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Ed Del Castillo’s


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Introduction Playing to your characters strengths helps
I’ve been playing D&D for 35 years and make more of that happen.
have designed games of all kinds for
about that long.

The addition of feats to the rules, was a

great moment for me. Prior to it, when I The Rules and their Effects on
DM’d, I would give each and every player Feat Choice
a special ability that no one else had. It
wasn’t always a combat ability but it was In 5e, characters get their first chance at a
always something that gave the character feat at 4th level (unless you’re playing
something cool that made the player feel with the variant human, which you
special and unique. One Rogue had the shouldn’t). This has some implications to
ability to be “forgettable”. This meant the narrative and the mechanics.
NPC’s tended not to remember he was
there. He could get through a busy gate To the narrative, it creates an interesting
without being stopped by the guard, etc. problem. As a 4th level character, you’ve
Another player had the ability to cast a had 3 previous levels of experience, yet at
magical bolt spell at will (this was before 4th level, if the DM allows, you can pick
the new Cantrip system), and another had from a list of feats that has nothing to do
a surly, fiery familiar. All of this just with your character. A Wizard can
added flavor and interest to the become a Crossbow Expert, a Rogue can
characters and the campaign. become a Healer. I recommend requiring
that characters give you a story reason for
It’s the X-man principle. I believe that their feat choice. Even if it involves some
players want to be special and unique out of game training or something even
when they play. It’s the reason why you more far-fetched.
don’t see much overlap in classes in any
given party. As an example, one of my characters
wanted to multiclass into Druid but the
So, of course, I was really excited when I group was in a dungeon. So, we came up
saw the feat system for the first time in with a dreamquest from a Nature god that
3.5e. It gave a name to what was already rewarded him with Level 1 Druid abilities
happening in our campaign. It brought a and the whole thing happened while he
new layer of interest and customization to slept. I also have a Bard that took the
character generation and infused the Lucky feat – hard to explain why he
game with more cinematic imagery. wasn’t before, so we didn’t. He’s just
lucky now. (Although the Lucky feat has
I think of feats as uncanny abilities yet to produce a better result than the
players possess that make them extra first die so not sure how ‘lucky” he
special. That spark that sets them apart actually is.)
from everyone else. So, DM’s, don’t be
afraid to give them that. When I DM, I On the mechanics side, the feats are
write down player feats and try to give balanced to be received at 4th level and
them situations that play into them. every 4 thereafter. This is why I
Moments where they alone can shine. personally don’t allow the variant human.
After all, I think the best gaming sessions Without much thought I’ve been able to
are the ones with the most epic moments. create more than one character that up-
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ended party balance. Some of the feats This is for the benefit of the DM. If you
(the only ones the player would likely don’t agree with my thinking, you can
take) in the hands of a first level character skip the feat and leave it as written in the
can be overpowered. PHB. After the commentary, I list the
changes to the feat.
Alongside a possible feat choice is the
choice to add 2 points to any two Ability
Scores, including the same one. For most
of us that means raising a principle Ability
Score by 2 to get the extra “+1” to Feats
everything. Here’s where many of the From my view, right now, there are only a
feats fall down in my opinion. Moving a handful of Feats that are worth taking
primary stat to gain an additional “+1” is over a bump in your ability scores.
significant. For most classes it means Whether because they are too deeply
better hitting, better saving throws, better situational or just underpowered, the
damage (in some cases), better skill rolls, current feat list shows great promise, but
better AC (in some cases), and expanded fails to deliver.
use of class based abilities. This is huge.
My own campaign has borne this out with
The result is that there are very few feats players choosing the ability score raise
that are worth taking early on, and only a time and time again over a new feat. So
few worth it at the higher levels. the litmus test for me has been to ask,
“Would players choose this over a two
At the very least I want to create a list point Ability score raise? If the answer
where, even if it’s not right for your was no way, then the Feat was improved.
character concept, you’re looking at feats If the answer was too much in the other
and saying, “That’s cool, and that’s cool, direction I also considered reducing the
and that’s cool.” Otherwise you’re left Feat a little. I think you will enjoy the
with a list of ‘meh’ choices that push you results.
to take the ability bonus instead.

