New Feat System
Disentangling Feats from ASIs
One of the things that often goes hand in hand with DnD is feats. 3.0, 3.5, and 4e all relied heavily on feats as customization tools for players. Unfortunately, the large amount of errata released for all of these editions ended up with some very complicated and messy situations when it came to building a character. 5e strove to cut down on this by making feats an optional feature, but also tying them in with your Ability Scores, limiting the amount of power a given player can gain as they only have a very limited number of ASIs that they will gain.
Sadly, tying feats in with ASIs had the end result of making it so when DMs do allow feats, they aren't often taken over maxing out your primary ability score first, meaning barring some exceptional ones, feats wouldn't actually see much play until about 12th level unless you roll stats at your table and you rolled well. As a result, players often end up with the feeling that after 3rd level a character no longer has any meaningful choices to make, mechanically speaking.
Finally, feats in 5e have wildly varying levels of power. They are suppposed to be roughly equivalent to +2 to a given attribute score, but rarely ever land there.
This revision works to fix the issues above. In this version, feats are considered a core rule and excluding them is considered optional.
Note:
With this new draft I have further delved into older editions, other games (such as Pathfinder) and other Homebrews in an effort to improve this system that I wasn't particularly enamored with by default. This new system draws heavily on Treantmonk's revision to feats, with only a few modifications to better disentangle feats from ASIs and to adapt to other changes in this document.
Ability Score Increase change
Ability Score increases, or ASIs, are now gained based on Character level not Class level and have been reduced in strength to make room for Feats. ASI text that is universal to all classes now reads:
When you reach 8th, 12th, and 16th level, you can increase one ability score of your choice by 1, or you can reduce one ability score of your choice by 1 to instead increase another ability score of your choice by 2. You cannot reduce an ability score this way below 8, nor increase an ability score above 20
When you reach 4th level, you can increase one ability score of your choice by 2, or 2 ability scores of your choice by 1. You cannot increase an ability score this way above 20
Important note regarding Fighters and Rogues
The additional ASIs gained at 6th level for fighters and 10th level for fighters and rogues is unaffected by the above change to ASIs.
Feats
Also gained based on Character level, A feat represents an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
Starting at 5th level, and on every level other than 4th, 8th, 12th, and 16th you may choose a feat from a Focus you have learned. You learn your first Focus at 5th level and another at 9th and 13th levels. The Focus options and feats available are listed at the end of this document.
Racial feats are all listed under the "Racial Heritage" focus. All players have access to this focus, but each feat does require you to be the appropriate race to take them.
Optional Rule: Feats at 1st level(Also for the Human(Variant) Sub-race)
Some games, DMs will allow players to start the game with a Feat. In the base rules, this is a single feat. This system also allows for that, with some adjustments as follows
At 1st level you choose a focus. While the DM may determine how many feats a player may choose, the recommended amount is 2. Alternatively, the DM may allow a number of feats and/or allow players to 'buy' feats by sacrificing Ability Score points. The cost for this is recommended to be 1 point for each feat. If you are using the Point Buy system, it is recommended to spend 2 'points' from the system for each feat.
For the Human(Variant) sub-race, the player chooses 2 feats from their chosen focus, or racial focus.
Optional Rule: Unlocking Racial Feats when you don't have the appropriate race
Your DM may also want to allow players to unlock racial feats to be available to a Character who does not meet the racial requirement. A DM may choose to ignore the Racial Requirement for one of the Feats under the Racial heritage focus, or alternatively make the following Special Feat available under the Racial Heritage Focus:
- Unusual Heritage: Choose a Race. You are treated as though you were that race for the purposes of learning a feat or attuning to or using a magic item.
Your DM may choose to allow this feat to be taken more than once, though it is not recommended.
Feats and Focus Options
Listed below are the different Focus options with each feat listed as a bullet point below them. You must meet any prerequisite specified in a Focus to take a feat listed below it, and if you ever lose a Focus' prerequisite, you can’t use any feats under that Focus until you regain the prerequisite.
A feature may only be selected once, unless the description says otherwise. Whenever you gain a level, you may change one of your selections.
Armor Specialist:
You have studied the use of armor, and have improved your ability to use armor effectively.
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Light Armor Proficiency You gain proficiency in light armor.
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Light Armor Mastery While wearing light armor which you are proficient in, and you are damaged by a melee attack, you can use your reaction to move 5 feet in any direction without provoking an opportunity attack.
