My Documents
Become a Patron!
# Minor Feats ___ A feat represents a talent or an area of aptitude that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. By our current system, published in the PHB, the optional feats rule allows a player to forgo the Ability Score Improvement feature granted by their class to take a feat instead. -- This has me at a juxtaposition. Feats provide meaningful character customization options that bring make each character unique. However, a mechanically inclined individual my find that '+1' to their ability score is simply better than *most* feat options. ___ Introducing the Minor Feats! This system of optional minor feats is not intended to wholesale replace the current optional feat system. It is meant to be a supplement. Each feat below has a 'power level' that is well below 9000. These may be minor, but provide that nudge of granularity granting added depth to characters. Using these minor feats is simple. Players are awarded a minor feat of their choosing starting at level 1. At higher levels, when characters are awarded their Ability Score Increase, they may forgo a +1 to take one minor feat. Repeating this, they may take 2 minor feats in place of both +1s. Additionally, the DM should allow characters to earn further minor feats through gameplay. Below are two examples, but others can be awarded, again, at the discretion of the DM: - Rigorous weapons training with the local militia may grant the character the Weapon Master minor feat. However, this would take a minimum of one month of downtime activity to achieve. - A completed quest to recover rare tree bark, which was required to break the curse laden on a dieing soul, resulted in a blessing from the high priest. The character is awarded the Resilient minor feat. As with current feats, you must meet any prerequisite specified in a minor feat to take that minor feat. If you ever lose a minor feat’s prerequisite, you can’t use that minor feat until you regain the prerequisite. For example, the Grappler minor feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the Grappler minor feat until your Strength is restored. Does this system represent power creep!? -- Yes and no! There are many character fantasies that desire feats in order to bring that fantasy to life. This system allows for those fantasies that would have otherwise been locked behind a feat. Inherent to their name, minor feats are minor, but do pose a small increase in relative combat strength. After gaining 2 minor feats 'for free,' this will result in a slightly higher character capability threshold, but nothing that isn't manageable. Lastly, I believe that players enjoy feeling special, and enjoy using their special abilities to overcome challenges. When I DM, I let players have fun and let them show their competency! ### Actor Prerequisite: Charisma 13 or higher. Skilled at mimicry and dramatics, you gain the following benefits: - You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. ### Akimbo You fight, strong armed, with two weapons, gaining the following benefits: - You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. - You can use two-weapon fighting even when the one-handed weapons you are wielding aren't light. ### Alert Always on the lookout for danger, you gain the following benefits: - You can't be surprised while you are conscious. - You gain advantage on Wisdom (Perception) checks to find a hidden creature. - Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score. ### Athlete Tireless physical endurance training grants you the following benefits: - When you take the Dash action, your speed increases by 10 feet until the end of your current turn. - After finishing a short or long rest, your first check or saving throw made to avoid Exhaustion gains advantage. - You can attempt to free yourself from the Grappled condition as a bonus action instead of using your action. ### Brawler Scrappy by nature, you use your body as a second weapon. You gain the following benefit: - When you take the Attack action and have nothing in your off hand, you can use a bonus action to make one unarmed strike, shove, or attempt a grapple. \pagebreakNum ### Brawny You have an innately powerful build, and trained to harness this prowess to gain the following benefits: - When you make a long jump, your base jump distance is increased by 10 feet. - When you make a high jump, your base jump height is increased by 5 feet. - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. If you are already considered to be once size larger from your race or another feature, this feat does not stack. ### Close Quarters Combatant Fighting and training in tight spaces has honed your reflex. you gain the following benefits: - You gain three-quarters cover against melee attacks that have reach and you are within 5 feet of the attacker. ### Charger You use your own momentum to gain an edge in combat. You gain the following benefit: - After taking the Dash action, you can make one melee attack, a shove, or attempt a grapple as a bonus action. ### Chef Time spent mastering the culinary arts has paid off, granting you the following benefits: - You gain proficiency with cook’s utensils if you don’t already have it. - 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 up to 6 creatures. 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. ### Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefit: - You ignore the loading property of crossbows with which you are proficient. ### Crossbow Assailant You can use a hand crossbow as an extension of your fighting style. You gain the following benefits: - When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. - Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls using hand crossbows. \columnbreak ### Crusher You are practiced in the art of crushing your enemies, granting you the following benefit: - 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. ### Defensive Duelist Prerequisite: Dexterity 13 or higher. You have a well trained, watchful eye for the flow of blades and blows. You gain the following: - When you are wielding a melee weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add 5 to your AC for that attack, potentially causing the attack to miss you. Once you use this feat, you cannot use it again until you finish a short or long rest. ### Dual Wielder Prerequisite: Dexterity 13 or higher. You master fighting