One final note for DM’s. As you create

enemies for your party, consider not
using feats. Instead do different things Feat List
with your enemies so that players feel
that their list of super powers is special. Alert
(This doesn’t apply if you’re purposely {This one isn’t too bad, just not quite good
using feats to convey how similar the enough to matter. +5 to initiative is nice
enemy is to the heroes.) but going first isn’t always what you want.
Not being surprised is nice, when it
happens, and the last ability is too
situational to be valued by a player trying
to assess the feat. I’ve added some
How to read this work. additional situations that are nullified by
Below I have listed my comments and this feat. This opens up tactical situations
changes to each feat. Each feat is listed by and interesting combat moments.}
name. Immediately after, I place my
comments. {Which will look like this.}

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New Description: You are preternaturally Actor
lucid and aware of your situation. You {This was a tough one. Where do you even
gain the following benefits. go with this? It’s so deeply situational that
I can’t imagine anyone taking this over
 + or – 5 to your Initiative. The player raising their ability scores. Perhaps for a
may choose which way to go character concept that was always
immediately after the Initiative order pretending to be someone else? The real
is determined but immediately before problem with feats like this is that they
anyone performs an action. leave the open question, “What happens
 You can’t be surprised while when a character without this feat tries to
conscious. When you are sleeping, mimic something?
you may make a DC 15 Wisdom
(Perception) to wake and not be All the changes I’ve made are to broaden
surprised by a situation. its appeal to a broader group of
 Other creatures don't gain advantage characters.}
on attack rolls against you as a result
of being hidden from you. New Description: By taking a great
 Pack Tactics, Sneak Attack, and any interest in the behavior of others you
other power that grants advantage to have come to be masterful at deception,
your opponent as a result of and theatrics.
distraction or proximity to another
enemy do not work on you.  Increase your Intelligence,
Wisdom, or Charisma score by 1,
to a maximum of 20.
 You have advantage on Charisma
Athlete (Deception), Dexterity (Sleight of
{I’m not sure why anyone would take this Hand), and Charisma
as written. Most of the benefits are deeply (Performance) checks.
situational and clumsy to remember. I’ve
simplified and empowered the feat using {I use the mimicry rules presented in the
existing mechanics.} original feat in the PBH whenever a
character want to attempt such a thing
New Description: Your earlier life and give them advantage on the roll if they
experiences have unlocked your latent study the target for more than an hour.}
athleticism. You gain the following

 Increase your Strength, Dexterity, or Charger

Constitution score by 1, to a maximum {In my opinion, this is a great example if a
of 20. feat that shouldn’t be a feat. It’s deeply
 You gain advantage on all Strength situational, encourages players to
and Dexterity Ability checks and approach combat in only one way, and
Saving Throws. enables a mechanic that every player feels
 You gain advantage to all Strength they should be able to do… Charge. I’ve
(Athletics) rolls and Dexterity opened the feat up by not requiring the
(Acrobatics) rolls. Dash, gave it more versatility with the
Shove maneuver, and granted a shield bash

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of sorts if using a shield to expand the types to a second attack. The crossbow still have
of characters that might use this.} ammunition that runs out, but this gives
classes that aren’t melee heavy a great
New Description: Through your rough support option that is there when their
and tumble experiences in combat or in spells run out.}
bars or on the streets, you’ve learned how
to use your position and throw your New Description: Thanks to extensive
weight around in combat practice with the crossbow, or a recently
emerged talent, you gain the following
 Increase a single ability score saving benefits:
throw (Str, Dex, Con, Int, Wis, or Cha)
by 1.  You ignore the loading property of
 You gain Advantage on rolls to crossbows with which you are
successfully Shove or resist being proficient.

Shoved.  Being within 5 feet of a hostile
 If you move 10’ in a straight line prior creature doesn't
impose disadvantage
to an attack you either gain +5 to on your ranged attack rolls.
damage (if you hit with a melee  When you use the Attack action and
attack), push a target up to 10’ away attack with a one-handed weapon, you
from you, or push a target up to 5’ can use a bonus action to attack with a
away from you and knock them prone loaded hand crossbow you are
(if you succeed with a Shove holding.
maneuver). Note that you do not have  You may use a bonus action to attack
to follow the target. with a loaded light crossbow.
 If you have a shield, you may perform
a Shove maneuver as a Bonus Action
with your shield instead of as an
Action and it can be on a different Defensive Duelist
target. {Formerly Defensive Duelist. I changed the
name because “Defensive” has negative
{I use a variant of the first paragraph of connotations and doesn’t sound cool or
the original Charger feat in the PHB for brave. I see the bonus as a reflection of
when players want to charge. i.e. Character skill with the weapon not fear. Happy to
must dash, must travel the last 10’ in a recant this if 5e puts out a Duelist
straight line, and they can either get +5 Archetype in the future.
damage (on an attack that they do as a
Bonus Action) or Advantage on a Shove This is a great example of a feat with great
maneuver.} combat imagery. Unfortunately, in its
current form there are too many limiters
on it. Dex 13+, Finesse weapons only, and
uses your single Reaction for that turn. For
Crossbow Expert what? A +2 to +6 to AC against a single
{This is a fine feat. I have added the ability attack? Players know that their characters
to get a second shot off with a light are often outnumbered or at least out
crossbow, putting it in a similar camp to attacked (claw, claw, bite). Opening this
the Hand Crossbow. Lots of reasons for up to more weapon types makes it a much
this but the main one is allowing classes more interesting choice.}
that attack only once per round to “buy in”

