Laserllama Compendium of Feats
Laserllama Feats
The following Feats are presented in alphabetical order, with the compendium each Feat originally appeared in noted.
Alternate versions of official Feats are marked with an A, and are balanced to be used with all laserllama content.
Laserllama Feats
Classical Artist
Crossbow Expert A
Defensive Duelist A
Devious Training
Dual Wielder A
Dungeon Delver A
Fighting Initiate A
Great Weapon Master A
Helpful Insights
Inspiring Leader A
Intimidating Leader
Inventive Adept
Legendary Might
Lifelong Learner
Mage Slayer A
Martial Artist
Martial Training
Mental Acuity
Metamagic Adept A
Mystic Warrior
Natural Magnetism
Roguish Initiate
Savage Attacker A
Savage Training
Scholar of Lore
Sharpshooter A
Signature Technique
Skulker A
Sorcerous Spark
Spellsword Adept
Spell Scrivener
Spiritual Awakening
Strategic Insight
Survivalist Training
Tactical Training
Totemic Spirit
Wanderer Training
War Caster A
Weapon Adept A
Weapon Master
Wilderness Expert
Wild Companion
Wise One
Ability Score Feats
Legendary Might
Lifelong Learner
Natural Magnetism
Wise One
Alternate Feats
Crossbow Expert A
Defensive Duelist A
Dual Wielder A
Dungeon Delver A
Fighting Initiate A
Great Weapon Master A
Inspiring Leader A
Mage Slayer A
Metamagic Adept A
Poisoner A
Savage Attacker A
Sharpshooter A
Skulker A
War Caster A
Weapon Adept A
Archetype Feats
Devious Training
Inventive Adept
Martial Artist
Martial Training
Masterful Technique
Metamagic Adept A
Mystic Warrior
Roguish Initiate
Savage Training
Scholar of Lore
Signature Technique
Sorcerous Spark
Spellsword Adept
Spiritual Awakening
Strategic Insight
Survivalist Training
Tactical Training
Totemic Spirit
Wanderer Training
Wilderness Expert
Classical Artist
- Compendium: Savant: Expanded
- Prerequisites: None
Your great intellect has allowed you to master what many would consider the fine arts. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with both mason's tools and painter's supplies. Whenever you make an ability check with either tool, you can treat a roll of 9 or lower on the d20 as a 10.
- You can use mason's tools or painter's supplies and the appropriate materials to create a work of fine art worth
50 gp for each 8-hour workday you spend working on it. - You have advantage on checks to assess the value of art.
Crossbow Expert ALT
- Compendium: Alternate Ranger: Expanded
- Prerequisites: None
You have trained extensively with the crossbow and can use it more efficiently than most. You gain the following benefits:
- You can ignore the loading property of all crossbows.
- You can load a crossbow with a hand that is holding a
one-handed weapon, shield, or another Tiny object. - Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls with crossbows.
- When you take the Attack action and make an attack with a one-handed melee weapon, you can use a bonus action on that turn to make an attack with a hand crossbow.
Defensive Duelist ALT
- Compendium: Alternate Fighter: Expanded
- Prerequisites: Dexterity of 13 or higher
When a creature you can see hits you with a melee attack while you are wielding a finesse or light melee weapon you are proficient with, you can use your reaction to add your Dexterity modifier to your Armor Class against that attack.
When you use this reaction and the attack misses, you can make a single melee weapon attack against your attacker as part of the same reaction.
Devious Training
Class Archetype Feat: Rogue
- Compendium: Alternate Rogue: Expanded
- Prerequisites: None
You have studied dastardly techniques to perform Devious Exploits. You gain the following benefits:
Devious Exploits Known. You learn two 1st-degree Devious Exploits from the Alternate Rogue. If they require
a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).
Retraining Exploits. Whenever you gain a level, you can replace one of the Devious Exploits you learned through this Feat with another 1st-degree Devious Exploit of your choice.
Exploit Dice. You gain two d4 Exploit Dice to fuel these Exploits, which are expended when you use them. You regain expended Exploit Dice when you finish a short or long rest.
If you already have Exploit Dice when you gain this Feat, you instead gain a single Exploit Die equal to your others.