with two weapons, gaining the following benefit: - When you take the Attack action while engaging in two-weapon fighting, you can make one additional attack as part of that same action using a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of this attack, unless that modifier is negative, or you have the Two-Weapon Fighting fighting style. By gaining this extra attack, you cannot use a bonus action to make one attack with your off-hand weapon. ### Dungeon Delver Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: - 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 ignore the first 10 feet of fall distance when determining fall damage. ### Durable Hardy and resilient, you gain the following benefit: - Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point. \pagebreakNum ### Eldritch Adept Prerequisite: Spellcasting or Pact Magic feature 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, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. ### 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. - When you roll damage for a spell you cast that deals damage of that type, you can select one target of the spell to lose resistance to that damage. You can bypass a target's resistance this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. - You can select this feat multiple times. Each time you do so, you must choose a different damage type. ### Elemental Affinity You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice: - Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone. - Instantaneously light or snuff out a candle, a torch, or a small campfire. - Chill or warm up to 1 pound of nonliving material for up to 1 hour. - Move or excavate dirt or loose stone within a 5 foot cube. - Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. ### Elven Accuracy After learning and training for the legendary accuracy of the elves, you have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefit: Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. Once you use this feat a number of times equal to your proficiency bonus, you cannot use it again until you finish a long rest. \columnbreak ### Expert You have honed your proficiency with a particular set of skills, granting you the following benefit: - Choose one skill in which you have proficiency. You gain an expertise die with that skill, which means you add a 1d4 for any ability check you make with it. - The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Later, you cannot gain a feature, such as Expertise, that doubles your proficiency bonus, to further improve the chosen skill. ### First Strike Prerequisite: Dexterity 13 or higher. Your quick thinking and swift reflexes let you make the most of a fights opening sequence. You gain the following: - Other creatures provoke opportunity attacks from you when they enter your reach. ### Fey Touched Your exposure to the Feywild’s magic has changed you, granting you the following benefit: - You can cast the the misty step spell once using this feat. Once you do, you can’t do so again until you finish a long rest. You choose this spells’ spellcasting ability from Intelligence, Wisdom, or Charisma upon selecting this feat. ### Guide You're a naturalist of the land, giving you the tools and skills needed to lead other through dangerous environments. You gain the following benefits: - You gain advantage on navigation based skill checks. - You gain advantage on Wisdom (Survival) checks to forage for food and water. - When your group makes a group Dexterity (Stealth) or Wisdom (Survival) check, your successes count as double. - You gain advantage on skill checks related to the tying and untying of knots. ### Grappler Prerequisite: Strength 13 or higher. You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefit: - You have advantage on attack rolls against a creature you are grappling. - Creatures you have grappled have disadvantage on attack rolls. - When you have a creature grappled, you can make one unarmed strike against the grappled creature as a bonus action on each of your turns. \pagebreakNum ### Great Weapon Fighter Prerequisite: Strength 13 or higher. You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefit: - When you hit a target with a melee weapon attack, you can set one of the weapon's damage dice to one less than its maximum value in place of rolling it. Once you use this feat, you cannot use it again until you finish a short or long rest. ### Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefit: - 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. The creature may immediately spend 1 Hit Dice and regain additional hit points equal to the roll plus their Constitution modifier. The creature can't regain hit points from this feat again until it finishes a short or long rest. ### Heavily Armored Prerequisite: Proficiency with heavy armor You have trained with heavy armor to block even the mightiest of blows, gaining the following benefit: - While you are wearing heavy armor, you can use your reaction to reduce a critical hit against you to a normal hit. Once you use this feat, you cannot use it again until you finish a long rest. ### Inspiring Leader Prerequisite: Charisma 13 or higher. You have garnered a presence that evokes the best of your comrades. You gain the following benefit: - You can spend a minimum of 1 minute inspiring your companions, shoring up their resolve. When you do so, choose one friendly creatures within 30 feet of you who can see or hear you and who can understand you. That creature gains a 1d6 inspiration die. This die lasts for up to 1 hour. It can be used and rolled after making any attack roll, skill check, or saving throw, add the result of the inspiration die to the result of the d20, potentially changing a failure into a success. A creature can't benefit from this feat again until after it has finished a long rest. \columnbreak ### Keen Mind You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefit. - You always know which way is north. - You always know the number of hours left before the next sunrise or sunset. - You can read at twice the normal rate, and gain Advantage on Intelligence (Investigation) checks to discern clues or extract information from a written source. ### Legerdemain You have a mind to replace the menial labors of life with magic. You gain the following benefits. - You learn the Prestidigitation cantrip, and can cast it without