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Prerequisite: Dexterity 13+ New Description: You have come to learn
how to fight with two weapons at the
New Description: Whether innate or same time. This gives you the following
brought on by years of practice, you have benefits for weapons with which you are
learned to use weapons to guide the flow proficient:
of combat. You gain the following
abilities:  You gain +1 bonus to AC while you are
wielding a separate melee weapon in
 When wielding a melee weapon that each hand.
has either the Light or Finesse  You can use two-weapon fighting even
property, and with which you are if the one-handed weapons you are
proficient, and another creature hits wielding aren’t light.
you with a melee attack, you can use  You can draw or stow two one-handed
your reaction to add your proficiency weapons when you would normally be
bonus to your AC for that attack, able to draw or stow only one.
potentially causing the attack to miss  You can distract you foe with one of
you. your weapons to make then forget
 When wielding a melee weapon that about the other. If you take no action
has either the Light or Finesse with one of the weapons on your turn,
property, and with which you are the next attack you make with that
proficient, you may spend your Bonus weapon has advantage, so long as you
Action for the turn to gain Advantage are fighting the same enemy.

with a single melee attack, with that  You do not apply negative ability
weapon, on that turn. modifiers to hit when wielding two
weapons with the Finesse property.

Dual Wielder
{I think this Feat is off to a good start, I just Dungeon Delver
modified it a bit to open it up. One issue is {Depending on your DM or the adventure
that some of the abilities that would be he’s chosen to run, this is either great or
expected here reside within the power set worthless as written. A feat shouldn’t have
of certain classes. So to get the full package that much variance in my opinion. I’ve
you have to be one of those classes. I get added advantage to discovering traps and
why they did this so I left it. Instead, I’ve lurking creatures. This broadens the use of
come up with some changes that make the feat to be more ‘party useful’. I’ve also
things a bit more open. In the second removed the increased speed which never
ability I remove the word melee which made sense to me and really breaks the
opens it up to things like hand crossbows adventuring imagery.}
and slings (although these things still have
other limitations that must be overcome). New Description: You have spent enough
Ability four is a cool combat power that time in dangerous ancient places at some
helps characters get over high AC, the fifth point in your life to have unlocked a gift
power allows characters to buy out of a for spotting things that are subtly out of
hampering Ability Score if they really need the ordinary and avoiding their nefarious
to. I know this looks really heavy but many effects. This gives you the following
of the abilities are minor. Try it out.} benefits:

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 Increase a single ability score saving Elemental Adept
throw (Str, Dex, Con, Int, Wis, or Cha) {Not a bad feat overall. I’ve expanded the
by 1. damage types to increase character
 You have advantage on Wisdom options and gave it a linear boost to make
(Perception) and Intelligence it a more viable choice.}
(Investigation) check made to detect
the presence of secret doors, traps, Prerequisite: The ability to cast at least one
and hidden creatures (creatures that spell.
are trying to ambush you or are lying
in wait of prey). New Description: When you gain this
 You have advantage on saving throws feat, choose one of the following damage
made to avoid or resist traps. types: acid, cold, fire, lightning, or
 You have resistance to the damage thunder, necrotic, or radiant. That
dealt by traps. damage type gains the following benefits.
 These benefits even work when you
are travelling at a normal pace.  Spells with the damage type you chose
ignore resistance.
 When you roll damage for a spell you
cast that deals damage of that type,
Durable you may reroll any 1 on a damage die
{This feat and Tough were feeling very (you may reroll until a result other
similar to me so I’ve made this the “Hard to than 1 appears on the die).
Kill” feat.}  If a successful saving throw would
negate the damage of a spell with your
New Description: Your recent adventures chosen energy, it does half damage
have unlocked a hardiness and resilience instead.
in you that gives you the following  You can select this feat multiple times.
benefits: Each time you do so, you must choose
a different damage type.
 Increase your Constitution score by 1
to a maximum of 20. {PS. When you add this to your sheet write
 You gain advantage on Constitution it down with the energy type you chose
saving throws. instead of “elemental”. Fire Adept is more
 You have advantage on any saving clear and sounds as cool.}
throw that will result in you being
reduced to 0 hit points if you fail it.
 You have advantage on death saving
throws. Grappler
 You may add your Constitution {I’d come to expect that Grappling was
modifier to your death saving throw. always gonna be one of those things that
 Taking damage while at 0 Hit Points sucked in D&D. I think 5e has made the
does not cause a failed death save, best ‘simple’ system I’ve seen to date. It
instead it triggers a regular death took me a few reads because of how it’s
save. written and how it requires you to jump
around the book for a full understanding of
it, but still, it’s pretty good. I’ve changed
the pinning rules to be more in the favor of
the grappler and added a benefit to

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Shoving/ Tripping. I also removed the  On your turn, when you score a
benefit that is removed in the errata, critical hit with a
melee weapon or
referring to a non-existent rule.} reduce a creature to O hit points
one, you can make one melee weapon
Prerequisite: Strength 13+ attack as a bonus action.

