Revised 2024 UA Feats

by Tatarius

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Origin Feats

Alert

  • Initiative Proficiency: When you roll Initiative, you can add your Proficiency Bonus to roll.
  • Intiative Swap: Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.

Crafter (Altered)

  • Tool Proficiency: You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table.
  • Important Customer: Whenever dealing with shops selling or buying items, you gain advantage on Persuasion, Deception, and Insight checks related to the shopping experience.
  • Quantity or Quality: Making a successful DC 15 Persuasion or DC 20 Deception ability check (this is a base rate, conditions and circumstances may alter this DC) while interacting with the shop will yield either a 10% price increase when selling nonmagical items to the shop, or a 10% price decrease when buying nonmagical items from the shop. A Shop is any person or place that is willing to buy or sell items.
  • Efficient Crafter: When crafting items, if you beat the ability check to craft the nonmagical item by 10 or more than what was necessary, you create 1 additional item of the same type without needing additional ingredients or supplies
  • Fast Crafting: Whenever you finish a Short or Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The Item lasts for a number of hours equal to four times your proficiency bonus, at which point the item falls apart. You may only have a number of these Fast Crafting items created at one time equal to your Proficiency bonus.
Fast Crafting Table
Artisan's Tools Crafted Gear
Carpenter's Tools Ladder, Torch
Leatherworker's Tools Case, Pouch
Mason's Tools Black and Tackle
Potter's Tools Jug, Lamp
Smith's Tools Ball Bearings, Bucket, Caltrops, Grappling Hooks, Iron Pot
Tinker's Tools Bell, Shovel, Tinder Box
Weaver's Tools Basket, Rope, Net, Tent
Woodcarver's Tools Club, Greatclub, Quarterstaff

Healer (Altered)

  • Battle Medic: If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit points equal to the Roll plus your Character level + your Proficiency bonus. Creature may only benefit from this feature once per Short or Long Rest.
  • Healing Rerolls: Whenever you roll a die to determine the number of Hit Points you restore from a feature that is a spell, species, feat (any type), or class, you can reroll the die if it rolls a 1, and you must use the new roll.

Lucky (Altered)

  • Luck Points: You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain 1 expended Luck Point when you finish a Short rest and all expended Luck Points when you finish a Long Rest.
  • Advantage: When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
  • Disadvantage: When a creature rolls a d20 for an attack roll against you or an opposed ability check against you, you can spend 1 Luck Point to impose Disadantage on that roll.

Magic Initiate

  • Two Cantrips: You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).
  • Level 1 Spell: Choose a level 1 spell from the same list you selected for this feat's "Two cantrips" feature. You always have the chosen spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
  • Spell Change: Whenever you gain a new level, you can replace once of the spell you chose for this feat with a different spell of the same level from the chosen spell list.
  • Repeatable: You can take this feat more than once, but you must choose a different spell list each time.

Musician

  • Instrument Training: You gain Proficiencv with three Musical Instruments of your choice.
  • Encouraging Song: As you finish a Short or Long Rest, you can play a song on a musical instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equal to your Proficiency Bonus.

Savage Combatant (Changed)

  • Durable Combatant: Once per Short or Long Rest, when you take Bludgeoning, Piercing, or Slashing damage, you may use a Reaction and a Hit Point Die available in your Hit Dice Pool to reduce that damage by an amount equal to 1 roll of the Hit Die + your Character level.
  • Savage Strikes: Once per turn, when you attack and hit a target with a weapon or Unarmed Strike, you may expend a Hit Point Die available from your Hit Die Pool available. Roll the Hit Point Die plus your character level and add the damage to the damage done to the hit target. The Damage type is any damage type done with the original attack.
  • Fast Healing: Once per Short Rest, you may roll 1 Hit Point Die and add your Constitution modifier. This healing does not expend a use of your Hit Point Dice Pool.

Skilled (Altered)


  • You can gain proficiency in any combination of three
  • skills. You may also replace one of these proficiencies with
  • 2 proficiencies in any tool of your choice.

  • Repeatable: You can take this feat more than once.