verbal components. This spell gains one additional possible use case for you. You can animate a tiny object, no more than 2 pounds. It can float, fly, and hover at rate of 5 feet per round and perform minor tasks such as dictate your speech, ring small bells, light candles, dust shelves, or have a key turn a lock. The object has no sentience, and thus cannot react to changes in the world around it. The tiny object cannot move more than 30 feet from its origination point. If it does, this effect end. - You can cast the the Unseen Servant spell once using this feat. Once you do, you can’t do so again until you finish a long rest. - You choose the spellcasting ability for these spells from Intelligence, Wisdom, or Charisma when you gain this feat. ### Lightly Armored Prerequisite: Proficiency with light armor You have trained to master the use of light armor, gaining the following benefit: - When you are wearing light armor, and 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. Once you use this feat, you cannot use it again until you finish a long rest. ### Linguist You have studied language, and communication in its various forms transmission; verbal and non-verbal, gaining the following benefits: - You learn three languages of your choice. - 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. - When you speak with a creature in its native tongue, you gain a bonus 1d4 to one Charisma based skill check made while speaking with that creature. You can use this bonus after rolling, but before determining the outcome of the roll. Once you've used this bonus, you cannot use it against the same creature again for 24 hours. \pagebreakNum ### Lucky You have inexplicable luck that seems to kick in at just the right moment. - When you make an attack roll, an ability check, or a saving throw, and roll a 1 on the d20, you can reroll the die and must use the new roll. Once you use this reroll, you cannot do so again until after you finish a short or long rest. ### Mage Initiate You have practiced simple, routine magics, gaining the following benefit: - You learn two cantrips of your choice from the Bard, Sorcerer, Cleric, Druid, or Wizard class's spell list. They need not be from the same spell list. - Your spellcasting ability for the spells depend on the associated class: Charisma for bard or sorcerer; Wisdom for cleric or druid; or Intelligence for wizard. ### Mage Slayer You have practiced techniques useful in combat against spellcasters, gaining the following benefit: - 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. ### Magic Initiate Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. - Choose one 1st-level spell from that class's 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 can also cast it using spell slots you have. - Your spellcasting ability for this spell depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. ### Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: - You learn one maneuver 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 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. \columnbreak ### Minor Arcane Recovery Prerequisite: Have the spellcasting ability You have learned to keep a mote of magic in reserve. You gain the following benefit: - As an action, you regain 1 expended spell slot of a level that is equal to or less than half your proficiency bonus. Once you use this feat, you cannot use it again until you finish 1d4 long rests. ### Mobile You are exceptionally speedy and agile. You gain the following benefits: - Your speed increases by 5 feet. - When you are prone, standing up uses only 5 feet of your movement. ### Moderately Armored Prerequisite: Proficiency with medium armor You have trained with medium armor to lighten its load, gaining the following benefits: - Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. - When you are wearing medium armor and take damage from an attack, you can use your reaction to gain resistance to all of the damage from that attack. Once you use this feat, you cannot use it again until you finish a long rest. ### Mountaineer As a mountain traveler, and climbing extraordinaire, you gain the following benefits: - You gain a climbing speed equal to your speed. - You’re acclimated to high altitude, suffering no ill effects from elevations above 10,000 feet. - You gain advantage on skill checks related to glissading, snow survival, and avalanche avoidance and control. - You gain advantage on skill checks related to tying and untying of knots. ### 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 can force an attack targeted at your mount to target you instead. \pagebreakNum ### Observant Quick to notice details of your environment, you gain the following benefits: - You have a +5 bonus to your passive Wisdom (Perception). - You can accurately judge the distance to any object or creature that you can see or hear. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - You gain advantage on Intelligence(Investigation) checks when you use your action to discern illusions. ### Oceanic Diver Swimming great distance or diving for shipwrecked treasure has made exceptional in the water. You gain the following benefits: - You gain a swim speed equal to your speed. - You can hold your breath for three times your normal duration. - When suffocating, you survive for 2 additional rounds before dropping to 0 hit points. ### Piercer You have achieved a penetrating precision in combat, granting you the following benefit: - 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. ### Point Blank Prerequisite: Dexterity 13 or higher. Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls. ### Resilient Hardening yourself against the harm that would otherwise overtake you. You gain the following benefit: - When you make a saving throw and fail, you can add 1d6 to the save, potentially changing a failure into a success. Once you use this feat, you cannot use it again until you finish a long rest. \columnbreak ### Ritualist Initiate You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. - When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. 