Expanded Feats v2

by TheTranMan

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⚜ Expanded Feats ⚜

⚔ Martial Feats

These Feats replace Feats you may find in the PHB, as well as adding additional feats for varying Eras of Campaigns.

Charger [Replaces PHB Charger]

Prerequisites: 4th-Level, Proficiency with Any Martial Weapon


You have trained to charge headlong into battle, gaining the following benefits:

  • When you take the Dash Action, your speed increases by 10 feet for that action.
  • If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the attack action on your turn, you can choose to deal an additional 2d6 damage of your weapon's type or push the target up to 10 feet away from you.

Dual Gunner

Prerequisites: 4th-Level, Proficiency with Firearms


You've mastered the arts of guns akimbo, which allows you to attack with sidearms flawlessly:

  • You can use two-weapon fighting even with the one-handed 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.
  • You learn the Dual-Weapon Fighting style.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.
  • You ignore the Loading quality of firearms, and do not require a free hand to load in the ammunition.

Demolitions Expert

Prerequisites: 4th-Level, Proficiency with the Demolitions skill


You have learned techniques to enhance the destructive capability of your explosives, gaining the following benefits:

  • Explosives you set or detonate deal an additional die of damage.
  • Explosives you set or detonate deal double damage to objects and structures.

Demolitions Initiate

You have practiced extensively with explosives, gaining the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with the Demolitions Skill.

Giant's Grip

Prerequisites: 8th-Level, Great Weapon Master Feat


You've learned to use the weight of your weapons effectively, and have adapted to use large weapons one-handed.

  • Increase your Strength score by 1, to a maximum of 20.
  • When wielding a versatile weapon in one hand, you may use the two-handed damage die.
  • You can wield a two-handed melee weapon in one hand, treating it as a one-handed weapon as long as it doesn't have the reach property.

Great Weapon Master

Prerequisite: 4th-Level, Proficiency with Any Martial Weapon


You've learned to use 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, you can choose to subtract your Proficiency Bonus from the attack roll and, if the attack hits, you add double your proficiency bonus to the attack's damage roll.

Heavy Armor Master [Replaces PHB Heavy Armor Master]

Prerequisite: 4th-Level, Proficiency with Heavy Armor


You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing Heavy Armor; Bludgeoning, Piercing, and Slashing damage that you take from nonmagical attacks is reduced by your Proficiency Bonus. If you are wearing Magical Heavy Armor, you gain this damage reduction against magical attacks as well.

Lance Master

Prerequisites: 4th-Level, Proficiency with the Lance


You have mastered wielding lances, and can efficiently wield them in battle:

  • You no longer have disadvantge to attack a target within 5 feet of you.
  • You can wield a lance one-handed, without requiring a mount.
  • If you move at least 10 feet in a straight line and hit a target with your lance, you can choose to deal an additional 2d6 piercing damage or push the target up to 10 feet away from you.

Longarms Master

Prerequisites: 4th-Level, Proficiency with Firearms


Thanks to extensive practice with long arms, you gain the following benefits:

  • You ignore the Loading and Reload quality of longarms with which you are proficient.
  • The longarm you fire no longer provokes the Misfire property whenever you roll a 1.
  • Attacking at long range with long arms doesn't impose disadvantage on your ranged weapon attack rolls.
  • When you hit a creature with an attack that does damage, you can re-roll one of the attack's damage dice, and must use the new roll.
  • When you score a critical hit with a long arm, you can roll one additional damage die when determining the extra damage the target takes.

Master Archer [Replaces PHB Sharpshooter]

Prerequisites: 4th-Level, Proficiency with Longbow or Shortbow


You have mastered bowcraft and can make shots that others find impossible.

  • Attacking at long range with bows doesn't impose disadvantage on your ranged weapon attack rolls.
  • When you score a critical hit with a bow or reduce a creature to 0 hit points with one, you can make one additional attack with your bow as a bonus action.

Savage Attacker [Replaces PHB Savage Attacker]

Prerequisite: 4th-Level, Proficiency with Martial Weapons


Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either result. In addition, when you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Shield Master [Replaces PHB Shield Master]

Prerequisite: 4th-Level, Proficiency with Shields


You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • You learn the Shield Fighting Fighting style.
  • If you take the Attack action on your turn, you can use a bonus action to try and shove a creature within 5 feet of you with your shield, before or after your first attack. Additionally, instead of shoving, you can make attacks with the shield. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a 2d4, and it deals bludgeoning damage.
  • You gain a +1 bonus to AC while you are wielding a shield. This counts as the shield's AC bonus.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Sidearms Master

Prerequisite: 4th-Level, Proficiency with Firearms


Thanks to extensive practice with small-arms, you gain the following benefits:

  • You ignore the Loading and Reload quality of sidearms with which you are proficient.
  • The sidearm you fire no longer provokes the Misfire property whenever you roll a 1.
  • When you make a ranged weapon attack with the sidearm, the attack's normal range and long range doubles.
  • When you use the Attack action and attack with a one-handed sidearm, you can use a bonus action to attack with a sidearm you are holding.