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Light Armor Versatility You may wear a Chain Shirt or Hide armor as light armor for the sake of determining proficiency. When wearing a Chain Shirt or Hide armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
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Light Armor Mobility While wearing light armor, opportunity attacks are made against you with disadvantage
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Light Armor Defense While wearing light armor, you may add your armor's AC bonus to your Dexterity saving throws.
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Medium Armor Proficiency You gain proficiency in medium armor (you must be proficient in light armor through a source other than this feat to choose this feature).
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Armored Stealth Wearing medium or heavy armor which you are proficient in doesn't impose disadvantage on your Dexterity (Stealth) checks.
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Armored Agility When you wear medium armor you are proficient in, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
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Heavy Armor Proficiency You gain proficiency in heavy armor (you must be proficient in medium armor from a source other than this feat to choose this feature).
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Armor Mastery While you are wearing medium or heavy armor you are proficient in, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your Proficiency Bonus. If you select this feature a second time, the damage reduction applies to all bludgeoning, piercing or slashing weapons.
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Heavy Armor Mobility You may ignore the minimum Strength requirement of heavy armor you are proficient in.
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Shield Proficiency You gain proficiency in shields.
Battle Magic:
Prerequisite: Ability to cast at least one spell
Your magic has been honed to use in combat, your quick thinking and specialized training provide certain advantages while fighting with spells.
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Elemental Adept Choose one of the following damage types: acid, cold, fire, lightning, poison or thunder. Spells you cast ignore resistance to damage of the chosen type. You may select this feature more than once with your three selections, if you do so you choose a different damage type. Alternatively, if you select this feature a second time, creatures with immunity to the damage type selected with a previous selection of this feature may be damaged as if they had resistance instead.
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Reliable Spells When you roll damage for a spell you cast, you can treat any 1 on a damage die as a 2.
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Spell Sniper When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
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Spell Accuracy Your ranged spell attacks ignore half cover and three-quarters cover.
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Mystical Sharpshooter Up to once on your turn you may add twice your Proficiency Bonus to the damage roll of a spell attack you make instead of adding your Proficiency Bonus to the attack roll.
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Hardy Concentration You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
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Warcaster You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
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Battlecaster 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.
Combat Reflexes:
Prerequisite: Dexterity 13 or higher
You are especially quick and nimble, and this provides you with benefits in your movement and reactions.
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Nimble When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement, and you can make a running long or high jump after moving only 5 feet on foot, rather than 10 feet.
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Fast Reflexes You gain a +5 bonus to initiative.
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Alert You can't be surprised while you are conscious.
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Uncanny Senses Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
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Fleet Your speed increases by 10 feet.
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Light Footed Difficult terrain doesn't cost you extra movement.
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Combat Mobility You may take the disengage action as a bonus action. If you select this feature a second time, your movement does not provoke attacks of opportunity from creatures you can see.
Dual Weapon Specialist:
You are a master of fighting with two weapons at once. Your specialized training has provided you with certain advantages when employing two weapon fighting.
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Heavy Dual Wielder You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
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Defensive Dual Wielder You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
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Quick Dual Wielding Whenever you use your interact with an object to draw or stow a weapon, you may do so with two one handed weapons at the same time. If you select this feature a second time, you may also stow an object you are holding or draw it as part of the same interaction.
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Bonus Attacks You may use your bonus action to make an attack with a light weapon you are holding on your turn as long as you made a weapon attack with a different light weapon you are holding, even if you didn’t take the Attack Action. If you have the Heavy Dual Wielder feature, you may ignore the light weapon restriction.
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Multi Attacker (Prerequisite: The Extra Attack Feature and 11th level or higher) When you make an attack with your Bonus Action while engaged in Two-Weapon Fighting, you may make an additional attack as part of that action.
- Weapon Versatility You gain proficiency in three one handed weapons of your choice.
Educated:
You have studied with a capable teacher, or at a college, perhaps learning lore, languages, or perhaps learning other skills through a mentor.
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Linguist You learn three languages of your choice. Your understanding of communication allows you to communicate with a creature who speaks a language you don’t know on a rudimentary level after 10 minutes of interaction. In addition you may decipher a written language you don’t know on a rudimentary level after 10 minutes of study.
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Coder 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. Your spellbook, if you have one, may be written in such ciphers preventing it from being copied by anyone who you have not taught the cypher to.
