Class Specific Feats

by TBangg

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Class Specific Feats

These are feats that have a prerequisites based on certain class levels. These were created to go along with my new style of character advancement (see below) but you can use them as regular feats, custom subclass features, magic items, or just optional class features. There has not been through testing on most of them, just a pile of ideas. For the purposes of these feats I added a mechanic based of DM Inspiration:

Inspiration:

You can grant yourself advantage on 1 attack roll ability check or saving throw, you must choose to do so before making the roll, you can only have 1 instance of Inspiration at a time and it is lost when you finish a long rest.

New character Advancement

ASI's are no longer tied to class level, but to total character level instead. You receive an ASI at levels levels 4th, 8th, 12th, 16th, and 19th regardless of class. When a class would normally receive an ASI they instead can pick a feat.

Quick Infuser

Prereq: 4 levels of Artificer
As an action you can expend a spell slot to swap out a current Infusion for an inactive one. The same rules for infusions apply.

Attunement Hotswap

Prereq: 8 levels of Artificer
You can touch yourself or one willing creature and expend a spell slot to instantly break or create attunement for a magic item of your choice that is on the target's person. The size of spell slot depends on the rarity of the magic item (1st - uncommon, 2nd - rare, 3rd - very rare, 4th - legendary).

Stroke of Brilliance

Prereq: 12 levels in Artificer
When you use Flash of Genius on a creature, you grant that creature Inspiration.
Once per long rest, when you would make a skill or tool ability check, instead of rolling you can treat the check as if you rolled a 20.

Relentless

Prereq: 4 levels in Barbarian
While raging your walking speed ignores difficult terrain.
You can rage 1 additional time per long rest.
You recover 1 point of exhaustion on a short rest and 2 points on a long rest.

Unstoppable

Prereq: 8 levels of Barbarian or Fighter
You have advantage on saving throws against being stunned, grappled, restrained, or knocked prone.

Unbreakable Spirit

Prereq: 12 levels in Barbarian
When you rage, You grant yourself Inspiration, and gain temporary hit points equal to your Strength modifier plus your Constitution modifier.
While raging you have advantage on Wisdom saving throws.

Egotism

Prereq: 4 levels in Bard
You can use bardic inspire on yourself.
As a bonus action on your turn you expend a bardic inspiration dice to heal yourself equal to a roll of the inspiration plus your Charisma modifier.

Encore Performance

Prereq: 8 levels in Bard
When you use bardic inspiration on a creature you can also inspire one other creature, but with a bardic die 1 die size lower than your usual.

Grandeur

Prereq: 12 levels in Bard
When an ally rolls the maximum on a Bardic Inspiration die, you regain that use of Bardic Inspiration.
Once per long rest when you would make a saving throw, instead of rolling you can treat the save as if you rolled a 20.

Divine Protection

Prereq: 4 levels in Cleric or Paladin
You have advantage on saving throws against effects originating from celestials, elementals, fey, fiends, and undead.
When you make a Death Saving Throw you can roll 1d4 and add the result.

Inspiring Prayer

Prereq: 4 levels of Cleric
As a bonus action, you can expend one use of Channel Divinity to grant you and each allied creature within 30 feet Inspiration.

Harmonious Healing

Prereq: 4 levels in Cleric or Druid
‌ Whenever you cast a spell of 1st level or higher that restores hit points to a creature, you can also restore hit points equal to two times the spells level to either yourself or a creature within 5 feet of you that was not affected by the spell.

Nature's Vigor

Prereq: 4 levels in Druid
As an action you can touch a creature and expend a use of your Wild Shape to restore hit points equal to 3d8 plus your Wisdom modifier.

Bestial Magic

Prereq: 8 level in Druid
As an action you can expend a spell slot of 3rd level or higher to regain a use of your Wild Shape. Likewise you can expend a use of Wild Shape to regain one 3rd level spell slot. You can only regain a maximum of 2 spell slots per day using this feature.

Outflank

Prereq: 4 levels in Fighter or Ranger
Flanking grants you advantage on attack rolls instead of a +2 bonus.
When you have advantage on a weapon attack you can add a +1 bonus to the damage roll of that attack.

Cleaving Attacks

Prereq: 8 levels in Fighter or Barbarian
When you make a melee weapon attack at a creature while there is another creature within 5ft of your target and within your weapon's reach, you may have your attack target both creatures instead.

Cull the Weak

Prereq: 8 levels in Fighter or Ranger
Whenever you reduce creature to 0 hit points as part of an Attack action you can make another attack as part of that attack action. You can repeat this a maximum number of times equal to your proficiency bonus each turn.