 Before you make a melee attack with a
New Description: You’ve developed the melee weapon that you are proficient
skills necessary to take advantage of close with, and that has the Heavy or Two-
quarters grappling situations. You gain Handed property, you can choose to
the following benefits: take a -5 penalty to the attack roll. If
the attack hits, you add +10 to the
 You have advantage on attack rolls attack's damage.
against a creature you are grappling.
 You can use your action to try to pin a
creature grappled by you. To do so,
make another grapple check. If you Healer
succeed, the creature is restrained {So this feat got a bit messy. I think I’ve
until the grapple ends. enough here to make it a very interesting
 If you have pinned an enemy, as your choice for most classes. This feat had a
Attack Action, you may do 1d4 + couple of challenges for me. First among
Strength modifier damage to the them is that there is a Healer’s Kit kind of
enemy on each successive round that attached to it and the Wisdom (medicine)
you maintain the grapple. skill yet the kit doesn’t seem to go by the
 You have advantage on your Strength same rules as all the other tools. Kind of a
(Athletics) roll when attempting to mess. My second problem is how
Shove a target. unnecessary this is, as written in the
presence of Hit Dice and Long Rests. So, for
the feat itself I chose to buff it out a bit as a
field medic and added the ability to remove
Great Weapon Master effects.}
{Probably the Gold Standard of feats along
with Sharpshooter. No reason not to take New Description: As a result of what
this if you are a heavy weapon wielder. In you’ve seen and done in your earlier
fact this often points players in that travels and adventures you have
direction. You could argue for and against developed a keen understanding of how
it being overpowered so I won’t. It stays as to repair battle damage and heal the
is for now. Just added some text to include infirm. This allows you to mend wounds
the Greatclub and make sure that the quickly and get your allies back into the
ability couldn’t be used if using a longbow fight. You gain the following benefits:
as a melee weapon.}
 You may stabilize a dying creature by
New Description: You have learned how rolling a DC 5 Wisdom (Medicine)
to control the weight of a weapon and use check instead of DC 10. (Automatic
it to your advantage, letting its with one use of a Healer’s Kit.)
momentum empower your strikes. You  When you use a healer’s kit to
gain the following benefits: stabilize a dying creature, that
creature regains hit points equal to
1d4 + your proficiency bonus.
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 If any creatures regain hit points creature during a Short Rest. This is
during a short rest, you may roll a DC limited to once per Short Rest per
10 Wisdom (Medicine) check to add creature.
your proficiency bonus to each die
rolled. The Healer does not rest during
that time.
 As an action, you can spend one use of Heavily Armored
a healer's kit to tend to a creature and {This is a good feat, just a little weak to be
restore 1d6 + 4 hit points to it, plus chosen over an Ability Score bump. I’ve
additional hit points equal to the added the ability to improve a saving
creature's maximum number of Hit throw as well. While not strictly in keeping
Dice. The creature can't regain hit with the Feat, it is in line with the theme of
points from this feat again until it additional resistance, and it gives more
finishes a short or long rest. reason to be taken by a larger group of
 You may make a DC 15 Wisdom characters.}
(Medicine) check to remove the
Poison effect from a creature. (DC10 Prerequisite: Proficiency with Medium
with a Healer’s Kit, Herbalism Kit, or Armor.
Alchemist Supplies.)
 Under the care of a healer, a creature New Description: Your time in armor has
recovers 1 level of Exhaustion per helped you be able to wear heavier and
short rest (no rest for the healer) and heavier protection. You gain the following
2 levels per long rest (short rest for benefits:
the healer).
 With the use of a Healer’s Kit,  Increase your Strength, Dexterity, or
Herbalism Kit, or Alchemist supplies a Constitution score by 1 to a maximum
Healer can cure a Disease while the of 20.
inflicted creature takes a Long Rest  Increase a single ability score saving
(short rest for the healer). throw (Str, Dex, Con, Int, Wis, or Cha)
 If there is a longer lasting, non- by 1.
magical effect in play (as a result of a  You gain proficiency with heavy
creative DM) being in the care of a armor.
healer will reduce the recovery time
by half.

{I know, it’s a lot, but Healing is a big deal Heavy Armor Master
in this game. I’ve also added a revised {So this feat is kind of the top of the “armor
Healer’s Kit in case you’re interested.} feats”. I didn’t like how limited it was in
thinking so I’ve expanded it a bit. Rather
Healer’s Kit: This kit is a leather pouch than only allow a Strength increase, which
containing bandages, salves, and splints. I thought was narrowing character
The kit has 10 uses. Any character can concept I broadened it to any Ability score.
use a Healer’s Kit, there is no proficiency My rationale is that mastery can come
required. As an action, you can expend from increased wisdom, presence,
one use of the kit to stabilize a creature intelligence, agility, resilience, or strength.
that has 0 hit points, without needing a There is no need to say that only strength
Wisdom (Medicine) check. A single use of brings mastery and it limits character
a Healer’s Kit, adds 1d4 healing to a single growth.