Dual Wielder ALT
- Compendium: Alternate Ranger: Expanded
- Prerequisites: None
You have trained extensively to effectively fight wielding two melee weapons at once. You gain the following benefits:
- You gain a +1 bonus to your Armor Class while you are wielding a separate melee weapon in each hand.
- You can engage in two-weapon fighting even if the one-handed melee weapons you are wielding are not light.
- You can draw or stow two one-handed weapons when
you would normally be able to draw or stow only one. - When you make an opportunity attack while engaging
in two-weapon fighting you can make an attack against
the creature with both melee weapons you are wielding.
Dungeon Delver ALT
- Compendium: Alternate Rogue: Expanded
- Prerequisites: None
You are as skilled as one can be at exploring dungeons and disarming deadly traps. You gain the benefits below:
Dungeoneer Adept. You gain proficiency in Investigation, Perception, or Thieves' Tools, and whenever you you make an ability check with any of the skills listed above, you can treat a roll of 7 or lower on the d20 as an 8.
Thoughtful Steps. Traveling at a fast past pace while in a dungeon does not impose a penalty on passive Perception or passive Investigation scores for you.
Trap Sense. You have advantage on all saving throws to resist traps and Resistance to all damage dealt by traps.
Fighting Initiate ALT
- Compendium: Alternate Fighter: Expanded
- Prerequisites: proficiency with a martial weapon
You have dedicated time to master a specific style of fighting. When you select this Feat you gain the following benefits:
Ability Score Increase. Increase either your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
Fighting Style. You learn one Fighting Style of your choice from those available to the Alternate Fighter. You can't learn the same Fighting Style more then once. In order to learn a Fighting Style you must meet any prerequisites it has.
Great Weapon Master ALT
- Compendium: Alternate Fighter: Expanded
- Prerequisites: Strength of 13 or higher
You have honed your skills with massive weapons to
overwhelm your foes. You gain the following benefits:
Forceful Strikes. Whenever you hit a creature equal to your size or smaller with a Heavy melee weapon attack you can knock it back 5 feet away from you in a line along the ground, so long as the space it would be forced into is unoccupied.
Ruthless Warrior. If you reduce a creature to 0 hit points or score a critical hit with a Heavy melee weapon, you can make an attack with that Heavy weapon as your bonus action on that same turn.
Hardy Physique
- Compendium: Alternate Barbarian: Expanded
- Prerequisites: Constitution of 13 or higher
You have hardened your physical body to absorb hits rather then dodge them. You can use your Constitution, in place of Dexterity, when calculating your Armor Class in armor.
You also have advantage on saving throws to avoid being moved against your will, Grappled, or knocked Prone.
Helpful Insights
- Compendium: Savant: Expanded
- Prerequisites: None
You always seem to have helpful advice for any situation. You gain the benefits below:
- You increase either your Intelligence or Wisdom score by 1, up to a maximum of 20.
- You can take the Help action as a bonus action.
- If you use a Help action to give advantage on an ability check with a skill or tool you are proficient in, the target can treat a result of 7 or lower on the d20 as an 8.
Inspiring Leader ALT
- Compendium: Warlord: Expanded
- Prerequisites: Wisdom or Charisma of 13
If you do not have a Leadership Ability, choose Wisdom or Charisma to be your Leadership Ability and modifier.
Over the course of 10 minutes, which can be during a short or long rest, you can inspire allies and shore up their resolve to fight. When you do, creatures equal to 1 + your Leadership modifier that can hear you within 30 feet gain temporary hit points equal to your level + your Leadership modifier.
A creature can't gain temporary hit points from this feat again until it finishes a short or long rest.
Intimidating Leader
Skill Proficiency Feat: Intimidation
- Compendium: Alternate Barbarian: Expanded
- Prerequisites: proficiency in Intimidation
You use fear and intimidation to rally those who follow you into battle. You gain the following benefits:
Ability Score Increase. You can increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
Fearsome Rally. When another creature within 30 feet of you that can also see or hear you fails a saving throw to resist the Charmed or Frightened condition, you can use a reaction to make an Intimidation check against the same save DC. On a success, the creature is not Charmed or Frightened.