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Skill Training Gain proficiency in a skill in which you are not proficient. This feature may be selected more than once.
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Tool Training Gain proficiency in three sets of tools for which you are not proficient. You may add half your proficiency modifier on any ability check to use a set of tools for which you are not proficient.
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Expert Education Gain expertise in a skill or tools for which you are proficient.
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Studied You gain advantage on any intelligence ability check to recall information about any type of creature.
Magical Training:
You have learned the basics of magic, either through a teacher, or on your own initiative. This has given you rudimentary magic skills and/or the training to deal with spellcasters.
- Magical Adept Choose one 1st-level spell from any spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. You use the same ability score as the class from which list you chose the spell. You may select this feature more than once.
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Metamagic Adept You learn one Metamagic option 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. You gain 2 sorcery points 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. You may take this feat up to 3 times. Each time you take the feat after the first you only gain 1 additional sorcery point.
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Hedge Magic Choose 2 cantrips from any one spell list. You may cast those cantrips using the same ability score as the class from which you chose the cantrips. You may select this feature more than once.
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Ritual Caster You gain the ability to cast 2 1st-level spells of your choice as a ritual. 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 select this feature a second time, you may also select a 2nd level ritual spell from the same class that you may cast as a ritual. -
Ritual Book You have learned to cast wizard rituals from a ritual book that you possess. if you come across a wizard spell in written form, such as a magical spell scroll or spellbook, you might be able to add it to your ritual book. The spell must 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. Intelligence is your spellcasting ability for these spells.
If you select this feature a second time, you may select another ritual casting class and may add their ritual spells to your ritual book. The spellcasting ability used for these rituals matches the class for which the rituals belong. -
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. If you select this feature a second time the reaction can be taken while the creature is in the process of casting a spell, and the attack hits, the spell is lost.
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Spell Interruption 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.
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Universal Spell Focus If you have the Spellcasting Focus feature from a class you have levels in, that spellcasting focus becomes an applicable focus for all spells from any class. Alternatively, you may choose a set of Artisan's tools you are proficient with to use as a spellcasting focus.
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Eldritch Adept: Studying occult lore, you have unlocked eldritch power within yourself: 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. Unlike other feats, you must spend 2 feats to learn this feat. You may do so by exchanging a feat you already know as well as using a newly learned feat from gaining a level. If you choose to exchange this feat for another, you may choose 2 feats instead of only one.
Mounted Combat Specialist:
You are a master of fighting while mounted. Your specialized training has provided you with certain advantages when fighting on horseback or another applicable mount.
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Cavalry Attack You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. If you select this feature a second time, you also have advantage against unmounted creatures of equal size to your mount.
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Mount Defender You can force an attack targeted at your mount to target you instead. If you select this feature a second time, that attack is made with disadvantage.
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Durable Mount 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. It may use your saving throw modifier if it is higher. If you select this feature a second time, your mount gains the same benefit against effects that allow it to make a Constitution saving throw.
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Lance Charge If your mount moves at least 10 feet towards an enemy on your turn and you use the attack action to attack that enemy with a lance, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage. If you hit with your initial attack and have the extra attack feature, you may forgo your second attack and the hit is considered a critical hit and the enemy is knocked prone if they are no larger than your mount.
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Mounted Combat Mastery If your mount is controlled, it is not restricted in the actions you can have it make. (normally a controlled mount is restricted to the Dodge, Dash or Disengage actions). If you select this feature a second time, you may control a mount even if it is not trained for combat.
- Weapon Versatility You gain proficiency in the Lance, and two other martial weapons of your choice.
Ranged Combat Specialist:
You are a master in the art of ranged attacks in combat. Your specialized training has provided you with certain advantages when using weapons that attack at range.
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Fast Loader You ignore the loading property of ranged weapons with which you are proficient.
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Point Blank Shot Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
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Fast Firing When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one handed ranged weapon or thrown weapon that you are holding or may draw as part of the bonus action.
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Long Range Sniper Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. If you select this feature a second time, you may attack with your weapon up to twice the weapons maximum range, attacks over the maximum range of the weapon impose disadvantage on the attack roll.
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Deadly Aim When you make an attack using a Ranged weapon you are proficient with, you may add twice your proficiency bonus to the Damage roll instead of adding your proficiency bonus to the attack roll.
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Fast Thrower You may draw weapons with the thrown property as part of the attack with that weapon.