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As with the previous feat, I’ve added a New Description: Over time, you have
saving throw bump for slightly increased learned how to move and inspire people
resilience. with your well-chosen words, powerful
deeds, and commanding presence. You
Lastly, I’ve expanded the damage reduction gain the following benefits:
to apply to all damage. There are a few
reasons for this. First, it’s simpler. In  Advantage on Charisma (Intimidation)
keeping with the rules, the player no longer checks that are made during combat.
has to track which damage type it is. {The rules don’t cover concepts like this
Second, beyond 4th level 3 hit points really very well, but they are awesomely
isn’t that much. Third, I believe that the theatrical. I recommend changing the
armor has dissipating properties. This state of the enemy morale on a
means that no matter what kind of energy successful combat Intimidation. This
is being thrown at the player, the armor usually means that they will get
has the ability to absorb some of it whether disadvantage on their next attack or
it be a Fireball, a sword, or a Thunder even run away. Once done, I normally
Wave.} don’t allow another one until the
combat situation has changed enough
Prerequisite: Proficiency with Heavy to warrant it.}
Armor.  When you damage an enemy, any ally
within 10 feet of you gains a 1d4
New Description: You have learned to inspiration die, if they do not have one
use your armor to deflect strikes and already. (Inspiration dice from other
minimize damage that would kill others. sources don’t count against you.)
You gain the following benefits:  When you slay an enemy, any ally
within 30 feet of you gains 1d4
 Increase a single Ability Score by 1 to inspiration die, if they do not have one
a maximum of 20. already. (Inspiration dice from other
 Increase a single ability score saving sources don’t count against you.)
throw (Str, Dex, Con, Int, Wis, or Cha)  You can spend 10 minutes inspiring
by 1. your companions, shoring up their
 While you are wearing heavy armor, resolve to fight. When you do so,
damage that you take is reduced by 3 choose up to 5 + your Charisma
{or by an additional 3 if you are using modifier friendly creatures (which can
the EDC’s Weapons & Armor Revisited include yourself) within 30 feet of you
rules}. who can see or hear you and who can
understand you. Each creature can
gain temporary hit points equal to
your level + your Charisma modifier.
Inspiring Leader In addition, all affected gain advantage
{Great idea for a feat but the power level is on their next Initiative Roll and their
way too low and requires too much next Saving Throw. The benefit lasts 8
planning for anyone to take it, in my hours and can't be gained again until
opinion. I’ve added the ability to inspire the creature has finished a long rest.
allies and demoralize enemies in combat as

Prerequisite: Charisma 13 or higher.

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Keen Mind maximal effect. You gain the following
{Feats shouldn’t give players abilities that benefits:
are solved with a simple Wisdom (Nature)
check, or good note taking, in my opinion.  Increase your Strength, Dexterity, or
I’ve grown this to be more a detective and Constitution by 1 to a maximum of 20.
photographic memory feat to allow players  Increase a single ability score saving
to deeply contribute on an informational throw (Str, Dex, Con, Int, Wis, or Cha)
level.} by 1.
 You gain proficiency in light armor.
New Description: Your mind is
exceptional at cataloging detail and IF, you had proficiency in light armor
drawing connections between seemingly prior to taking this feat, you gain the
unconnected items or events. You gain following benefits when you take this feat.
the following benefits:
 Increase your Strength, Dexterity, or
 Increase your Intelligence or Wisdom Constitution by 1 to a maximum of 20.
by 1 to a maximum of 20.  Increase a single ability score saving
 You have advantage on Intelligence throw (Str, Dex, Con, Int, Wis, or Cha)
(Investigation) checks and by 1.
Intelligence checks.  When wearing light armor you gain an
 You have advantage on any roll to additional +1 AC.
notice a change in an item or place  While you are wearing light armor,
from the last time you experienced it. damage that you take is reduced by 1
 You may make an Intelligence check to {or by an additional 1 if you are using
accurately recall anything you have my Revisited Weapons & Armor rules}.
seen or heard (beyond what the
player naturally remembers or has
noted). The DC of the check is equal to
the number of months back that the Linguist
event occurred, with a max DC of 20. {Depending on the campaign, the
(Note that you will be making this usefulness of this feat will vary greatly.
check with advantage.) Languages should be an important part of
a campaign, but most DM’s don’t bother
and players don’t collaborate to get a good
spread of languages. I like to use
Lightly Armored languages and not speaking Common to
{This is a tricky feat because it’s useless to accentuate the differences between
most characters. Only 3 classes start with different regions and their urban vs. rural
no armor proficiency so the challenge is to settings. I’ve expanded this feat a bit by
create something that others might use adding an ‘ancient languages’ aspect for
while still making sense for Wizards, the sake of increasing its viability. Now the
Sorcerers, and Monks. The best answer party will, at least, have a legitimate
here seems to be a situational feat that can chance of reading some of the ancient texts
be taken multiple times.} they come across without the DM having to
fudge it.}
New Description: You have learned
through training or discovered your New Description: Your studies or
natural ability to use light armor to experiences with languages of all kinds