Tavern Brawler (Refined)

  • Enhanced Unarmed Strike: When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.
  • Damage Rerolls: Whenever you roll a damage die for your Unarmed Strike or Improvised Weapon, you can reroll the die if it rolls a 1, and you must use the new roll.
  • Improvised Weaponry: You have proficiency with Improvised weapons. Improvised Weapons that can be used with 1-hand have the Thrown and Light Properties and deal 1d4 damage. Improvised Weapons that need to be used with 2-hands have the Two-handed and Heavy Properties and deal 2d4 damage. Damage types are between Bludgeoning, Piercing or Slashing, determined by your Dungeon Master.
  • Push: When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.

Tough


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

Fighting Style Feat


Archery (Altered)


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature

  • You gain a +2 bonus to attack rolls you make with Ranged
  • Weapons. Allied creatures do not give enemy creatures
  • any cover when targeting them.

Blessed Warrior (Altered)


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature, Paladin level 2

  • You learn 3 cantrips of your choice from the cleric spell
  • list. They count as paladin spells for you, and Charisma is
  • your spellcasting ability for them. Whenever you gain a
  • level in this class, you can replace one of these cantrips
  • with another cantrip from the cleric spell list.

Blindfighting


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature

  • You have Blindsight with a range of 10 feet.

Defense


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature

  • While wearing Light, Medium, or Heavy armor you have
  • training with, you gain a +1 to your Armor Class.

Druidic Warrior (Altered)


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature, Ranger level 2

  • You learn 3 cantrips of your choice from the druid spell
  • list. They count as ranger spells for you, and Wisdom is
  • your spellcasting ability for them. Whenever you gain a
  • level in this class, you can replace one of these cantrips
  • with another cantrip from the Druid spell list.

Dueling


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature

  • When you're holding a Melee weapon in one hand and no
  • other weapons, you gain a +2 bonus to damage rolls with
  • that weapon.

Great Weapon Fighting


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature

  • When you roll damage for an attack you make with a
  • Melee weapon that you are holding with two hands, you
  • can treat any 1 or 2 on a damage die as a 3. The weapon
  • must have the Two Handed or Versatile Property.

Interception (Altered)


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature

  • When a creature you can see hits a target, other than you,
  • within 5 feet of you with an attack, Once per turn, you can
  • reduce the damage the target takes by 1d10 +
  • your proficiency bonus (to a minimum of 0 damage).
  • You must be wielding a shield or a Simple or Martial
  • weapon to use this Feature

Protection


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature

  • When a creature you can see attacks a target other than
  • you that is within 5 feet of you, you can take a Reaction to
  • interpose your Shield if you're holding one. You impose
  • Disadvantage on the triggering attack roll and all other
  • attack rolls against the target until the start of your next
  • turn, if you remain within 5 feet of the target.

Thrown Weapon Fighting


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature

  • When you hit with a ranged attack roll using a weapon
  • that has the Thrown Property, you gain a +2 bonus to the
  • damage roll.

Two Weapon Fighting


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature

  • When you make an extra attack as a result of using a
  • weapon that has the Light property, you can add your
  • ability modifier to the damage of that attack if you aren't
  • already adding it to the damage.

Unarmed Fighting (Altered)


  • Fighting Style Feat
  • Prerequisites: Fighting Style Feature

  • When you hit with your Unarmed Strike and deal damage,
  • you can deal Bludgeoning damage equal to 1d6 or 1 die
  • size greater than normal, whichever is higher, instead of
  • the normal Unarmed Strike damage. If you aren't holding
  • any weapons or a Shield when you make the attack roll
  • the 1d6 becomes a 1d8 or 2 die size greater than normal,
  • whichever is higher. A 1d12 becomes 2d6, and 2d6
  • becomes 2d8.

  • At the Start of each of your turns, and when a creature
  • fails a Saving throw to escape the Grappling condition you
  • are imposing on them, you can deal 1d4 Bludgeoning
  • damage to creatures Grappled by you.

Feat

[General] (Prerequisite: level 4+)

Ability Score Improvement


  • Increase one ability score of your choice by 2, or increase
  • two ability scores of your choice by 1. This feat can't
  • increase an ability score above 20.

  • Repeatable: You can take this feat more than once.