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Weapon Versatility You gain proficiency in three ranged weapons or weapons with the thrown property.
Savage Combatant:
Prerequisite: Strength 13 or higher
You are a crazed attacker on the battlefield. Your bloodlust has granted you certain advantages while fighting with unmatched zeal.
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Brutal Charge When you use your action to take the Dash action and end your movement within range of a target with a melee weapon you are holding, you may make the attack action as part of the same action. If you chose to shove a creature with the attack action gained as part of a Dash, you may choose to shove the creature up to 10 feet and knock them prone with the same shove attack.
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Crushing Critical When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
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Barbed Piercer When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
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Street Fighter You are proficient with improvised weapons and 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 shove the target.
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Grappler You may use a bonus action to grapple an opponent that is prone.
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Athlete You gain proficiency in Athletics, if you are already proficient, you gain expertise.
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Savage Attack Once per turn when you roll damage for a melee weapon attack, you may roll the weapon’s damage dice twice and select the better result. If you are adding additional dice to the damage roll (such as after scoring a critical hit or a sneak attack), those dice are rolled normally. If you select this feature a second time, once you may inflict the maximum possible result of the weapon’s damage dice rather than rolling. You regain use of this feature after finishing a short or long Rest.
Sharp Intellect:
Your mind is always working, allowing you to notice the finer details, remember relevant facts, the speech and mannerisms of others, and process your thoughts quickly.
- Perfect Memory You always know the number of hours left before the next sunrise or sunset, and you always know which way is north, you have advantage on any ability checks to avoid getting lost, in addition, you can accurately recall anything you have seen or heard within the past month. If you select this feature a second time, your memory becomes so acute you can accurately recall even the most finite details of anything you’ve seen or heard within the last month to the point that you could duplicate a key or a spellbook that you have observed.
- Lip Reader 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. In addition, 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.
- Intuitive Assessment If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to it's Intelligence and Wisdom scores. If you select this feature a second time, you may know precisely the Intelligence and Wisdom scores of an observed creature, as well as it's Proficiency Bonus and any Vulnerabilities it may have.
- Arcane Intellect You understand the nature of magic, allowing you to identify spells when cast by a spellcaster. If you perceive a spell being cast, the spell’s effect, or both, you can make an Intelligence (Arcana) check to identify the spell being cast. The DC equals 15 + the spell’s level. If you select this feature a second time, you make the roll with advantage.
Single Handed Weapon Specialist:
You are a master of fighting with one handed melee weapons and versatile weapons. Your specialized training has provided you with certain advantages when employing these weapons.
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Nimble Warrior When you use a melee weapon one handed, and nothing in the other, it is treated as if it had the finesse property.
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Disable Before you make a melee attack with a weapon that you are proficient with, and you are holding nothing in your other hand, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, the target of the attack suffers disadvantage on the next weapon attack roll it makes before the end of its next turn. If you select this feature a second time, the target of the attack suffers disadvantage on its next two weapon attack rolls it makes before the end of its next turn.
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Parry When you are wielding a weapon with which you are proficient and nothing in your other hand, 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 select this feature a second time, after you use this feature, you retain a +2 to your AC against melee attacks until the beginning of your next turn.
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Deadly Swing When you make an attack using a Heavy or Versatile weapon you are wielding, you may add twice your proficiency bonus to the damage roll instead of adding your proficiency bonus to the attack roll.
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Extended Reach When you make an attack roll with a melee weapon with the versatile property and holding nothing in your other hand, you may make the attack as if the weapon had the reach property.
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Parry Missile When wielding a melee weapon that lacks the heavy or two handed property, you may use the weapon to attempt to deflect a missile attack. After the attack roll is made, you may use your reaction to add your proficiency modifier to your AC against that attack, potentially causing the attack to miss you. If you select this feature a second time, after you use this feature, you retain a +2 to your AC against ranged attacks until the beginning of your next turn.
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Close Quarters Fighting After making an attack with the benefit of your proficiency modifier against a creature within 5 feet with a melee weapon you are holding in one hand, you may use your bonus action to make a shove or grapple attack with your free hand.
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Weapon Versatility You gain proficiency in three one handed weapons of your choice.
Skulker:
You are an expert at skulking and scouting in dangerous locations, like dungeons, dark hallways in an enemy lair, or caverns.
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Dirty Trick You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
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Poisoner 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.