Sword and Shooter

Prerequisite: 4th-Level, Proficiency with Martial Weapons and Firearms


You have mastered the art of fighting with a melee weapon in one hand, and a sidearm in the other.

  • You gain a +1 bonus to AC while you are wielding a melee weapon in one hand, and a ranged weapon in the other hand, and you gain a +1 bonus to Damage Rolls with those weapons.
  • You can use two-weapon fighting even when the one-handed weapons you are wielding aren't light.
  • You learn the Dual-Weapon Fighting style.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.
  • You ignore the Loading property of ranged weapons, and do not require a free hand to load in the ammunition.

Thrown Weapon Master

Prerequisite: 4th-Level, Proficiency with Simple Weapons


You've mastered fighting with thrown arms, gaining the ability to hurl them further with a much greater impact.

  • You double the normal and long ranges with thrown weapons you attack with.
  • Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls.
  • A thrown weapon deals one extra die of its damage when you hit with it as a thrown ranged weapon attack.
  • You learn the Thrown Weapon Fighting style.

Two-Weapon Master [Replaces PHB Dual-Wielder]

Prerequisites: 4th-Level, Proficiency with Simple Weapons


You've mastered 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, and you gain a +1 bonus to Damage Rolls with those weapons.
  • You can use two-weapon fighting even when the one-handed weapons you are wielding aren't light.
  • You learn the Dual-Weapon Fighting style.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

🔰 Miscellaneous Feats

These Feats replace Feats you may find in the PHB, as well as adding additional feats for varying Eras of Campaigns.

Chef

Prerequisites: 4th-Level


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 a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can spend a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

🛡 Tactical Feats

These Feats are additional Martial Feats that represent greater forms of Battlemaster Maneuvers.

Warlord's Command

Prerequisite: 4th-Level


You excel in group combat and display great leadership. You gain this feature:


Command Ally. As a Bonus Action, you can expend 1 Hit Dice and command one ally you can see within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can add your expended Hit Dice to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, even if you have unexpended Hit Dice.

Warlord's Rally

Prerequisite: 4th-Level


Your resolve is so strong it can bolster your allies. You gain this feature:


Bolstering Rally. As a Bonus Action, you can expend 1 Hit Dice and encourage one ally you can see within 30 feet of yourself. If that ally can see or hear you, the target gains temporary hit points equal to your expended Hit Dice + your Charisma modifier. You can use this bonus action a number of times equal to your proficiency bonus, even if you have unexpended Hit Dice.

Warlord's Terror

Prerequisite: 4th-Level


Your might and presence shakes the heart of creatures on the battlefield. You gain this feature:


Demoralizing Strike. Whenever you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your Proficiency bonus + your Charisma modifier). On a failed save, the target is Frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next Attack Roll it makes before the end of its next turn. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

🗣 Skill Feats

These feats present more than proficiency than a certain skill, and adds benefits more than say the Skilled or Skill Expert feats.

Expertise. Your Proficiency Bonus is Doubled for any ability check you make that uses the chosen Skill Proficiency. If you already have Expertise in a skill you are acquiring the Feat for, you can choose a different skill to have Expertise in.

Acrobat

Prerequisites: Proficiency in the Acrobatics Skill


You become more nimble, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain Expertise in the Acrobatics skill.
  • As a bonus action or whenever you take the Dash action, you become nimble and difficult terrain of any kind doesn't cost you extra movement for the rest of your turn.

Animal Handler

Prerequisites: Proficiency in the Animal Handling Skill


You master the techniques needed to train and handle animals. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain Expertise in the Animal Handling skill.
  • As a bonus action, you can command one friendly beast within 60 feet of you that can hear you and isn't currently following the command of someone lse. You decide what action the beast will take and where it will move during its next turn, or you can issue a general command that lasts for 1 hour, such as to guard a particular area.

Arcanist

Prerequisites: Proficiency in the Arcana Skill


Your study of the arcane arts has given you the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the Arcana skill.
  • You learn the prestidigitation cantrip. You can cast the detect magic 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.

Brawny

Prerequisites: Proficiency in the Athletics Skill


You've become stronger, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain Expertise in the Athletics skill.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.

Diplomat

Prerequisites: Proficiency in the Persuasion Skill


You master the arts of diplomacy, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain Expertise in the Persuasion skill.
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Empathic

Prerequisite: Proficiency in the Insight Skill


You possess keen insight into how other people think and feel, which grants you the following benefits:

  • Increase your Wisdom by 1, to a maximum of 20.
  • You gain Expertise in the Insight skill.
  • You can use your bonus action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

Historian

Prerequisite: Proficiency in the History Skill


Your study of history rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the History skill.
  • When you take the Help action to aid another creature's Intelligence ability check, you can grant the creature a bonus to their check equal to your proficiency bonus, as you share pertinent advice and historical examples, as long as the creature understands you.