You can use this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses of this feature each time you finish a long rest.
Inventive Adept
Class Archetype Feat: Artificer
- Compendium: Alternate Artificer: Expanded
- Prerequisites: Intelligence of 13 or higher
You have spent many days tinkering with various inventions, tool sets, and arcane forces. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with tinker's tools. If you are already proficient, then whenever you make an ability check with tinker's tools you treat a d20 roll of 9 or lower as a 10.
- You learn one Infusion of your choice from those available to the Alternate Artificer. At the end of each long rest, you can infuse this Infusion into one object, following the Infusion rules outlined in the Alternate Artificer class.
Legendary Might
Ability Score Feat: Strength
- Compendium: Alternate Barbarian: Expanded
- Prerequisites: None
You have always found ways to leverage your great might for additional benefits. You gain the benefits on the table below that correspond to your Strength modifier and lower.
Should your Strength modifier increase, the benefits that you gain from this Feat also increase with your modifier:
| Modifier | Benefit |
|---|---|
| +1 | You count as one size larger for the purpose of carrying capacity, the size of creatures you can Grapple, and the weight you can push, pull, lift, or drag at one time. |
| +2 | You can make Strength (Intimidation) checks in place of Charisma (Intimidation) checks. |
| +3 | You gain a climbing speed or a swimming speed equal to your walking speed. |
| +4 | Whenever you make an Athletics check, you treat a d20 roll of 7 or lower as an 8. |
| +5 | When you are forced to make a Constitution saving throw, you can choose to make a Strength saving throw instead. |
Lifelong Learner
Ability Score Feat: Intelligence
- Compendium: Savant: Expanded
- Prerequisites: None
You have made a vow to never stop learning, no matter how educated you are. You gain the benefits from the table below that correspond to your Intelligence modifier and lower.
If your Intelligence modifier increases, the benefits you gain from this Feat also increase with your modifier:
| Modifier | Benefit |
|---|---|
| +1 | You learn to speak, read, and write one additional language of your choice. |
| +2 | You can make Intelligence (Persuasion) checks in place of Charisma (Persuasion) checks. |
| +3 | You gain proficiency in either Arcana, History, or Religion. |
| +4 | Whenever you make an Intelligence check to recall your knowledge of something, you treat a d20 roll of 7 or lower as an 8. |
| +5 | Whenever you are forced to make a Wisdom saving throw, you can choose to make an Intelligence saving throw instead. |
Mage Slayer ALT
- Compendium: Magus: Expanded
- Prerequisites: None
You have trained extensively to counter sinister spellcasters and foil their arcane abilities. You gain the following benefits:
Disrupt Spell. When you see or hear a creature within your reach cast a spell, you can use your reaction to make an opportunity attack against it. On hit, it makes a Constitution saving throw to maintain concentration. On a failure, its spell fails to take effect, and its slot or use of that ability is wasted.
Disrupt Concentration. When you damage a creature that is concentrating on a spell, it has disadvantage on its saving throw to maintain its concentration on that spell.
Spellguard. You have advantage on saving throws to resist spells cast by creatures you can see or hear within 5 feet.
Martial Artist
Class Archetype Feat: Monk
- Compendium: Alternate Monk: Expanded
- Prerequisites: None
You have some basic martial arts training, giving you some skill in unarmed combat. You gain the following benefits:
Improved Unarmed Strikes. Your unarmed strikes deal 1d4 damage on hit and you can use Strength or Dexterity for their attack and damage rolls. Moreover, when you take the Attack action and make only unarmed strikes you can make
a single unarmed strike as a bonus action on that turn.
Unarmored Defense. So long as you are not wearing any armor or wielding a shield, your Armor Class is equal to 10 + your Strength modifier + your Dexterity modifier.
Martial Training
Class Archetype Feat: Fighter
- Compendium: Alternate Fighter: Expanded
- Prerequisites: None
You have studied the combat techniques of elite warriors. You gain the following benefits:
Martial Exploits Known. You learn two 1st-degree Martial Exploits from those available to the Alternate Fighter. If required, their Exploit save DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).