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Stealthy You gain proficiency in the Stealth skill, if you already have proficiency, you gain expertise. If you select this feature a second time, moving stealthily does not hamper your movement.
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Inventive Sneaking You can try to hide when you are lightly obscured from the creature from which you are hiding.
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Hidden Sniper When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. If you select this feature a second time, you may use your reaction to make another hide check if your position is revealed after hitting with a ranged weapon attack.
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See in the Shadows Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. If you select this feature a second time, you may see in darkness as if you had darkvision (60 feet), or if you already have darkvision, the range is increased by 30 feet.
- Sharp Hearing You have advantage on Wisdom (Perception) checks relying on sound.
- Trap Avoidance You have advantage on saving throws made to avoid or resist traps.
- Trap Resistance You have resistance to the damage dealt by traps.
- Alert Traveler Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
Survivor:
You have a knack for surviving the most harrowing of situations, and you have a talent for keeping those in your care alive.
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Chef As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
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Combat Medic When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
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Doctor 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.
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Inspiring Leader 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 ½ your level (rounded up). A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. If you select this feature twice, the temporary hit points are equal to your level. If you select this feature three times, the temporary hit points are equal to your level + your Charisma modifier.
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Fortunate You have a luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend the luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is determined. You choose whether to use your roll or the initial result. You can also spend your 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 long rest. You may select this feature more than once.
Tactician:
In combat you are careful and employ enhanced tactics that make you especially deadly.
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Combat Tactician 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). To fuel these manuevers you gain a Superiority Die, which is a d6. You regain your expended superioirty dice when you finish a short or long rest.
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War Training Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Unlike other feats, you must spend 2 feats to learn this feat. You may do so by exchanging a feat you already know as well as using a newly learned feat from gaining a level. If you choose to exchange this feat for another, you may choose 2 feats instead of only one.
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Disabling Strike When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
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Crushing Movement Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
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Tendon Slash Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
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Weakening Cut When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
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Sentinel Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
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Opportunist When a creature within range of a melee weapon you are holding 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.
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Patient Combatant (Prerequisite: The Extra Attack Feature) When you ready the Attack action on your turn, you may make as many attacks as your Extra Attack feature allows when you perform that readied action.
Tough as Nails:
Prerequisite: Constitution 13 or higher
You are especially hardy, you are wounded less and irrepressible even when wounded, recovering with surprising speed.
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Tough Your hit point maximum increases by an amount equal to your level when you select this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional one hit point. You may select this feature twice, if you do so, you gain twice the benefit.
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Durable When you spend Hit Dice to recover Hit Points, instead of rolling, you heal the maximum possible result. For example, if a Cleric (d8) spends 2 Hit Dice on healing, they automatically regain 16 Hit Points plus their modifier for Con on both dice.
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Tenacious Any saving throw to prevent your HP maximum from being lowered automatically succeeds.
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Hardy You do not suffer exhaustion when you fall to 0 Hit Points. If you select this feature a second time, you may recover up to two levels of exhaustion on a long rest.
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Resilient You gain proficiency in saving throws in the ability score of your choice.
Two Handed Weapon Specialist:
Prerequisite: Strength 13 or higher
You are a master of fighting with a weapon held in two hands. Your specialized training has provided you with certain advantages when employing a weapon this way.
- Ferocious Strike When you make an attack using a Two-handed or Heavy weapon you are proficient with, you may add twice your proficiency bonus to the damage roll instead of adding your proficiency bonus to the attack roll.
- Merciless On your turn, when you score a critical hit or reduce a creature to 0 hit points with a weapon held in two hands, you can immediately make one more melee weapon attack using your bonus action. If you select this option a second time, you may make the additional attack without using your bonus action. You may only benefit from Merciless once on your turn.
- Pommel Strike When you take the attack action and make all attacks with a melee weapon you are holding in two hands with the benefit of your proficiency modifier, you can use a bonus action to make a melee attack with another part 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.
- Readied Weapon While you are wielding a reach weapon you are holding in two hands, other creatures provoke an opportunity attack from you when they enter your reach. The weapon that provoked the attack must be used to make the attack in order to use this feature.
- Weapon Versatility You gain proficiency in three weapons with the two handed or versatile property.
Weapon and Shield Specialist:
Prerequisite: Proficiency in shields
You are a master of fighting with a weapon and shield. Your specialized training has provided you with certain advantages when employing weapon combat while you have a shield equipped.