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including exposure to ancient ‘root’ before the outcome is determined.
languages have given you greater insight You choose which of the d20s is used
into modern languages and a skill in code for the attack roll, ability check, or
writing and deciphering. You gain the saving throw.
following benefits:  You can also spend one luck point
when an attack roll is made against
 Increase your Intelligence, Wisdom, or you. Roll a d20, and then choose
Charisma score by 1 to a maximum of whether the attack uses the attacker's
20. roll or yours.
 You learn 3 languages or your choice.
 You gain advantage on any check If more than one creature spends a luck
related to understanding or point to influence the outcome of a roll,
deciphering a language whether the points cancel each other out; no
modern or ancient. additional dice are rolled.
 You have the ability to create ciphers.
Others can’t decipher a code you You regain your expended luck points
create unless you teach them, they when you finish a long rest.
succeed on an Intelligence check (DC
equal to your Intelligence + your
proficiency), or they use magic.
 You gain advantage on any check Mage Slayer
related to understanding or {I don’t typically like this kind of naming
deciphering a code or cipher. because it’s too limiting. Has the player
decided to become good at slaying mages?
Was mage slaying in his blood? It’s more
appropriate as a background than a feat.
Lucky I’ve added a skill proficiency that goes
{I have such a love/hate with this feat. I along with learning about spellcasters as a
took it with a Bard character I have and way of expanding the feat a bit. I’ve also
after more than 10 uses it has yet to clarified the text a bit to use the existing
produce a better result than the initial roll. rules a bit more and incorporates reach
Still, I think this is one of the best feats on weaponsand some thrown weapons.}
the list because of the additional gambling
mechanic that it adds, so I’m leaving it New Description: You have practiced
untouched for that reason. Just beware techniques that are useful in combat
that this feat’s efficacy is totally left to against spellcasters. You gain the
chance.} following benefits:

New Description: You have inexplicable  Gain proficiency in one skill from the
luck that seems to kick in at just the right following list (Arcana, History, Nature,
moment. You gain the following benefits: or Religion).
 When a creature within 15 feet of you
 You have 3 luck points. Whenever you casts a spell, you may use your
make an attack roll, an ability check, reaction to make an opportunity
or a saving throw, you can spend one attack against that creature. This
luck point to roll an additional d20. attack may occur with as a melee
You can choose to spend one of your attack or as a ranged attack with a
luck points after you roll the die, but

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Dagger, Handaxe, Light Hammer, or Once you cast it, you must finish a
Dart. short or long rest before you can cast
{These are weapons that have either it again.
both the Light and Thrown properties
or the Finesse and Thrown properties. I Your spellcasting ability for these spells
mention this in case you start altering depends on the class you chose: Charisma
properties on weapons or introduce for bard, sorcerer, or warlock; Wisdom
new weapons.} for cleric or druid; or Intelligence for
 When you damage a creature that is wizard.
concentrating on a spell, that creature
has disadvantage on the saving throw
it makes to maintain its concentration.
 You have advantage on saving throws Martial Adept
against spells cast by creatures that {This is the fighter counterpart to Magical
are within 15 feet of you. Initiate so I like it too. Again, another feat
that opens up possibilities and deepens the
{Some of you might take issue with me theatrics. Only disparity here is that
creating an exception to the “opportunity cantrips can be cast at will in perpetuity,
attacks are for melee weapons only” rule while the maneuvers in this feat are fueled
and that’s ok, just make sure that you leave by Superiority dice. I’ve upped the amount
room for reach weapons to work here too. of dice you get to play with and added a
I just really like the theatrics of a character proficiency so that it makes more sense to
stopping a spell with a thrown handaxe choose this.}
and it has worked well in all my sessions.}
New Description: Your adventures
and/or training have given or awakened
in you the ability to perform special
Magical Initiate combat maneuvers. You gain the
{I think this is a pretty good feat. I like following benefits:
feats like this that allow for more
character options and a richer storyline.  You gain proficiency in a single
I’ve only made one small change by weapon of your choice, or the shield.
shortening the rest time of the first level  You learn two maneuvers of your
spell, since this will give it some staying choice from among those available to
power into later levels.} the Battle Master archetype in the
fighter class. If a maneuver you use
New Description: Your adventures or requires your target to make a saving
training have awakened a latent magical throw to resist the maneuver's effects,
ability within you. You gain the following the saving throw DC equals 8 + your
benefits: proficiency bonus +your Strength or
Dexterity modifier (your choice).
 Choose a class: bard, cleric, druid,  If you already have superiority dice,
sorcerer, warlock, or wizard. You you gain two more: otherwise, you
learn two cantrips of your choice from have three superiority dice, which are
that class's spell list. a d6. These dice are used to fuel your
 In addition, choose one 1st-level spell maneuvers. A superiority die is
from that same list. You learn that expended when you use it. You regain
spell and can cast it at its lowest level.