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. ### Savage Attacker Rough and wild, mighty are your thundering blows. You gain the following benefit: - On your turn, you can choose to gain advantage for all your melee attack rolls that use Strength this turn. However, all attack rolls targeting you have advantage until the start of your next turn. ### Sentinel You have gained techniques to take advantage of the enemy's blind spots, gaining the following benefit: - 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, you can use your reaction to impose disadvantage on that attack. You must be wielding a melee weapon or a shield to use this reaction. You can make this reaction a number of times equal to your proficiency bonus, regaining all expended uses after finishing a short or long rest. ### Shadow Touched Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits: - You can cast the the invisibility spell once using this feat. Once you do, you can’t do so again until you finish a long rest. You choose this spells’ spellcasting ability from Intelligence, Wisdom, or Charisma upon selecting this feat. ### Sharpshooter You have attained a greater accuracy with ranged weapons. You gain the following benefit: - Your ranged weapon attacks ignore half cover. \pagebreakNum ### Shield Basher You use shields not just for protection but also for offense. You gain the following benefit while you are wielding a shield: - If you take the Attack action on your turn, you can make one of the attacks of that action with a shield you are wielding. You are proficient with the attack, and it uses strength for its attack and damage modifiers. On hit, it deals 1d4 bludgeoning damage, and if the target is Large or smaller you can push the target up to 5 feet away from you. If the shield grants bonus AC, the bonus AC can be used an equivalent bonus to the shield's attack and damage modifiers. ### Shield Master You master the use of shields. You gain the following benefit while you are wielding a shield: - 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 damaging effect, interposing your shield between yourself and the source of the effect. ### Slasher You’ve learned where to cut to have the greatest results, granting you the following benefit: - 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. ### Skilled You gain proficiency in any combination of two skills or tools of your choice. Alternatively, you can choose one of the following options. - You gain proficiency with shields and 1 skill or tool of your choice. - You gain proficiency with light armor and 1 skill or tool of your choice. - You gain proficiency with medium armor (you can choose this option only if you had proficiency with light armor). - You gain proficiency with heavy armor (you can choose this option only if you had proficiency with medium armor). \columnbreak ### Skulker You are expert at slinking through shadows. You gain the following benefits: - If you are traveling alone, you can move stealthily at a normal pace. - You can try to hide when you are lightly obscured from the creature from which you are hiding. - Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. ### Spell Sniper Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefit: - Your ranged spell attacks ignore half cover. ### Stout Prerequisite: Constitution 13 or higher. Hardy by nature, you learn ways to mitigate the efficacy of attacks against you, reducing harm done. You gain the following benefit: - Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 1 before applying other modifications. ### Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: - When you shove a creature, you can shove that creature up to 10 feet instead of 5 feet. - You gain proficiency with improvised weapons. - Your unarmed strikes use a d4 for damage. \pagebreakNum ### Telepathic You awaken the ability to mentally connect with others, granting you the following benefit: - 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 understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically. ### Tough Rough and hardy you strengthen your resolve; recover from injury faster than others. You gain the following benefit: - You gain a number of bonus d4 Hit Dice equal to your proficiency bonus. These Hit Dice do not increase your maximum hit points, but can be spent along with your other Hit Dice during a short rest to recover hit points. ### Trapsmith You have a knack for trapping and fighting creatures in various ways. You gain the following benefits: - You can add your Proficiency bonus to the Dexterity saving throw and Strength check DC of any Hunting Traps you place. - You can conceal traps, including Hunting Traps. The DC to detect your traps is equal to the Trap Save DC. - You can craft Mechanical Hazard Traps (see Dungeon Master's Guide: Chapter 5). The Trap Save DC is 8 + your proficiency bonus + Dexterity or Intelligence modifier(your choice). Describe the mechanics of your trap to your GM. Logic determines which traps can be built where; for instance, a swinging axe can't be hidden in a jewelry box. Their effects can vary, but cannot exceed a 10 foot square foot print. Traps may only have 1 effect, such as a damage trap, gas trap, pit trap, or glue trap. A damage trap will deal equal to 1/2 (round up) your level in d4s to one person, with the type based on your trap. Other traps, such as a poisoning gas trap, or immobilizing glue trap can effect multiple creatures within the trap radius, but deal no damage. Once a trap is triggered, it consumes any required components; such as a poison vial for a poison trap, or a net for an immobilizing trap. \columnbreak ### War Caster Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: - You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. ### Weapon Master You have practiced extensively with a variety of weapons, gaining the following benefits: - You gain proficiency with two weapons of your choice; or you can choose shields in place of one of the weapons. Each one must be a simple or a martial weapon. - When you take the Attack action using one of the weapon proficiencies chosen above, you can grant yourself advantage on one attack roll during your action. You can use this feat a number of times equal to your proficiency bonus minus one, and regain all expended uses when you finish a long rest. ### Woodsman Learning from the Wood Elves, you've attained a basic form of their primeval magic. You gain the following benefit: - You can cast the the pass without trace spell once using this feat. Once you do, you can’t do so again until you finish a long rest. You choose this spells’ spellcasting ability from Intelligence, Wisdom, or Charisma upon selecting this feat.