Investigator

Prerequisite: Proficiency in the Investigation Skill


You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the Investigation skill.
  • You can take the Search action as a bonus action.

Medic

Prerequisite: Proficiency in the Medicine Skill


You master the phsyician's arts, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain Expertise in the Medicine skill.
  • During a Short Rest, you can clean and bind the wounds of up to six willing creatures including yourself, of which can't be constructs or undead. Any Hit Dice a creature spends can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

Menacing

Prerequisite: Proficiency in the Intimidation Skill


You become fearsome to others, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain Expertise in the Intimidation skill.
  • When you take the Attack action on your turn, you can replace one attack with an attempt to frighten one creature you can see within 60 feet of you. Make a Charisma (Intimidation) check while the target makes a Wisdom saving throw. If the target rolls lower than your check, it is frightened of you until the end of its next turn. If your check is lower than their save, the target can't be frightened by you in this way for 1 hour.

Naturalist

Prerequisite: Proficiency with the Nature Skill


Your extensive study of nature rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the Nature skill.
  • You learn the druidcraft cantrip. You can cast the detect poison and disease 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.

Perceptive

Prerequisite: Proficiency with the Perception Skill


You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain Expertise in the Perception skill.
  • Seeing through a lightly obscured area (such as dim light) doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Performer

Prerequisite: Proficiency in the Performance Skill


You master performance so that you can command any stage. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain Expertise in the Performance skill.
  • While performing, you can try to distract one creature who can see and hear you, and isn't immune to the charmed condition. Make a Charisma (Performance) check contested by the creature's Wisdom (Insight) check. If your check succeeds, you grab the creature's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

Quick-Fingered

Prerequisite: Proficiency in the Sleight of Hand Skill


Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain Expertise in the Sleight of Hand skill.
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket within reach, without their notice on a successful check against their passive Perception or Investigation.

Silver-Tongued

Prerequisite: Proficiency in the Deception Skill


You develop your conversational skill to better deceive others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain Expertise in the Deception skill.
  • As a bonus action, you can attempt to deceive and distract one humanoid you can see within 60 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.

Stealthy

Prerequisite: Proficiency in the Stealth Skill


You know how to best hide. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain Expertise in the Stealth skill.
  • If you are hidden, you can move in the open without revealing yourself if you end the move in a position where you're not clearly visible to targets you're hiding from.

Survivalist

Prerequisite: Proficiency in the Survival Skill


You master wilderness lore, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain Expertise in the Survival skill.
  • You can cast the alarm spell without using
  • 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.

Theologian

Prerequisite: Proficiency in the Religion Skill


Your extensive study of religion rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the Religion skill.
  • You learn the thaumaturgy cantrip. You can cast the detect evil and good spell without using 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.

☄ Spellcraft Feats

These feats present variants available for Spellcasters, whether it represents a mastery of magic or a certain style of spellcasting ancient orders may utilize. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Abjuration Adept

Prerequisite: 4th-Level Arcane Spellcaster


Your practice and understanding of protective abjurative magic has granted you the following benefits:

  • You learn one 1st or 2nd-level spell of your choice, which must be from the Abjuration school of magic. You cast this feat's spell as if you were casting it as a 2nd-level spell, without spending a spell slot. You must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.
  • When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend 1 Hit Dice and weave protective magic around the target. The target reduces the damage it takes equal to the result of the Hit Dice + your spellcasting ability modifier.

Conjuration Adept

Prerequisite: 4th-Level Arcane Spellcaster


Your practice and refinement to conjuration magic has granted you the following benefits:

  • You learn one 1st or 2nd-level spell of your choice, which must be from the Conjuration school of magic. You cast this feat's spell as if you were casting it as a 2nd-level spell, without spending a spell slot. You must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.
  • Whenever you cast a Conjuration spell to summon a creature, you can expend a number of Hit Dice equal to the level of the spell. The creature gains Temporary Hit Points equal to rolled result + your spellcasting ability modifier per each Hit Dice spent.

Divination Adept

Prerequisite: 4th-Level Arcane Spellcaster


Your practice and pursuit of dedication to divination has granted you the following benefits:

  • You learn one 1st or 2nd-level spell of your choice, which must be from the Divination school of magic. You cast this feat's spell as if you were casting it as a 2nd-level spell, without spending a spell slot. You must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.
  • When you make an Attack Roll, Ability Check, or a Saving Throw, use your Reaction to expend 1 Hit Dice and add the result to your roll, potentially turning a failure into a success.