Retraining Exploits. Whenever you gain a level, you can replace one of the Martial Exploits you learned through this Feat with another 1st-degree Martial Exploit of your choice.
Exploit Dice. You gain two d4 Exploit Dice to fuel these Exploits, which are expended when you use them. You regain expended Exploit Dice when you finish a short or long rest.
If you already have Exploit Dice when you gain this Feat, you instead gain a single Exploit Die equal to your others.
Mental Acuity
- Compendium: Savant: Expanded
- Prerequisites: None
Your mind is a wonderful thing, capable of bursts of insight and mental fortitude. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in two of the following skills: Arcana, History, Investigation, Medicine, Nature, or Religion.
- Choose any two skills from the list above. Whenever you make an ability check with either of the chosen skills you can treat a roll of 7 or lower on the d20 as an 8.
Metamagic Adept ALT
Class Archetype Feat: Sorcerer
- Compendium: Alternate Sorcerer: Expanded
- Prerequisites: the ability to cast at least one spell
You have practiced and learned to manipulate your magic in strange and unique ways. You gain the benefits listed below:
- Increase one ability score that you use as a Spellcasting Ability by 1, up to a maximum of 20.
- You learn a Metamagic of your choice from those available to the Alternate Sorcerer. You can use this Metamagic once (as if you had spent the minimum number of Sorcery Points) without spending Sorcery Points. You regain the ability to do so when you finish a short or long rest.
Mystic Warrior
Class Archetype Feat: Monk
- Compendium: Alternate Monk: Expanded
- Prerequisites: None
You have mastered Mystical Techniques which allow you to perform supernatural feats. You gain the following benefits:
Mystic Ki. You gain a pool of 2 Ki, which you can spend to use the Mystic Techniques you know. You regain all expended Ki when you finish a short or long rest. If you already have Ki from another source, this Ki is added to that pool of Ki.
Techniques Known. You learn two Techniques from the Alternate Monk class. You must meet any prerequisites they have, including Monk level. If a Technique uses a Martial Arts Die, you use a d4, unless you have a higher Martial Arts Die.
Saving Throws. If a Technique requires a saving throw, its DC = 8 + your Proficiency Bonus + your Wisdom modifeir.
Natural Magnetism
Ability Score Feat: Charisma
- Compendium: Warlord: Expanded
- Prerequisites: None
Something about your personality and bearing makes others want to be near you. You gain the benefits on the table below that correspond to your Charisma modifier and lower.
If your Charisma modifier increases, the benefits you gain from this Feat also increase with your Charisma modifier:
| Modifier | Benefit |
|---|---|
| +1 | You gain proficiency with one gaming set of your choice. |
| +2 | The first time you meet a Humanoid, they treat you as Friendly instead of Indifferent. |
| +3 | You gain proficiency in your choice of Performance, Persuasion, or Intimidation. |
| +4 | Whenever you make a Persuasion check, you treat a d20 roll of 7 or lower as an 8. |
| +5 | When you make a Wisdom saving throw, you can make a Charisma saving throw instead. |
Poisoner ALT
- Compendium: Alternate Rogue: Expanded
- Prerequisites: Intelligence of 13 or higher
You are dedicated student of the toxic arts and are able to produce potent poisons. You gain the following benefits:
Adept Poisoner. You gain proficiency in Poisoner's Kits. If you are already proficient, add double your Proficiency Bonus to all ability checks you make with Poisoner's Kits.
Potent Poisons. Whenever you deal poison damage to a creature, you can deal acid or necrotic damage instead.
Simple Poisons. Over the course of a long rest, you can spend 1 hour using a Poisoner's Kit to craft a number of vials of simple poison from the craft simple poison Exploit, up to your Intelligence modifier.
Swift Application. You an apply poisons with a bonus action.
Roguish Initiate
Class Archetype Feat: Rogue
- Compendium: Alternate Rogue: Expanded
- Prerequisites: None
You have spent time honing talents associated with the criminal underworld. You gain the following benefits:
Ability Score Increase. Increase either your Dexterity or Intelligence score by 1, up to a maximum of 20.