Emboldened Spirit

Prereq: 4 levels in Monk
When you finish a short or long rest your gain temporary hit points equal to your Wisdom modifier multiplied by 5.
While you have these temporary hit points you can add your Wisdom modifier to any Constitution saving throws you make.

Fists of Fury

Prereq: 4 levels in Monk
Your Unarmed strikes are considered critical hits on a roll of 19 or 20.
Whenever you deal damage with an unarmed strike you can spend 1 ki point to deal additional damage equal to your Wisdom modifier (Once per attack).

Motions of the Master

Prereq: 12 levels of Monk
When a creature misses you with a melee weapon attack, as a reaction you can make a unarmed strike at that creature.
You can use Patient Defense or Step of the Wind without spending ki points.

Challenging Smites

Prereq: 4 levels in Paladin
When you smite a creature it gains disadvantage on attack rolls against targets other than you until the start of your next turn.

Fervency

Prereq: 4 levels in Paladin
As a reaction to reducing a creature to 0 hit points you can grant yourself Inspiration.

Peerless Aura

Prereq: 12 levels of Paladin
Attack rolls against allies affected by your Aura of Courage cannot have advantage. (attacks against you can still have advantage)

On the Hunt

Prereq: 4 levels in Ranger
At the end of a short rest choose 1:

  • Regain hit points equal to your Ranger level.
  • Regain an expended 1st level spell slot.
  • Grant yourself Inspiration.

Big Game Hunter

Prereq: 12 levels of Ranger
You have advantage on attack rolls against creatures that are Huge or larger.
The first time you deal damage with a weapon to a creature, you can use a reaction to deal extra damage equal to the total number of hit die it has.

Analyze

Prereq: 4 levels in Rogue or Wizard
As a bonus action on your turn you can target a creature you can see and make a History, Arcana, Religion, or Nature check (creature type dependent). The DC of the check is 10 plus the CR of the creature. On a success you have advantage on the next attack roll you make against them this turn and you learn 1 piece of information about the creature from: [Current HP, Ability Scores, Saving Throw Proficiencies, Armor Class, Damage Resistances/Vulnerabilities, Any spells it has prepared]

  • Arcana: Aberration, Elemental, Construct
  • History: Humanoid, Giant, Dragon, Monstrosity
  • Nature: Beast, Ooze, Plant, Fey
  • Religion: Celestial, Fiend, Undead

Up Close and Personal

Prereq: 4 levels in Rogue
Your sneak attack dice are d8s.
You cannot make sneak attacks with ranged weapon attacks.

Evisceration

Prereq: 12 levels in Rogue
When you land a critical hit with a sneak attack you roll triple the dice of the sneak attack damage instead of double.
When you attack, you can choose to take a -5 penalty to the roll, if you do the attack is considered a critical hit on a roll of 19 or 20.

Arcane Amplifier

Prereq: 4 levels in Sorcerer
Whenever you cast a spell using a 1st or 2nd level spell slot, treat it as though it were cast 1 level higher.

Megamind

Prereq: 8 levels in Sorcerer, Warlock, Wizard
You can concentrate on an additional spell as long as one of them is 2nd level or lower. While doing so you have a -5 penalty to concentration checks. If you drop concentration both spell effects are lost.

Metaflux

Prereq 8 levels in Sorcerer
When you cast a 3rd or higher level spell affected by Metamagic, you grant yourself Inspiration.
When you complete a long rest you can swap one of you Metamagic options out for a new one.

Eldritch Opportunist

Prereq: 4 levels in Warlock
Creatures with less than half their maximum hit points have disadvantage on saving throws against your spells.

Unfettered Power

Prereq: 12 levels in Warlock or Wizard
Whenever you cast a spell of 1st level or higher that deals damage. You can maximize one of the that spell's damage dice.
When you cast a spell of 5th level or higher you grant yourself Inspiration.



Homebrew Line

Below this line is for any homebrew or 3rd party classes. Currently I only have entries for my own homebrew class the Huntmaster

Invigorate

Prereq: 4 levels in Huntmaster
As an action you can gain hit points from your companion. You can regain hit points up to twice your Huntmaster level reducing an equal amount from your companion. Once you have used this feature you can not do so until you finish a long rest.

Combination Strike

Prereq: 8 levels in Huntmaster
When you hit a creature with a weapon attack, your companion gains advantage on the next attack roll it makes against that creature until the end of its next turn.

Change of Plans

Prereq: 12 levels in Huntmaster
When you roll initiative you can choose to swap out one of you Preparations with a new one. Once you have used this feature you can not do so until you finish a long rest.