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Shield Shove You can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you select this option a second time, you may, with a successful shove, both push the creature 5 feet and knock them prone.
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Shielded Position 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 you, and if that effect would inflict half damage on a successful saving throw, you can use your reaction to take no damage instead if you succeed on the saving throw. If you select this option a second time, you take only half damage if you fail the saving throw.
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Shield Bash You are proficient in the use of a shield as an improvised weapon, the shield has the light property and inflicts 1d4 bludgeoning damage on a successful hit. If you select this option a second time, a magical shield is considered a magical weapon for the purposes of overcoming resistance to bludgeoning damage.
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Rapid Ready You may equip or stow a shield with the same interact with an object you use to equip or stow a weapon. If you select this option a second time, you may stow a previously held weapon or draw it with the same interact with an object.
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Defensive Fighting Before you make a melee attack with a weapon that you are holding while wielding a shield in your other hand, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, the target of the attack has disadvantage on any attack rolls against you until the beginning of your next turn.
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Weapon Versatility You gain proficiency in three one handed weapons of your choice.
Racial Heritage
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Bountiful Luck(Requires Halfing): Your people have extraodordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it , and it happens. Surely a singe of Fortuen's favor! When an ally you can see within 15 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a 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 ability, you can't use your Lucky racial trait before the end of your next turn, and you cannot use the above feature until you finish a short or long rest. You may take this feat up to 3 times. The second time you take this feat, you may use the feature again starting at the end of your next after using it. If you take this feat a 3rd time, you may target an ally within 30 feet of you for the ability.
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Dragon Fear (Requires Dragonborn): When angered, you radiate menace. Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 15 feet of you to make a Wisdom saving throw(DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it cant 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 saving throw, ending the effect on itself on a success. You may take this feat up to 3 times. The second time you take this feat, you may choose creatures within 30 feat of you for this effect. The third time you take this feat, you increase your total uses of your Breath Weapon trait by 2, and the first time you use the Dragon Fear feature after finishing a Long rest it does not expend a use of your Breath Weapon trait.
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Dragon Hide (Requires Dragonborn): You manifest scales reminiscent of your Draconic Ancestors. Your Scales harde. While you aren't wearing armor, you can calculate your AC as 13+ your Dexterity Modifier. You can use a shield and still gain this benefit
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Dragon Claws (Requires Dragonborn): You manifest claws reminisicent of your Draconic Ancestors. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which are considered simple melee weapons for you with which you are proficient. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier.
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Drow High Magic (Requires Elf(Drow)): You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will without expending a spellslot. You may take this feat up to 3 times. The second time, you may choose either the levitate or Dispel magic spells and may cast it once without expending a spell slot, regaining use of the feature after a long rest. The third time you take this feat, you learn either the levitate or dispel magic spell, whichever you did not choose the second time you took this feat. Charisma is your spellcasting ability for all of these spells, and you may cast them using any spellslots you have if you have a Spellcasting feature.
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Dwarven Fortitude (Requires Dwarf) : You have the blood of dwarf heroes flowing through your veins. When 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). Once you've used this feature, you must finish a short or long rest before you may do so again. You may take this feat a second time. If you do, you no longer need to finish a short or long rest before you may use it again.
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Elven Accuracy (Requires Elf or Half-elf) : The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. When you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. Once you have used this feature, you must finish a short or long rest before you may do so again. You may take this feat up to 3 times. Each time after the first allows you to use this feature once more before you must finish a short or long rest, regaining all uses of the feat on said rest.
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Fade Away (Requires Gnome) : Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn, or 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 Long Rest. You may take this feat up to 3 times. The second time you take this feat, you regain use of this ability after finishing a short or long rest. The third time you take this feat, you can use the reaction granted by this feat whenever you succeed on a saving throw, or are missed with an attack.
- Fey Teleportation (Requires Elf(High)): Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You learn the Misty step spell and can cast it once without expending a spellslot. You regain the ability to cast it in this way when you finish a Long rest. Intelligence is your spellcasting ability for this spell. You may take this feat twice, the second time allows you to regain the use of casting this spell without expending a spell slot after a short or long rest, and you learn Sylvan. Misty step learned this way can be cast using any spellslots that you may have from a Spellcasting feature.