Cunning Adept. Choose one of the following actions: Dash, Hide, or Use an Object. You can take that action as a bonus action on each of your turns.
Thieves' Cant. You learn to speak the jargon, write secret symbols of, and decode messages in Thieves' Cant.
Savage Attacker ALT
- Compendium: Alternate Barbarian: Expanded
- Prerequisites: None
Your savage battle instincts let you exploit even the smallest weakness. You gain the following benefits:
Piercing Critical. Whenever you score a critical hit with a melee weapon attack you roll the weapon's damage die three times instead of twice.
Savage Strikes. Once per turn when you hit with a melee weapon attack, you can roll all the damage dice that are part of your attack twice, and use the higher total.
Savage Training
Class Archetype Feat: Barbarian
- Compendium: Alternate Barbarian: Expanded
- Prerequisites: None
You can draw upon the anger within your soul to perform Savage Exploits. You gain the following benefits:
Savage Exploits Known. You learn two 1st-degree Savage Exploits from those available to the Alternate Barbarian. If required, their Exploit save DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).
Retraining Exploits. Whenever you gain a level, you can replace one of the Savage Exploits you learned through this Feat with another 1st-degree Savage Exploit of your choice.
Exploit Dice. You gain two d4 Exploit Dice to fuel these Exploits, which are expended when you use them. You regain expended Exploit Dice when you finish a short or long rest.
If you already have Exploit Dice when you gain this Feat, you instead gain a single Exploit Die equal to your others.
Scholar of Lore
Class Archetype Feat: Savant
- Compendium: Savant: Expanded
- Prerequisites: None
You have spent time learning everything there is to know about a specific area of study. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You master a Scholarly Pursuit of your choice from those available to the Savant. If the Pursuit requires an Intellect Die, you use a d4 unless your Intellect Die is higher.
Sharpshooter ALT
- Compendium: Alternate Ranger: Expanded
- Prerequisites: None
You have trained extensively with ranged weapons to become a master marksman. You gain the benefits listed below:
- Attacking a target within a ranged weapon's long range does not impose disadvantage on your attack roll.
- Your attacks with ranged weapons can ignore half-cover, and treat three-quarters cover as half-cover.
- You can use a bonus action to give yourself advantage on your next ranged weapon attack roll on your current turn.
Signature Technique
Class Archetype Feat: Fighter
- Compendium: Alternate Fighter: Expanded
- Prerequisites: At least one Martial Exploit Known
You have practiced a single technique to the point of mastery. Choose a 1st-degree Exploit you know from those available to the Alternate Fighter that does not restore hit points.
In combat, you can use this Exploit once per round without expending an Exploit Die, rolling a d4 for the Exploit Die. You regain this feature at the start of each of your turns.
Skulker ALT
- Compendium: Alternate Rogue: Expanded
- Prerequisites: Dexterity 13 or higher
You are an expert at slinking through shadows and staying hidden when you need to. You gain the benefits below:
Skuler's Sight. Dim light does not impose disadvantage on your ability checks that rely on your sense of sight.
Silent Steps. When you are lightly obscured, you can take the Hide action as a bonus action on your turn.
Silent Shots. If you are hidden from a creature and miss with a ranged attack, you do not reveal your position.
Sorcerous Spark
Class Archetype Feat: Sorcerer
- Compendium: Alternate Sorcerer: Expanded
- Prerequisites: None
While you may not be a true Sorcerer, within you dwells a small spark of arcane power. You gain the benefits below:
- You learn two Cantrips and a single 1st-level spell of your choice from the Alternate Sorcerer spell list. Charisma is your spellcasting modifier for all three spells, unless you already have a spellcasting modifier, then you use it.
- You gain two Sorcery Points which you can expend to cast any spells that you know, as if you were a Sorcerer. If you already have Sorcery Points, these are added to your pool of Sorcery Points. You regain your Sorcery Points from this feature each time you finish a long rest.
Spellsword Adept
Class Archetype Feat: Magus
- Compendium: Magus: Expanded
- Prerequisites: proficiency with a martial weapon
You have trained to combine your minor magics with close-range weapon attacks. You gain the benefits listed below:
Bonus Cantrips. You learn two Cantrips from the Magus spell list. One must deal damage. Choose either Intelligence, Wisdom, or Charisma as their spellcasting ability. If you can learn Cantrips from your class, you can instead choose to learn two additional Cantrips from your class spell list.