Evocation Adept

Prerequisite: 4th-Level Arcane Spellcaster


Your practice and active experience with destructive evocation magic has granted you the following benefits:

  • You learn one 1st or 2nd-level spell of your choice, which must be from the Evocation school of magic. You cast this feat's spell without spending a spell slot. You must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.
  • Whenever you deal deal damage to a creature with an Evocation spell, you can expend 1 Hit Dice and the creature takes additional damage of the spell's type equal to the total rolled result.

Necromancy Adept

Prerequisite: 4th Level Arcane Spellcaster


Your practice with negative or dark magic has granted you the following benefits:

  • You learn one 1st or 2nd-level spell of your choice, which must be from the Necromancy school of magic. You cast this feat's spell as if you were casting it as a 2nd-level spell, without spending a spell slot. You must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.
  • Whenever you deal damage to a creature, you can expend 1 Hit Dice. The creature takes additional Necrotic damage equal to the total, and you gain Hit Points equal to the same result.

Divine Spark

Prerequisite: Divine Spellcaster


A god has given you a small spark or ember of their divien power, which grants you the following benefits:

  • You learn the thaumaturgy cantrip and one 1st-level spell based on the Domain of the God, as specified in the Domain Spells table.
  • You can cast the chosen 1st-level spell without using 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.
  • Your spellcasting ability for this feat's spells is of your Class'.
Domain Spells
Domain 1st-Level Spell
Death Choose false life or inflict wounds
Forge Choose searing smite or shield of faith
Grave Choose bane or false life
Knowledge Choose detect evil and good or identify
Life Choose bless or cure wounds
Light Choose burning hands or faerie fire
Nature Choose animal friendship or speak with animals
Order Choose command or heroism
Tempest Choose fog cloud or thunderwave
Trickery Choose charm person or disguise self
War Choose divine favor or shield of faith

Divine Oracle

Prerequisite: 4th-Level, Divine Spark Feat


Your connection to your god deepens, granting you the following benefits:

  • You learn to speak, read, and write Celestial.
  • You can cast the augury spell without a spell slot, and you must finish 1d4 long rests before you can cast it in this way again. You can also cast the spell using the spell slots you have of the appropriate level. The spell's spellcasting ability is of your Class'.

Elemental Adept

Prerequisite: 4th-Level, Any Spellcaster


In your spellcasting, you can harness a particular form of energy with deadly mastering, granting you the following benefits:

  • When you gain this feat, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder.
  • Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Flawless Concentration

Prerequisite: 8th-Level, War Caster Feat


You are trained to maintain your concentration in the most extreme conditions. If you take up to 20 points of damage or lower, you don't need to roll a Constitution saving throw to maintain Concentration.

🥇 Starting Feats 🥇

Alert

Prerequisites: 1st-Level


Always on the lookout for danger, you gain the following benefits:

  • You can't be Surprised while you are conscious.
  • You gain Proficiency with Initiative, and you can add your Proficiency Bonus to your Initiative Roll.

Crafter

Prerequisites: 1st-Level


You are adept at crafting things, granting you the following benefits:

  • You gain Tool Proficiency with three different Artisan's Tools of your choice.
  • When you craft an item using a tool with which you have Tool Proficiency with, the crating time is reduced by half.

Deftly Athletic

Prerequisite: 1st-Level


You have undergone extensive physical training to gain the following benefits:

  • When you are prone, standing up only uses 5 feet of your movement.
  • Climbing doesn't cost you extra movement.

Durable

Prerequisite: 1st-Level


Hardy and resilient, when you roll a Hit Die to regain Hit Points, you add double your Constitution modifier, rather than just once, to the result.

Mariner

Prerequisites: 1st-Level


You've spent an exorbitant amount of time in water, gaining the following benefits:

  • You gain a Swimming Speed equal to your Movement Speed.
  • You have advantage on Ability Checks and Saving Throws related to swimming.
  • You can hold your breath for up to 1 hour.

Resilient

Prerequisites: 1st-Level


You gain Proficiency in a Saving Throw in an Ability Score of your choice.

Squat Speed

Prerequisite: 1st-Level, Dwarf or a small race


You are uncommonly nimble for your race. You gain the following benefits:

  • You increase your walking speed by 5.
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Tavern Brawler

Prerequisites: 1st-Level


Accustomed to brawling, you gain the following benefits:

  • Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
  • You gain Proficiency with Improvised Weapons, and deal double damage dice with them.

Tough

Prerequisites: 1st-Level


Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.

Vigorous

Prerequisites: 1st-Level


You gain additional bonus Hit Dice equal to your Proficiency Bonus, which are your Class's Hit Die (the higher dice if multi-classed). You always regain both of these dice at the end of a long rest in addition to the normal number of hit dice you would regain. Your maximum hit points are not affected.

 

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