proficient with~~ ***a ranged attack with a weapon***, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage. #### Skulker You are an expert at slinking through shadows. You gain the following benefits: * 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. * *NEW : When you are hidden from a creature and hit it with a weapon attack, you can deal an extra 2d4 damage to that creature. *The damage increases to 2d6 at level 6, 2d8 at level 12, 2d10 at level 16 and 2d12 at level 20* #### Spell Sniper 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 three-quarters cover. \columnbreak * 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, and warlock; Wisdom for cleric or druid; or Intelligence for wizard. * *NEW : Increase your Wisdom, Intelligence or Charisma score by 1, to a maximum of 20.* #### Weapon master You have practiced extensively with a variety of weapons, gaining the following benefits: * Increase your Strength, Dexterity, Wisdom, Intelligence or Charisma score by 1, to a maximum of 20. * You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. * *NEW : If you would gain a proficiency with a weapon you are already proficient with, you master that weapon instead. When you make an attack with a weapon you mastered, you can add half your proficiency bonus (rounded up) to the damage you deal.* * *NEW : When you make an attack with a weapon you chose with that feat, you can use the stat you increased with that feat instead of Strength or Dexterity, for the attack and damage rolls.*
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