Spellstrike. Once on your turn, when you make a melee weapon attack, you can imbue the magic of one Cantrip you know into your strike. On hit, your weapon attack deals the damage type of the Cantrip, and any of the Cantrip's effects, other than damage, are applied to your target on hit.
Spell Scrivener
- Compendium: N/A
- Prerequisites: proficiency with a calligrapher's supplies and the ability to cast at least one spell.
Using calligrapher's tools, you can select one spell you know and spend the corresponding amount of gold and time from the table below to craft one Spell Scroll of that spell:
| Spell Level | Gold Cost | Time Spent |
|---|---|---|
| 1st-2nd | 50 x level | 1 hour x level |
| 3rd-5th | 100 x level | 2 hours x level |
| 6th-9th | 1,000 x level | 24 hours x level |
This gold and time expenditure does not need to happen consecutively. If this spell requires a material component that is consumed in casting, you must expend it in this process. At the end of the process, you must expend a spell slot of a level equal to the spell you are scribing the Spell Scroll for.
Spiritual Awakening
Class Archetype Feat: Shaman
- Compendium: Shaman: Expanded
- Prerequisites: None
You have spent many quiet hours learning to commune with the invisible world of Spirits. You gain the following benefits:
- Increase either your Wisdom or Charisma score by 1, up to a maximum of 20.
- You learn the mage hand and seance LL Cantrips, but they do not count against your number of Cantrips Known.
- You learn the unseen servant spell, and you can cast it
at-will without expending a spell slot. When you do so, Wisdom is your spellcasting modifier, and the servant takes the shape of a local Spirit. you can only have one unseen servant conjured at a time. Should you conjure another, the first servant is instantly dispelled.
Strategic Insight
Class Archetype Feat: Warlord
- Compendium: Warlord: Expanded
- Prerequisites: Intelligence or Wisdom of 13
You have a gift for identifying weaknesses. When you take the Search action, you can target a creature you can see within 30 feet (DC = 8 + its Challenge Rating). If you can observe it for at least 1 minute, add your level to the roll.
On a success, you learn one characteristic of your choice from the table below. Once you use this feature on a creature you cannot target it again until you finish a long rest.
| Armor Class | Highest Ability Score |
| Immunities | Lowest Ability Score |
| Resistances | One Feature or Trait |
Survivalist Training
Class Archetype Feat: Ranger
- Compendium: Alternate Ranger: Expanded
- Prerequisites: None
You have been trained to survive, track, and explore in the wild, much like a Ranger. You gain the benefits listed below:
- Increase either your Strength, Dexterity, Constitution, or Wisdom score by 1, up to a maximum of 20.
- You learn one Knack of your choice from those available to the Alternate Ranger. If the Knack requires a Quarry Die, you use a d4 unless your Quarry Die is higher. If the Knack forces a saving throw, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
Tactical Training
Class Archetype Feat: Warlord
- Compendium: Warlord: Expanded
- Prerequisites: None
You have studied greater combat strategies that allow you to perform Tactical Exploits. You gain the following benefits:
Ability Score Increase. Increase your Wisdom, Charisma, or Intelligence score by 1, up to a maximum of 20. It becomes your Leadership ability if you do not already have one.
Tactical Exploits Known. You learn one of the following Tactical Exploits of your choice from the Warlord Class:
| attack order | steadfast order |
| defensive order | support order |
| maneuvering order | ─ |
Issuing an Order. Once per turn, when you take the Attack action, you can use the Tactical Exploit in place of one attack. You can't use this Exploit more than once per turn unless you learn Tactical Exploits from a source other than this Feat.
Repeatable. You can choose this Feat multiple times. Each time you do, raise one of the ability scores above by one, and learn one new Tactical Exploit from the table above.
Totemic Spirit
Class Archetype Feat: Shaman
- Compendium: Shaman: Expanded
- Prerequisites: None
You have formed a connection with one of the minor Spirits bound to the material world. You gain the following benefits:
- Increase your Wisdom, Charisma, or Constitution score by 1, up to a maximum of 20.