- Ardor of Phlegethos (Requires Tiefling): You learn to call on hellfire to serve your commands. When you roll fire damage you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
- Flames of Phlegethos (Requires Tiefling): Hellfire rises at your beck and call. Whenever you cast a spell or use an ability that deals fire damage, you can cause flames to wreath 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 1d4 fire damage.
- Infernal Constitution (Requires Tiefling): You have resistance to poison damage and advantage on saving throws against being poisoned. You may take this feat up to 3 times. The second time you take this feat you gain resistance to cold damage. The third time you take this feat, when you would take fire, cold or poison damage you may gain immunity to that damage as a reaction. You may only take this reaction once per short rest.
- Orcish Fury (Requires Half-Orc or Orc): Your fury burns tirelessly. When you hit with a weapon attack you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Onnce you use this ability, you can't use it again until you finish a short or long rest.
- Orcish Vigor (Requires Half-Orc or Orc): Immediately after you use your relentless Endurance trait, you can use your Reaction to make one weapon attack. Alternatively, as part of the bonus action of using your Aggressive Trait you can make one weapon attack. If you use this feature with your Aggressive trait, you cannot use it again until you finish a short or long rest.
- Prodigious (Requires half-elf, half-orc, or human): You have a knack for learning new things. You gain one skill proficiency, one tool proficiency, and fluency in one language of your choice.
- Prodigy (Requires Half-elf, Half-orc, or Human): You gain expertise in one skill or tool proficiency of your choice.
- Revenant Blade (Requires Elf): You are decended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. A double-bladed scimitar has the finesse property when you wield it. You may take this feat a second time. When you do, you gain a +1 bonus to AC while wielding a double-bladed scimitar with two hands.
- Second Chance (Requires halfling): Fortune favors you when someone tries to strike you. When a creature you can see hits you with an attack or you fail a saving throw, you can use your reaction to force that creature to reroll or to reroll the saving throw. Once you use this ability you can't use it again until you finish a long rest. You may take this feat 3 times. The second time you take this feat you regain use of this feature after finishing a short rest as well. The third time you take this feat you also regain use of this feature when you next roll initiative.
- Squat Nimbleness (Requires Dwarf or a small race): You are uncommonly nimble for your race. Your walking speed increases by 10 feet. You may take this feat up to 3 times. The second time you take this feat, you gain proficiency in Acrobatics or Athletics. The third time you take this feat, you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
- Svirfneblin Magic (Requires Gnome(Deep)): You have inherited the innate spellcasting ability of your ancestors. You can cast nondetection and disguise self on yourself at will without needing a material component. You may take this feat up to 3 times. The second and third times you take this feat, you may choose between blindness/deafness and blur. You learn the chosen spell and can cast it without expending a spell slot, regaining the ability to cast the spell this way after finishing a long rest. You may cast any spells learned from this feat using a spell slot you may have with a spellcasting feature
- Wood Elf Magic (Requires Elf(wood)): You learn the magic of the primeval woods, which are revered and protected by your people. You learn a Druid cantrip of your choice. You may take this feat up to 3 times. The second and third times you take this feat you may choose between longstrider and pass without trace spells. You learn the spell and can cast it without expending a spell slot, regaining the ability to cast that spell after finishing a long rest. Wisdom is your spellcasting ability for all spells learned from this feat.
Feats/Focus table
Listed here is a simple table to show how many Feats and foci a character should have at a given level. The amount for a Human(Variant) is in parenthesis.
| Level | Feats | Foci |
|---|---|---|
| 1 | ─(2) | ─ (1) |
| 2 | ─(2) | ─ (1) |
| 3 | ─(2) | ─ (1) |
| 4 | ─(2) | ─ (1) |
| 5 | 1 (3) | 1 (2) |
| 6 | 2 (4) | 1 (2) |
| 7 | 3 (5) | 1 (2) |
| 8 | 3 (5) | 1 (2) |
| 9 | 4 (6) | 2 (3) |
| 10 | 5 (7) | 2 (3) |
| 11 | 6 (8) | 2 (3) |
| 12 | 6 (8) | 2 (3) |
| 13 | 7 (9) | 3 (4) |
| 14 | 8 (10) | 3 (4) |
| 15 | 9 (11) | 3 (4) |
| 16 | 9 (11) | 3 (4) |
| 17 | 10 (12) | 3 (4) |
| 18 | 11 (13) | 3 (4) |
| 19 | 12 (14) | 3 (4) |
| 20 | 13 (15) | 3 (4) |