Actor (Altered)


  • Prerequisite: Charisma 13+

  • You gain the following benefits.
  • Ability Score Increase: Increase your Charisma score by 1, to a maximum of 20.
  • Impersonation: While you're disguised as a real or ficitional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person.
  • Mimicry: You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus.
  • Quick Change: You can use both the Utilize [Disguise kit] action as well ass the Influence Action as a Bonus action. In addition, When you use the Utilize Action to don a Disguise kit you may also take the Influence action with the same action.

Athlete (Altered)


  • Prerequisite: Strength or Dexterity 13+
  • Ability Score Increase: Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Climb Speed:You gain a Climb Speed equal to your Speed.
  • Hop Up: When you have the Prone Condition, you can right yourself with only 5 ft of movement.
  • Jumping: You can make a running Long or High Jump after moving only 5 feet.
  • Physical Prowess: You can take the Mighty Action as a bonus action if you increased your Strength score with this feat, or you can take the Nimbleness Action as a bonus action if you increased your Dexterity score with this feat. (Mighty action is to perform Athletic checks and break out of Grapple or Restrained Conditions, Nimbleness is Acrobatics and Sleight of Hand checks and to break out of Grappled or Restrained Conditions)

Armor Master (Redesigned, HAM)


  • Prerequisite: Armor Training
  • Ability Score Increase: Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Damage Reduction: When you're wearing armor you have training in, you may reduce Bludgeoning, Piercing or Slashing damage dealt to you, depending on the armor you are wearing.
      Light Armor Master: The amount reduced is equal to half your proficiency bonus, rounded up.
      Medium Armor Master: The amount reduced is equal to your proficiency bonus.
      Heavy Armor Master: The amount reduced is equal to one and half your proficiency bonus, rounded up.

Charger


  • Prerequisite: Strength or Dexterity 13+
  • Ability Score Increase: Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Improved Dash: When you take the Dash action, your Speed increases by 10 feet for that action.
  • Charge Attack: If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than 1 size Larger than you. You can use this benefit only once on each of your turns.

Chef (Altered)


  • You gain the following benefits:

  • Ability Score Increase: Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • Cook's Utensils: You gain proficiency with Cook's Utensils if you don't already have it, otherwise choose another artisan tool to gain proficiency.
  • Replenishing Meal:As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to twice you proficiency bonus. At the end of the Short Rest, any creature who eats the food either spends 1 or more Hit Dice to regain Hit Points heals an additional 2d6 hit points, or if a creature doesn't use any Hit Dice, regains half your proficiency bonus in number of expended Hit Dice.
  • Bolstering Treats: While you are finishing a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These Special treats last 8 hours hours after being made. A Creature can use a bonus action to eat one of those treats and gain the following effects for an hour after consumption. You may only benefit from one Bolstering Treat per Long Rest.
    • If the recipient of the treat has less than your Proficiency bonus in Temporary Hit Points, at the start of their turn, they gain or increase their number of Temporary Hit Points equal to twice your Proficiency Bonus. This does not override existing temporary hit points gained from other features or this feature.
    • For the Duration, the creature has advantage on Wisdom saving throws and saving throws to resist and recover from the Poisoned condition.

Crossbow Expert


  • Prerequisite: Dexterity 13+
  • Ability Score Increase: Increase your Dexterity score by 1, to a maximum of 20.
  • Ignore Loading: You ignore the Loading property of the Hand Crossbow, Heavy Crossbow and Light Crossbow (all called crossbows elsewhere in this feat). If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand.
  • Firing in Melee: Being within 5 ft of an Enemy doesn't impose Disadvantage on your attack rolls with crossbows.
  • Duel Wielding: When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren't already adding that modifier to the damage.

Crusher

  • Ability Score Increase: Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Push: Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can move the hit creature 5 ft horizontally to an unoccupied space if the target is no more than one size larger than you.
  • Enhanced Critical: When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.

Defensive Duelist


  • Prerequisite: Dexterity 13+
  • Ability Score Increase: Increase your Dexterity score by 1, to a maximum of 20.
  • Parry: IF you're holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the Start of your next turn.

Dual Wielder (Altered)


  • Prerequisite: Strength or Dexterity 13+
  • Ability Score Increase: Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Enhanded Dual Wielding: When you take the Attack action on your turn with a one handed weapon in each hand and attack with a weapon that has the Light Property, you can make one extra attack as a Bonus action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed or Heavy properties. You don't add your ability modifier to the extra attack damage unless that modifier is negative.
  • Quick Draw: You can draw or stow two weapons that lack the Two-Handed or Heavy properties when you would normally by able to draw or stow only one.
  • Light Handed Training: Melee weapons you are proficient in that lack either the Two-handed or Heavy properties are treated as having the Light Property while you are wielding them.

Durable (Altered)

  • Ability Score Increase: Increase your Constitution score by 1, to a maximum of 20.
  • Defy Death:You have Advantage on Death Saving Throws.
  • Speedy Recovery:As a Bonus Action, you can expend one of your Hit Point Dice, roll the die and regain a number of Hit Points equal to the roll plus your Constitution Modifier.

Elemental Mastery (Altered, Renamed)


  • Prerequisite: Spellcasting or Pact Magic feature
  • Ability Score Increase: Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • Energy Adept: 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.
  • Elemental Weakness: Once when you finish a Long Rest, you may as a Bonus Action take a Magic action to target a creature within 60 ft to reduce a creature's defenses to your chosen damage type from this feat. Until the end of the current turn, target creature's Damage Immunity becomes Resistance instead (This doesn't stack Energy Adept above), or make a creature that lack any Resistance or Immunity gain Vulnerability for the same duration to the chosen Damage type.
  • Repeatable: You can take this feat more than once, but you must choose a different damage type each time your Energy Mastery.

Fey-Touched


Grappler


Great Weapon Master (Altered)


  • Prerequisite: Strength 13+
  • Ability Score Increase: Increase your Strength score by 1, to a maximum of 20.
  • Heavy Weapon Mastery: When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal Extra damage to the Target. The extra damage equal your Proficiency Bonus.
  • Hew: Immediately after you score a Critical Hit with a weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.

Heavily Armored (Altered)


Inspiring Leader

Keen Mind (Altered)

  • Prerequisite: Intelligence 13+
  • Ability Score Increase: Increase your Intelligence score by 1, to a maximum of 20.
  • Lore Knowledge: Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack the proficiency in the chosen skill, you gain proficiency in it and if you already have proficiency in it, you gain Expertise in it.
  • Quick Study: You can take the Study action as a Bonus action.
  • Mental Prowess: You ignore Disadvantage on Intelligence, Wisdom and Charisma Saving throws and on Intelligence Ability Checks.

Lightly Armored

Mage Slayer

Martial Weapon Training

Medium Armor Master (Altered)

Moderately Armored (Altered)

Mounted Combatant

Observant (Altered)

  • Prerequisite: Intelligence or Wisdom 13+
  • Ability Score Increase: Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • Keen Observer: Choose one of the following skills: Animal Handling, Insight, Investigation or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it and if you already have proficiency in it, you gain Expertise in it.
  • Quick Search: You can take the Search action as a Bonus Action.
  • Mental Awareness: You gain Advantage on Wisdom and Dexterity Saving throws, and ignore Disadvantage on Wisdom Ability Checks.

Piercer (Altered)

Poisoner (Altered)

Polearm Master

Resilient

Ritual Caster (Altered)

Sentinel

Shadow-Touched

Sharpshooter

Shield Master

Skills Expert (Altered)

  • Ability Score Increase: Increase one ability score of your choice by 1, to a maximum of 20
  • Skill Proficiency Prowess: You gain proficiency in one skill of your choice. When you finish a Long Rest, you may change out this proficiency for another you lack proficiency and lack Expertise with. Doing so you become proficient in the new skill and lose proficiency in the old skill.
  • Flexible Expertise: Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with this skill. You may when you finish a Long Rest, you may change this Expertise to another skill you have proficiency in, Losing Expertise in the old skill. You can't do so again until you Finish a number of Long Rests equal to 7 minus your Proficiency bonus.

Skulker

Slasher (Altered)

Speedy

Spell Sniper

Telekinetic

Telepathic

War Caster

Weapon Master

Epic Feat

(Prerequisite: level 19+)

Boon of Combat Prowess

Boon of Dimensional Travel (Altered)

Boon of Energy Resistance

Boon of Rate

Boon of Fortitude (Altered)

Boon of Irresistible Offense

Boon of Recovery (Altered)

Boon of Skill (Altered)

Boon of Speed (Altered)

Boon of Spell Recall (Altered)

Boon of the Night Spirit

Boon of Truesight

 

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