- You gain the benefits of one Totem Spirit of your choice from those available to the Shaman class. You must meet all prerequisites in order to learn that Totem Spirit.
- Whenever you gain a level, you can replace your Totem Spirit with another Totem Spirit of your choice that you also meet all the prerequisites for.
Wanderer Training
Class Archetype Feat: Wanderer
- Compendium: Wanderer Class - Patreon Exclusive
The latest version of the Wanderer Class and the Feats included with it can be found Here.
War Caster ALT
- Compendium: Magus: Expanded
- Prerequisites: the ability to cast at least one spell
You have trained to make use of your spells in the chaos of pitched combat. You gain the following benefits:
Hardened Focus. Whenever you make a saving throw to maintain concentration on a spell, you can make the saving throw with your Spellcasting Ability instead of Constiutiton.
Opportune Magic. When you would make an opportunity attack, you can choose to cast a spell instead. It must have a casting time of one action and only target that creature.
Warrior Mage. You can perform the Somatic components of your spells while wielding a weapon or shield in your hand.
Weapon Adept ALT
- Compendium: Alternate Fighter: Expanded
- Prerequisites: None
You have spent many hours honing your skills with the deadly armaments of war. You gain the benefits listed below:
Ability Score Increase. Increase either your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
Weapon Training. You gain proficiency with all simple and martial weapons.
Weapon Master
- Compendium: Alternate Fighter: Expanded
- Prerequisites: proficiency with all simple and martial weapons
You wield weapons with a deadly efficiency that is impressive even to most trained warriors. Choose a number of simple or martial weapons equal to your Proficiency Bonus. Whenever you make an attack with those weapons you gain a +1 bonus to both the attack and damage roll.
As your Proficiency Bonus increases, choose additional weapons to gain this benefit.
Wilderness Expert
Class Archetype Feat: Wanderer
- Compendium: Wanderer Class - Patreon Exclusive
The latest version of the Wanderer Class and the Feats included with it can be found Here.
Wild Companion
- Compendium: Alternate Ranger: Expanded
- Prerequisites: Wisdom of 13 or higher
You have forged a bond with an animal companion that will adventure by your side. Choose a beast of CR 1/8 or lower to be your Wild Companion. This Companion is friendly to you, and it obeys your commands to the best of its abilities.
Your Companion uses its normal stat block, but it learns to understand one language of your choice that you speak. You and your Companion can communicate simple ideas to each other using a series of clicks, whistles, and gestures. It gains all the normal benefits of both short and long rests.
In combat, your Wild Companion acts during your turn. It can move and use its reaction on its own, but it will only take the Dodge action on its turn unless you use a bonus action to command it to take an action from its stat block or another action. If you are incapacitated, your Companion will defend itself to the best of its ability. If you die, your Companion will do everything in its power to flee and return to its home.
If your Companion dies, you can spend 8 hours tracking and training a new Wild Companion, but only if a suitable beast of CR 1/8 or lower can be found in your local area within an 8-hour period.
Wise One
Ability Score Feat: Wisdom
- Compendium: Shaman: Expanded
- Prerequisites: None
You find ways to learn from every experience in life, always growing in wisdom. You gain the benefits on the table below that correspond to your current Wisdom modifier and lower.
Should your Wisdom modifier increase, the benefits that you gain from this Feat also increase with your modifier:
| Modifier | Benefit |
|---|---|
| +1 | You gain proficiency with one set of artisan's tools of your choice. |
| +2 | You can make Wisdom (Persuasion) checks in place of Charisma (Persuasion) checks. |
| +3 | You gain proficiency in either Insight, Medicine, or Perception. |
| +4 | When you make a Wisdom (Insight) check, you treat a d20 roll of 7 or lower as an 8. |
| +5 | You have advantage on saving throws to resist enchantment and illusion spells. |
License
OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
-
Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
-
The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.
-
Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
-
Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.
-
Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.
-
Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
-
Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
-
Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
-
Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
-
Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
-
Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
-
Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
-
Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
-
Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
-
COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE
