Homebrew Feats

T

his section contains a compiled list of
homebrew feats. Keep in mind that the
following content is entirely experimental and
subject the change at the DMs slightest desire.

Axe master
You’re a master of the axe and your heavy blows cleave
through your foes. The following benefits apply only to the
hand axe, battle axe, and great axe
When you reduce a creature to 0 hit points or score a
critical hit with an axe, you can use your bonus action to
make a single attack with an axe.
When the weapon damage die results of an attack made
with an axe deals maximum damage, roll it's weapon
damage die again and add the total to the first roll. Keep
doing this until a number is rolled that is not the
maximum value. (Exploding Dice)

Blunt Weapon Master
You’re a master of blunt weaponry and know exactly where to
land heavy blows. The following benefits apply to only the
club, great club, mace, flail, maul, and Warhammer
When you damage a creature with any of the listed
weapons, their speed is reduce by 5 feet until they regain
hit points. The effects of this feature is not cumulative with
itself.
When you deal damage to a creature with non-magical or
natural armor, you reduce it's AC by 1 until the target uses
an action to repair the damage. The effects of this feature
is not cumulative with itself.

Brawler
You have fists of iron and your enemies won’t be forgetting
any time soon
Your unarmed strikes deal 1d6 + your Strength modifier
damage, rather than 1 + your Strength modifier
After initiative is rolled, you gain advantage when
attacking with your unarmed strikes. You lose this benefit
after you hit a creature with your unarmed strike or 1
minute has passed.

Brutal Killer
You’re piss ugly and that’s scary.
You gain proficiency in Charmisma (Intimidation)
A negative Charisma modifier functions as a positive
Charisma Modifier on Charisma (Intimidation) Checks.
For example, a -1 becomes a +1, and a -2 becomes a +2.
When an attack you make reduces a creature to hit points
less than or equal to twice your proficiency bonus, it is
instead reduced to 0 hit points

Caller
Prerequisite: The ability to cast 3rd-level spells
You’re well-studied in the varieties of conjuration magic.
You add the spell Conjure Animals to the list of spells you
know or can prepare.
You can expend your bonus action to teleport an
unattended object you can see within 30 feet, weighing 5
pounds or less, to your hand.
Creatures summoned by you gain a +1 bonus to attack
rolls.

Charismatic
Rooms never go unalerted to your presence. Spells and other
effects infrequently override your force of will
Your charisma score increases by 1, to a maximum of 20.
When you would make a Wisdom saving throw, you can
instead make a Charisma saving throw. You can use this
feature a number of times equal to your Charisma
Modifier. You regain all expended uses of this feature
when you complete a long rest.

Deadly Illusionist
Prerequisite: The ability to cast at least one spell
Your illusions invade the deepest crevice of your enemies’
minds and leave them scarred.
You add one Illusion spell of a level you can cast, from
your class spell list to the list of spells you can prepare of
cast.
Creatures who fail their initial saving throw or ability
check against an illusions spell of 1st level or higher you
can take psychic damage equal to the spell’s level + your
spell casting ability modifier, if the spell does not already
deal damage.

Dervish
Standing still is boring! You’r always on the move.
Your speed increases by 5 feet
When you hit a creature with a melee attack, you can
move 5 feet at no movement costs as part of the attack.
When you hit a creature with a melee attack that you have
not already attacked on your current turn, you deal 2
additional points of damage.

Dexterous Grappler
You don’t waste any time when apprehending criminals,
monster or a combination of the two.
When you attempt to grapple a creature on your turn, you
can use a bonus action to attempt to grapple the target.
Your speed increases by 10 feet while you are grappling
another creature
You can use Dexterity (Acrobatics) to grapple, not just to
resist or escape a grapple.

Hemophobic Prerequisite: Not immune to fear effects You have a large number of phobias and fears but your greatest is seeing your own blood. while wielding a longsword or rapier in one hand and nothing in the other. Allies within 50 feet of you must fail an additional death saving throw to die. You gain a +2 to melee damage rolls when only one creature (excluding yourself) is within 5 feet of you. you can replace your Charisma Modifier with your spellcasting ability modifier. when a creature misses you with a melee attack they provoke an attack of opportunity from you. Field Medic You’re an expert of saving people in the direst of circumstances. you can immediately move half your speed. damage your target or spend your turn not attacking the target. Even your misses are placed with intention and you slowly but surely lure your opponent into the perfect position for the perfect strike. you can roll it's weapon damage die again and add the total to the first roll. allowing them to be exactly where you need them. You deal 1 additional point of damage when you hit for every attack you miss before hitting a single creature. This movement does not provoke attacks of opportunity Your speed is increased by 10 feet while you are at or below half hit points. You benefit from half cover while you grapple a creature. When you add your proficiency bonus to an ability check made to grapple. You can use your bonus action to move half your speed towards an unstable creature. You refuse to die Prerequisite: Proficiency in Strength (Athletics) You gain a +1 bonus to death saving throws. Einhander The hot blood of a duelist flows through your veins. When wielding a longsword or rapier in one hand. You have advantage on Acrobatic checks made to break or contest a Grapple You can conceal light armor under your cloths or robe.Diehard Expert Grappler It’s never quite your time. You can expend your bonus action to deal your Strength modifier in damage to any creature you currently grapple. When the result of a light weapon damage die is 1. When you make a Charisma (Persuasion) or Charisma (Intimidation) ability check. This movement does not provoke attack of opportunity. When you take damage. Light Armor Master Prerequisite: Proficiency with light armor You know how best to use the thin armor that protects you While wearing light armor. Duelist One on one is the name of the game and when you excel. (Exploding Dice) . without expending your interaction to draw the weapon. and nothing in the other. Escape Artist If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself. One attacker of your choice per turn has disadvantage on it's Attack of Opportunity against you . The extra damage cannot exceed your proficiency bonus. you gain a +2 bonus to armor class. making yourself appeared unarmored. you can instead add twice you proficiency bonus. Enchanting Illusionist Prerequisite: The ability to cast at least one spell You’ve unlocked the true potential of mixing illusions and Enchantment magic. you can immediately draw a light weapon and make the attack with it. When you are reduced to 0 hit points. When you escape a creature’s grapple on your turn you can immediately use your bonus action to attack the creature you escaped. Movement due to this feature does not provoke attacks of opportunity. you lose any accumulated bonus damage. You become more mobile and can present a narrower profile with one hand empty. Light Weapon Master Light weapons are weightless in your hands. This bonus last until the start of your next turn. If you attack a different target. Your dueling prowess is apparent or known and many are willing to settle their disputes with you by duel. you can instead add twice your proficiency bonus. you can use your reaction to move 5 feet away from the source. Once between rests. A creature charmed or frightened by a spell you cast gains disadvantage on the next saving throw or ability check made to resist an Illusion spell of equal or higher level you cast. Keep doing this until a number is rolled that is not the maximum value. you gain a +1 bonus to armor class whenever you are at least 20 feet from where you started your turn. You automatically succeed on the Wisdom check to stabilize a dying creature. When you make a weapon attack. even if you do not have a healer’s kit.

you can choose to ignore the disadvantage and instead attack with advantage. You gain a +5 bonus to initiative rolls. you can use your bonus action to attempt to grapple the targeted creature. few rival your skill. Mystic Reservoir Prerequisite: The ability to cast at least one spell You have tucked away a bit of extra magic in the back of your mind. you must complete a long rest before you can use it again. rather than the normal damage type. pg. You can only use either of the features once. of a spell level you can cast. you can reduce incoming damage by half the spell level of highest level Necromancy spell you know or have prepared. you can choose to deal bludgeoning. As an action. If another creature has the same initiative total as you. you can cast Enhance Abilities on them by expending a 2nd level spell slot. This casting uses concentration. While the target is under the effects of the spell. when you take the dodge action. If it is already there. Enhanced Transmutation Prerequisite: The ability to cast a 3rd level spell When you choose this feat. Hooked Weapon Master While unconventional weapons. Once you use this feature. Once you use this feature. your hand functions as a Crawling Claw (Monster Manual. add Enhance Ability to your spell list. Metamagician One Step Ahead Prerequisite: The ability to cast at least one spell You gain a deeper understanding of the functioning of metamagic.Master Swordsman Necromantic Your expertise with the blade is unmatched. or slashing damage. You can choose to switch your initiative total with the creature directly before you in the initiative order. choose another transmutation spell of equal or lower spell level from your class spell list. ready to be used in dire straits. you must complete a long rest to use this feature again. While detached. The wound left behind is easily recognizable by those who know where to look. Prerequisite: The ability to cast at least one spell You’ve recently got in touch with your dead side. you have found picks and sickles suit your fighting style well. You always have Enhance Ability prepared You can now cast Enhance Abilties once as a bonus action without expending a spell slot or using concentration. You gain 1 sorcery point. When attacking with a sword. you must complete a long rest before you can use it again. you cannot choose it to be the target of another transmutation spell. When the Effects of a 1st level or higher Enchantment spell. If you successfully grapple the creature while wielding a sickle or a war pick. You add 1 Necromancy Spell from your class spell list. You can only use this sorcery point on metamagic unless you have another feature that allows you to use sorcery points. you do not expend the spell slot used to cast the spell. the creature takes damage equal to your Strength Modifier. As a reaction to an ally within 5ft making a skill check. You are aware of all creatures within 10 feet that have been affected by a 1st level or higher Enchantment spell you cast. While wielding a sword and attacking at disadvantage. When all creatures affected by an Enchantment spell you cast. You gain an additional spell slot of second highest level you can cast. and regain the ability on a short or long rest . While wielding a sword. You gain one sorcerer metamagic option. This bonus spell slot changes as the highest level spell you can cast changes. Mind Breaker Prerequisite: The ability to cast at least one spell Your enchantments scar their victim’s minds. to the list of spells you know or can prepare. 44) that obeys your commands. it takes psychic damage equal to the spell’s level + your spellcasting ability modifier. things are pretty great. When below one quarter of your maximum hit points. you can choose to go before them. Aside from slowly rotting. succeed on a saving throw to resist the spell and the spell has no effect. You do not need a free hand to grapple while you are wielding a war pick or sickle. you can detach or reattach one of your hands. You must choose the damage type of the attack before making the attack roll. you can use your bonus action to make a single melee attack at disadvantage. to a maximum of 4th level. designated when you regain spell slots after a long rest. with duration 1 minute or greater. The spell slot given by this feature can only be used to cast a single spell. using the ability score related to the skill check being performed. piercing. Once you use this feature. You can choose not to inflict the damage. not only can you predict your enemies’ movments but you can act on your predictions to always get the upper hand. end on a creature. When you hit a creature with a war pick or sickle on your turn. Your quick thinking often lets you react first. The damage is slashing if you use a sickle and bludgeoning if you are using a war pick.

you can instead make an Intelligence saving throw. You can see normally in magical darkness out to 5 feet The bodies of creature slain by your spells are transported to the shadow plane in tribute to your dread lord. it has a range of touch. its range is increased by 10ft. Countless wounds have desensitized you to pain. Once you use this feature. or the number of scrolls you have exceeds your Intelligence modifier. . You can use your action to extinguish a lantern or any similarly or less bright light source that you can see within 50 feet. When you cast a spell while in dim light or darker. you increase the spell save DC by 1 If the spell has neither. When you cast a spell of a chosen school of magic at a higher level you get a benefit based on the type of spell: If the spell includes a spell attack. Whenever you gain a level thereafter. Your physical appearance shifts to mimic the plane of shadow. Reckless You fight with reckless abandon. You can inscribe a scroll of a spell you know by spending hours equal to the spell level of the scroll being inscribed. you gain a +1 bonus to the attack roll If the spell includes a saving throw. you must complete a long rest before you can use it again. You can optionally send their equipment. you can make a melee weapon attack with advantage against the creature who attacked you. Your Intelligence score increases by 1. Shadow Rogue You signed a pact with a Shadow Lord and at the charge of ferrying him your victims you gain the powers of darkness. You gain a +1 bonus to any ability check to which you apply your chosen skill’s proficiency. the oldest scroll you have turns to dust until the limit is reached. If the spell has a range of self. If it can be affected by more than 1. you can choose which bonus it recieves as you cast it. The ability score most relevant to the skill increases by 1. but not to your disadvantage. You can see normally in magical darkness out to 5 feet. Its range also increases by 10ft. your hit points maximum increases by an additional 1 hit point When another creature within 5 feet misses you with a melee attack. When you would make a Dexterity saving throw. You can attempt to hide even in dim light. The bodies of creature slain by your spells are transported to the shadow plane in tribute to your dread lord. often when they would save your life. after their attack is resolved. you must complete a long rest before you can use it again.Quick Witted Scribe Great ideas come to you naturally. Your hit point maximum increases by an amount equal to your level when you gain this feat. You regain all expended uses of this feature when you complete a long rest. If the attack hits and deals damage. This does not grant you the ability to cast spells. to a maximum of 20. you can cast it at a higher level anyways and choose one of the benefits listed above. Once you use this feature. School Specialist Prerequisite: The ability to cast at least one spell You’ve spend most of your time researching a specific school of magic. Shadow Caster Prerequisite: The ability to cast at least one spell You draw your magic from the shadow weave and may have pledged yourself to one of its dark patrons. You can optionally send their equipment. If the combined level of your scrolls exceeds one quarter of your level (Rounded up). You can only benefit from one of these bonuses for each spell. You learn two spells of 1st level or below. You can cause a spell you cast to require a Wisdom saving throw. You may not possess any spellcasting ability but you know much of arcane scripture. If it normally recieves no benefit when casting at a higher level. you can gain a +2 bonus to a single attack roll made as part of the spell. potentially causing the attack to hit you. rather than its normal type. you can use your reaction to subtract your proficiency bonus from your AC. Savant You’ve discovered a natural gift in a single skill You gain proficiency skill of your choice. to a maximum of 20. You can use this feature a number of times equal to your Intelligence modifier.

you can reduce your speed to zero and deal an additional 2 damage with your next ranged weapon attack made before the start of your next turn. they can reduce incoming damage by 1. You gain Darkvision out to 60 feet. Stalwart When you hold position. When an effect causes you to move without expending your movement. These temporary hit points fade as soon as you enter bright light. If you are 20 feet from where you started your turn. you take 10 necrotic damage (this damage cannot be reduced). you inflict grievous wounds Attacking at long range with a ranged weapon does not impose disadvantage on the attack roll. they expend 5 feet of movement. pike. regiment. to a maximum of 20. Standard Bearer Prerequisite: Past or current Affiliation with a notable militant faction. You can cast shield twice as part of this feature before you must complete a long rest to regain all uses. Spearman You can make quick and accurate jabs with spears that often catch your foes off guard. Creatures cannot damage or topple your standard while you are within 5 feet of it and not incapacitated. You can apply minor forces with your mind. You learn one fighting style that you do not already know. The standard has an AC of 10. Spell Breaker Your tolerance to magic is notable and spells can’t keep a grip on you for long You can add half your proficiency bonus to a saving throw made against a spell if you do not already add your proficiency bonus. Rounded down to the nearest 5-foot interval. You must attack with a spear. You cannot benefit from this feature and the Great Weapon Fighting Fighting Style simultaneously. you gain advantage on the attack roll. or trident to benefit from this feature. A creature does not expend movement if it has none to expend. . you can reduce incoming damage by 2. Sniper Given the time to line up your shot. you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn. or trident. rather than 1. your defenses become near impenetrable.Shadow Warrior The bodies of creatures slain by you are transported to the shadow plane in tribute to your dread lord. Studied Warrior Your devotion to fighting transcends simple practice. You have studied the masters and learned their techniques. At the start of your turn. you deal an additional 2 damage. 10 hit points and can be carried upright in one hand. immediately before you cast the spell. Your natural reach is considered 15 feet for the purpose of using your interactions. Your Strength or Constitution score increases by 1. you can choose to move half of the distance instead. A creature can topple the standard or upright it as an action While you or any of your allies are within 20 feet of the upright standard. You can choose to impose disadvantage on any attack of opportunity made against a creature within 5 feet of you. pike. When you expend the second use of this feature. Shield Bearer Sometimes others can benefit from your skill with a shield or more than you could. At the start of your turn. You can cast Shield as a 1st level spell. any melee weapons held by you gain the finesse property until the start of your next turn. Telekinetic The natural world bends slightly to your will. You can plant your standard in the ground as a bonus action and it remains upright until removed as an action or destroyed. You hold the honor of carrying the flag of your unit. The flag inspires those who fight around it with the tales of its loyal warriors. You can optionally send their equipment You gain 5 temporary hit points when you start your turn in dim light or darker. or army. When you attack a creature who expended movement on its last or current turn. you do not benefit from this feature. Should an interaction require an action to perform. If you are within 5 feet of the upright standard. When you make an attack of opportunity with a spear. Skirmisher Your uncanny dexterity pervades throughout your combat style Your speed increases by 5 feet When a creature misses you with a melee attack.

Intelligence or Wisdom of 8 or lower. or ideal hunting grounds. to a maximum of 20. Your proficiency bonus is doubled for any ability check you make that uses Performance. you can draw the weapon as part of the attack made with it. without expending your interactions. then choose 2 skills based off of that Ability score. you must complete a long rest to use it again. the damage die of whips you weild increases from 1d4 to 2d4 Slick Tongue Prerequisite: Proficiency in either Persuasion or Deception Choose either Persuasion or Deception. Performance Master Prerequisite: Proficiency in Performance Increase your Charisma score by 1. If you roll a Natural 1 on the dice when making an ability check using those skills. You can move at full travel speed when traveling stealthily. You must be proficient in the skill you choose. When you miss a creature within 20 feet with a thrown weapon. the creature’s speed is reduce by 10 feet until the start of your next turn. or Charisma Increase your Intelligence. Powerful Caster Prerequisite: 13 Intelligence. to a maximum of 20. to a maximum of 20 When you deal damage with a spell or cantrip of the chosen Ability score. you can have advantage on the attack roll. Once you use this feature. You gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to spot and locate strategic vantage points or other areas of interest such as enemy camps. Prerequisite: 13 Strength or Dexterity You can reroll an attack roll or cause a creature to reroll a saving throw against your thesis spell after you have seen the result. Whip Master A whip in your hands become a deadly weapon. When using a single whip and your off-hand is empty. and all of the attacks hit or miss. add 2 more damage of the same type. Powerful Healer Prerequisite: 13 Wisdom or Charisma Increase your Wisdom or Charisma by 1. When you deal damage using a Weapon that adds your Strength or Dexterity Ability Score modifier to the damage dealt. Expert Scout Increase your Wisdom score by 1. Whips you wield gain the light property & the damage die of whips you wield increases from 1d4 to 1d6 while using two of them. You have Advantage on any Ability Checks made using those skills. Two Weapon Expert You gain the Two-Weapon fighting style. You can cast your thesis spell at its lowest level once after completing a long rest without expending a spell slot if you have casted your thesis spell twice after the same rest. Choose Intelligence or Wisdom. . Wisdom. Idiot Savant Prerequisite. When you use the Attack action on your turn. you lose the benefit of this feat. When you take the attack action and attack with a thrown weapon. Any money earned from your performance is doubled. or Charisma by 1. When you heal an ally with a spell that uses the chosen Ability score as its spellcasting ability. you can reroll the die. Increase your Strength or Dexterity score by 1. Wisdom. If that Ability score is ever raised above 8. they heal 2 additional points of Health. You gain proficiency with and can add your proficiency bonus twice to any checks made using these skills.Thesis Spell Powerful Attacker Prerequisite: The ability to cast at least one spell You’ve spend a good portion of your time researching and perfecting a single spell. Others traveling with you also gain this effect. This cannot be used on an ally's Reaction. The Short/Long range of your thrown weapons increase by 10 feet. when you use your Bonus Action to make an offhand attack using Two Weapon fighting. and must use the new roll. cave entrances. to a maximum of 20. You can always recognize a casting of your thesis spell should you have the sensory ability to do so. you can cause the weapon to immediately bounce back into or return to your hand. You now can add your proficiency bonus twice to any checks made using this skill You learn two additional languages of your choice. add 2 more damage of the same type. to a maximum of 20. Helper You can use your Reaction to use the Help action on an ally within 10 feet as they perform any Action. Thrown Weapon Master You have an uncanny knock for throwing things to deadly effect Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attacks made with thrown weapons. When you hit a large or smaller creature with a whip. You gain proficiency in whips when you choose this feat. Designate a single spell of 3rd level or lower that you can cast as your thesis spell. granting them advantage.

you only die if you fail your forth save. you can use your Bonus Action to choose one creature within the area of effect who automatically succeeds the saving throw. make a Charisma (Deception) check. You cannot do this again until you have completed a short or long rest. This effect ends if you are incapacitated or can no longer speak. You can add your proficiency bonus to the attack roll. This item is delivered to you as an inheritance from a character from your background. That creature can immediately use its reaction to make one weapon attack. You gain the following benefits: Increase your Charisma score by 1. for up to 1 minute. rather than your third. This only applies to smaller purchases. and you might do it again. you can use your reaction to grant them advantage on the attack. but once you use your reaction to do so. If you do not have Darkvision. only a predefined list supplied by your DM. On your turn. you gain the following benefits. Slippery Archer As an Action. You do not have access to every item available in the DMG. Provided that you or your companions aren’t fighting the creature. you gain Improved Darkvision Inheritance You can choose a single uncommon magical item from a list provided by your DM. and it cannot get advantage against you due to visibility. to a maximum of 20 You reduce the cost of equipment purchased after character generation by 20%. When you do so. you can make a single Melee Weapon attack against them as a reaction. If it misses. When you direct one of your companions to strike. you can choose one creature who passes the saving throw and cause them to be forced to attempt the save again. choose a friendly creature who can see or hear you. You gain the following benefits: You gain +1 to your Armor Class As a Bonus Action. You excel at spells that control the battlefield. you may use disengage as a Bonus Action. If the attack hits. You gain the following benefits: You gain a +2 bonus to initiative You gain Advantage on Saving Throws to avoid being frightened. the target may not take Reactions until the start of its next turn. other than you. When your required to make a death saving throw. you’ve probably sold someone a bridge. worth a standard market value of 100gp or less. but cannot add your Strength or Dexerity modifiers to the damage. you must finish a short or long rest before you can use it again. you can use your Action to thoroughly distract a creature you can see within 60 feet that can hear you. If you succeed. If you already have Darkvision. When using a spell that does not deal damage. you know its general direction. you gain normal Darkvision. acting as an improvised weapon dealing 1d4 bludgeoning damage. you can direct one of your companions to strike. Savage Healer When you roll Healing for a level 1 spell or higher that targets only a single creature. . you can strike with your hilt. Battle Hardened Prerequisite: Character level 5 or higher Your reflexes have been honed by years of conflict. Blind Fighting You are exceptionally good at fighting opponents you cannot see. the target has disadvantage on Wisdom (Perception) checks made to perceive any creature or unusual occurrence. This feat is unavailable to Variant Humans at level 1. you can reroll the Healing dice and use either total. When fighting a creature you are aware of and have seen at least once in the last minute. When using a spell that does not deal damage. You gain the following benefits: When you attack a target that you can’t see you do not have disadvantage on the attack roll. and you have a pretty way with words. contested by the Wisdom (Insight) of the creature. Glib Tongue Yours is the face that suckers like to trust. and you don’t scare or go down easily. you can use a ranged weapon to make a single Ranged Weapon Attack against a target within 5 ft without Disadvantage.Duelist Controller When wielding a single one-handed Melee Weapon and no shield. a rough idea of its distance from you. You cannot take this feat more than once. Commander As an Action. When an opponent misses an attack against you.

you gain the following benefits: You ignore the loading quality of crossbows with which you are proficient. or heard the creature make the sound. . potentially causing the attack to miss you. You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. When you are prone. you gain the following benefits: Increase your Charisma score by 1. regain double the amount rolled. you must choose a different damage type.Rebalanced Feats Alert Defensive Duelist Always on the lookout for danger. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. You can mimic the speech of another person or the sounds made by other creatures. You have resistance to the damage dealt by traps. cold. you can treat any 1 on a damage die as a 2. When you roll a Hit Die to regain hit points. choose one of the following damage types: acid. you gain the following benefits: Increase your Constitution score by 1. you gain the following benefits: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors You have advantage on saving throws made to avoid or resist traps. you can use a bonus action to attack with a loaded hand crossbow you are holding. Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you. You can make a running long jump or a running high jump after moving only 5 feet on foot. to a maximum of 20. to a maximum of 20. Actor Skilled at mimicry and dramatics. Dungeon Delver Alert to the hidden traps and secret doors found in many dungeons. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. when you roll damage for a spell you cast that deals damage of that type. You can't be surprised while you are conscious. Athlete You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1. fire. In addition. Charger If you move at least 15 feet in a straight line immediately before making an attack. for at least 1 minute. You gain a +5 bonus to initiative. you can use your reaction to add your proficiency bonus to your AC for that attack. to a maximum of 20. You can select this feat multiple times. Climbing doesn't cost you extra movement. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. lightning. gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. Each time you do so. you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove prone and you succeed). You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren't light. instead of only at a slow pace. rather than 10 feet. You must have heard the person speaking. When you use the Attack action and attack with a onehanded weapon. or thunder. This requires a two handed crossbow or a free hand. Durable Hardy and resilient. Elemental Adept Prerequisite: The ability to cast at least one spell When you gain this feat. You can search for traps while traveling at a normal pace. standing up uses only 5 feet of your movement. you gain the following benefits: Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack. Crossbow Expert Thanks to extensive practice with the crossbow. Dual Weilder You master fighting with two weapons. Spells you cast ignore resistance to damage of the chosen type.

and slashing damage that you take from non-magical weapons is reduced by an amount equal to your proficiency bonus. the points cancel each other out. you can choose to take a -5 penalty to the attack roll. and then choose whether the attack uses the attacker's roll or yours. You gain the following benefits: On your turn. or saving throw. You learn three languages of your choice. You choose which of the d20s is used for the attack roll. gaining the following benefits: Increase your Intelligence score by 1. You and the creature are both restrained until the grapple ends. gaining the following benefits: Increase your Strength or Dexterity score by 1.Grappler Prerequisite: Strength 13 or higher You've developed the skills necessary to hold your own in close-quarters grappling. with a DC equal to its level of complexity. You gain the following benefits: Increase your Strength score by 1. Heavily Armored Prerequisite: Proficiency with medium armor You have trained to master the use of heavy armor. when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one. Once per turn. plus additional hit points equal to the creature's maximum number of Hit Dice. If the attack hits. ability check. Your DM can have you roll a d20 + your Intelligence modifier to determine if you understand more complex statments. you can spend one luck point to roll a second d20. you add +10 to the attack's damage. While you are wearing heavy armor. gaining the following benefits: Increase your Strength score by 1. Roll a d20. You gain the following benefits. You always know which way is north. an ability check. to a maximum of 20. to a maximum of20. The creature can't regain hit points from this feat again until it finishes a short or long rest. letting its momentum empower your strikes. Lucky You have 2 luck points. You can understand the general concept behind basic statements you can hear that are in a language you can't understand. that creature also regains 1 hit point. you cannot use this feature. You gain proficiency with heavy armor. or a saving throw. You do not have disadvantage on attack rolls from being restrained against the creature you are grappling. shoring up their resolve to fight. but before the outcome is determined. you can spend one use of a healer's kit to tend to a creature and restore 1d6 4 hit points to it. no additional dice are rolled. You always know the number of hours left before the next sunrise or sunset You can accurately recall anything you have seen or heard within the past month. You gain the following benefits: When you use a healer's kit to stabilize a dying creature. allowing you to mend wounds quickly and get your allies back in the fight. Heavy Armor Master Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others. Linguist You have studied languages and codes. You gain the following benefits: You have advantage on attack rolls against a creature you are grappling. bludgeoning. As an action. You regain your expended luck points when you finish a long rest. You can choose to spend one of your luck points after you roll the die. before you make a melee attack with a heavy weapon that you are proficient with. You can use your bonus action to pin a creature grappled by you. Lightly Armored You have trained to master the use of light armor. Whenever you make an attack roll. to a maximum of 20. You gain proficiency with light armor. direction. When you do so. to a maximum of 20. If more than one creature spends a luck point to influence the outcome of a roll. to a maximum of 20. You can grapple creatures 1 size larger than normal. choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Healer You are an able physician. piercing. Increase your intelligence score by 1. and detail with uncanny precision. Keen Mind You have a mind that can track time. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. Inspiring Leader Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions. Each creature can gain temporary hit points equal to your level + your Charisma modifier. You can also spend one luck point when an attack roll is made against you. If you were already rolling a second d20. Great Weapon Master You've learned to put the weight of a weapon to your advantage. you can make one melee weapon attack as a bonus action. .

Observant Quick to notice details of your environment. You gain proficiency with medium armor and shields. you may add your proficiency bonus twice. You gain the following benefits: When you take the Attack action and attack with only a glaive. you have one superiority die. to a maximum of 20. Mobile You are exceptionally speedy and agile. and the attack deals bludgeoning damage. the saving throw DC equals 8 + your proficiency bonus +your Strength or Dexterity modifier (your choice). pike. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard. druid. While you are wielding a glaive. Moderately Armored Moderately Armored Prerequisite: Proficiency with Light armor You have trained to master the use of medium armor and shields. you can add 3. choose one 1st-level spell from that same list. You can force an attack targeted at your mount to target you instead. This die is used to fuel your maneuvers. halberd. Mounted Combatant You are a dangerous foe to face while mounted. When making a Wisdom (Perception) check. difficult terrain doesn't cost you extra movement on that turn. warlock. you gain the following benefits: You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. . to your AC if you have a Dexterity of 16 or higher. or quarterstaff. whether you hit or not. gaining the following benefits: Increase your Strength or Dexterity score by 1. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage. The feat’s limit on casting the 1st level spell applies only to the casting given by the feat. which is a d6. You regain your expended superiority dice when you finish a short or long rest. sorcerer. When you make a melee attack against a creature. you can use a bonus action to make a melee attack with the opposite end of the weapon. that creature has disadvantage on the saving throw it makes to maintain its concentration. You gain proficiency in saving throws using the chosen ability. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects. halberd. you can use your reaction to make a melee weapon attack against that creature. Magic Initiate Choose a c1ass: bard. it instead takes no damage if it succeeds on the saving throw. You learn that spell and can cast it at its lowest level. you gain the following benefits: Increase your Intelligence or Wisdom score by 1. Martial Adept You have martial training that allows you to perform special combat maneuvers. The superiority die is added to any others you have. You gain the following benefits: Your speed increases by 10 feet. The weapon's damage die for this attack is a d4. no matter when you gain them: otherwise. gaining the following benefits: When a creature within 5 feet of you casts a spell. You learn two cantrips of your choice from that c1ass's spell list. When you damage a creature that is concentrating on a spell. When you use the Dash action. In addition. Medium Armor Master Prerequisite: Proficiency with medium armor You have practiced moving in medium armor to gain the following benefits: Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. You gain the following benefits: Increase the chosen ability score by 1. you don't provoke opportunity attacks from that creature for the rest of the turn. to a maximum of20. You gain the following benefits: You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter c1ass. or quarterstaff. When you wear medium armor.Mage Slayer You have practiced techniques useful in melee combat against spell casters. You have advantage on saving throws against spells cast by creatures within 5 feet of you. If you can see a creature's mouth while it is speaking a language you understand. sorcerer. to a maximum of 20. you can interpret what it's saying by reading its lips. and only half damage if it fails. You also gain +5 to your Passive Perception. other creatures provoke an opportunity attack from you when they enter your reach. or warlock: Wisdom for cleric or druid: or Intelligence for wizard. Resilient Choose one ability score. or wizard. Once you cast it. While you are mounted and aren't incapacitated. rather than 2. A superiority die is expended when you use it. you must finish a long rest before you can cast it again. c1eric. Polearm Master You can keep your enemies at bay with reach weapons.

If you come across a spell in written form. sorcerer. and costs 50 gp per level. cleric. making the attack doesn't reveal your position. languages. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. interposing your shield between yourself and the source of the effect. Sharpshooter You have mastered ranged weapons and can take shots that others find impossible. Wisdom for cleric or druid. warlock. sorcerer. the creature's speed becomes O for the rest of the turn. or wizard spell list. and it must have the ritual tag. you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that you can see. druid. The cost represents material components you expend as you experiment with the spell to master it. weapons or tools of your choice Skulker Prerequisite: Dexterity 13 or higher You are an expert at slinking through shadows. you can reroll the weapon's damage dice and use either total. or warlock. or Intelligence for wizard. You gain the following benefits: You can try to hide when you are lightly obscured from the creature from which you are hiding. before you make an attack with a ranged weapon that you are proficient with. or warlock. which you must have in hand while casting one of them. When a creature makes an attack against a creature other than you (and the target doesn’t have this feat). Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight. Shield Master You use shields not just for protection but also for offense. gaining the following benefits: When you hit a creature with an opportunity attack. You learn one cantrip that requires an attack roll. The spell must be on the spell list for the class you chose. If the attack hits. or wizard. Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand. and the spells you choose must have the ritual tag. If you aren't incapacitated. . The c1ass you choose also determines your spellcasting ability for these spells: Charisma for bard. lf you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage. Your ranged spell attacks ignore half cover and threequarters cover. you can use a bonus action to attempt to grapple the target. you can use your reaction to make a melee weapon attack against the attacking creature.Ritual Caster Prerequisite: Intelligence or Wisdom 13 or higher You have learned a number of spells that you can cast as rituals. you can use your reaction to take no damage if you succeed on the saving throw. You must choose your spells from that class's spell list. Spell Sniper Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells. Your ranged weapon attacks ignore half cover and threequarters cover. Once per turn. druid. Choose one of the following classes: bard. cleric. sorcerer. Skilled You gain proficiency in any combination of four skills. Wisdom for cleric or druid. These spells are written in a ritual book. Your unarmed strike uses a d4 for damage. Intelligence for wizard. gaining the following benefits: When you cast a spell that requires you to make an attack roll. Sentinel You have mastered techniques to take advantage of every drop in any enemy's guard. When you are hidden from a creature and miss it with a ranged weapon attack. warlock. as well as the fine inks you need to record it. you acquire a ritual book holding two 1st-level spells of your choice. You gain the following benefits while you are wielding a shield: If you take the Attack action on your turn. Choose the cantrip from the bard. the spell's level can be no higher than half your level (rounded up). you might be able to add it to your ritual book. sorcerer. the spell's range is doubled. Savage Attacker When you roll damage for a melee weapon attack. you can choose to take a -5 penalty to the attack roll. to a maximum of 20. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When you hit a creature with an unarmed strike or an improvised weapon on your turn. you add +10 to the attack's damage. such as a magical spell scroll or a wizard's spell book. The process of copying the spell into your ritual book takes 2 hours per level of the spell. you can use a bonus action to try to shove a creature within 5 feet of you with your shield. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard. you gain the following benefits: Increase your Strength or Constitution score by 1. When you choose this feat.

learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Weapon Master You have practiced extensively with a variety of weapons. When a hostile creature’s movement provokes an opportunity attack from you. rather' than making an opportunity attack. your hit point maximum increases by an additional 2 hit points. Created By c0re Created By c0re You can add me on discord @ c0re#0999 . gaining the following benefits: Increase your Strength or Dexterity score by 1. you can use your reaction to cast a spell at the creature.Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. You gain proficiency with martial weapons. War Caster Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat. to a maximum of 20. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. The spell must have a casting time of 1 action and must target only that creature. Whenever you gain a level thereafter.