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your expended superiority dice when combat imagery. In other words, it doesn’t
you finish a short or long rest. really create anything new for the player
to do just improves some low level
functionality. As a result I’ve added a
couple of things to try to address that.}
Medium Armor Master
{Platemail ninjas… I get it. This feat is New Description: You have become
clearly intended for those Dexterity based exceptionally speedy, agile and light on
classes that have decided to go down a your feet. You gain the following benefits:
path of getting armored up. It creates
flexibility so it stays. Besides, who doesn’t  You gain advantage on Dexterity
want to see a Rogue sneaking around in (Acrobatics) checks.
Half Plate? (Other than me that is.)}  You gain advantage on checks to
escape a grapple.
Prerequisite: Proficiency with Medium  Your speed is increased by 10 feet.
Armor.  When you use the Dash action,
difficult terrain doesn't cost you extra
New Description: You have become so movement on that turn.
practiced at moving in medium armor or  When you make a melee attack
have shown such a natural talent for it against a creature, you don't provoke
that you are able to work around its opportunity attacks from that
limitations. You gain the following creature for the rest of the turn,
benefits: whether you hit or not.

 Increase a single ability score saving

throw (Str, Dex, Con, Int, Wis, or Cha)
by 1. Moderately Armored
 Wearing medium armor doesn't {This is a tricky feat like Lightly Armored
impose disadvantage on your because it’s useful to only 2 ½ more classes,
Dexterity (Stealth) checks. Rogues, Warlocks, and College of Lore
 When you wear medium or light Bards. I’ve added some of the items similar
armor, you can reduce the Dex to the other armor upgrades to make this a
restriction by 1. {For clarity, this bit more interesting.}
means that if the armor is capped at a
Dex bonus of +2, it becomes +3, etc.} New Description: You have learned
 While wearing medium armor, through training or natural ability to use
damage that you take is reduced by 1 medium armor and shields to maximal
{or by an additional 1 if you are using effect. You gain the following benefits:
the EDC’s Weapons & Armor Revisited
rules}.  Increase your Strength, Dexterity, or
Constitution by 1 to a maximum of 20.
 Increase a single ability score saving
throw (Str, Dex, Con, Int, Wis, or Cha)
Mobile by 1.
{The role of most feats is clear. This one is  You gain proficiency in medium
a little different. It affects things at a very armor.
base level, like Durable, which doesn’t  You gain proficiency with shields.
necessarily manifest as new or special

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Mounted Combatant succeeds on the saving throw, and
{I’m sure that somewhere out there is a only half damage if it fails.
campaign where mounted combat is a  If you are wearing light armor or less,
thing, but I’ve never seen it. Mounts are you may mount or dismount the horse
such a pain. D&D has never dealt with the as an item interaction (no time).
issue that as players level, mundane  If you are wearing medium armor, you
mounts become more and more fragile. may use a bonus action to mount or
Who wants their horse dying every battle? dismount.
Every game I’ve ever run, saw the
mechanics discourage mounted combat,
and 5e is no different. A riding horse in 5e
has 2d10+2 hp. How does that hold up Observant
against something with claw, claw, bite? It {Not a bad feat but a little situational. I
doesn’t. I have yet to meet the DM who have a real problem with the Passive Check
doesn’t agree that D&D’s not built for rules. I think they are broken. Most
mounted combat. In fact, many agree with players that I play with would rather take
me that a more thorough addressing of a their Passive Check score than pick up the
“pet” system is the only way to make it d20 and roll for it. As such I’ve changed
viable. Yet, here we are. It’s an option in passive checks in my game to be (0+all
the game that requires a feat to make it modifiers that normally apply to the
viable. If you are so interested in this that check). That is their base, “no effort”
you are willing to burn a feat just to keep number. I’ve removed the passive check
your mount alive, I’m going to give you abilities in this feat and replaced them with
something more for your trouble.} new skill proficiencies.}

New Description: You are now a New Description: You have gained the
dangerous foe to face while mounted. ability to take in the world around you as
While you are mounted and not a whole, see all the pieces moving in their
incapacitated, you gain the following patterns, and to respond to their subtle
benefits: queues. You gain the following benefits:

 If you move more than half your  Increase your Intelligence, Wisdom, or
mount’s move in a turn, and you hit Charisma score by 1, to a maximum of
your next attack’s damage is doubled 20.
(as in a critical hit) so long as it hits  You gain proficiency in 2 skills from
during the same turn. the following list. (Animal Handling,
 You do not incur opportunity attacks Insight, Perception, Performance,
from unmounted foes. Persuasion, Survival)
 You have advantage on melee attack  If you can see a creature's mouth
rolls against any creature that is while it is speaking a language you
smaller than your mount. understand, you can interpret what
 You can force an attack targeted at it's saying by reading its lips.
your mount to target you instead.
 If your mount is subjected to an effect
that allows it to make a Dexterity
saving throw to take only half dam- Polearm Master
age, it instead takes no damage if it {Another great idea that just isn’t quite
strong enough. I up it just a little by

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leaving the player with an additional straight 2 point bump due to the
opportunity attack even when fending off situational nature of the saving throw and
enemies, and open it up to more weapons.} the unlikelihood of choosing an Ability
Score that isn’t your character’s forte.}
New Description: You have learned or
have the natural ability to masterfully New Description: You have grown in
manipulate a polearm to keep enemies at strength and determination in a given raw
bay and use the reach of the weapon to ability. Choose 1 Ability Score. You gain
maximal effect. You gain the following the following benefits:
 Increase the chosen ability score by 1,
 If an enemy is about to enter your to a maximum of 20.
reach, and you are wielding a Glaive,  You gain proficiency with saving
Halberd, Pike, Spear, Trident, or throws using that ability.
Quarterstaff, you may use your  You gain proficiency in 1 skill.
Reaction to perform a Charisma
(Intimidation) check vs. the enemy’s {I recognized that this might not be
Wisdom (Insight). A successful check directly related to the feat (players
means that the enemy will not enter interested in character development will
the character’s melee range. Either like it) but this is a good way to add value
they will stop dead in their tracks or to the feat and make it a more interesting
pick another target. choice for more players.}
 When you take the Attack action and
attack with only a Glaive, Halberd,
Spear, Trident, or Quarterstaff, you
can use a bonus action to make a Ritual Caster
melee attack with the opposite end of {So at first I thought this was pretty cool,
the weapon. The weapon's damage die and then I started reading all the
for this attack is a d4, and the attack limitations, which by the time you’re done
deals bludgeoning damage. would make this a foolish choice. There
 While you are wielding a Glaive, are only 11 1st level, 8 2nd level, 6 3rd level, 1
Halberd, Pike, Spear, Trident, or 4th level, 4 5th level, and 2 6th level ritual
Quarterstaff, other creatures provoke spells total, across ALL casters. This can be
an opportunity attack from you when a really cool feat, and even be used to
they enter your reach. explain the existence of NPC casters that
we see so often in movies and read about in
{If you are using EDC’s Weapons & Armor books. Needless to say, I’ve expanded this
Revisited rules, the Glaive, Halberd, and feat a bit to make it a bunch more fun.
Pike all fall under ‘Polearm’ on the weapon When I revisit spells I will be balancing out
list.} ritual casting a bit and making it more
useful because it’s a really great idea.}

Prerequisite: Intelligence or Wisdom 13 or

Resilient higher.
{With a name like Resilient, this feat was in
jeopardy of being too close to Durable and
Tough, but I like the way they went with New Description: Through your
this. . Decent feat but still weaker than a adventures, training, dabbling, or a

Page 16 of 21
strange act of fate, you have learned to something more in line with your concept.
channel magic through the use of rituals. As in Expert Attacker or Precision
In this process, you have learned a couple
of spells that you can cast but only as New Description: You have learned how
rituals. These spells are written in your to maximize your ability to deal damage
ritual book, which you must have at hand to your opponent. You gain the following
while casting them. benefits:

 When you choose this feat, choose  Once per turn, when you roll damage
either Intelligence, Wisdom, or for an attack, you can reroll the
Charisma to be your spellcasting weapon’s damage dice and use either
ability for your rituals. total.
 You acquire or make a ritual book  Whenever you roll damage, you may
holding two 1st-level rituals of your increase the size of 1 of your damage
choice. The spells you choose must dice to the next higher size (up to
have the ritual tag but can be from any 1d12). This means that damage grows
class’s spell list. in the following way: 1 point of
 If you come across a spell in written damage grows to 1d4, 1d4 to 1d6,
form, such as a magical spell scroll or a 1d6 to 1d8, 1d8 to 1d10, 1d10 to
wizard's spellbook, you might be able 1d12. In the case of 1d12 (as with the
to add it to your ritual book. The spell Greataxe), the damage roll becomes
must have the ritual tag, and the (1d8+1d6).
spell's level can be no higher than half
your level (rounded up). {Note: Allowing 1d12 to ‘pop’ to 1d20 can
 The process of copying the spell into be lots of fun… until it’s used against the
your ritual book takes 2 hours per players. It simpler, and easier to remember
level of the spell, and costs 50 gp per but you might find in unbalancing.}
level. The cost represents material
components you expend as you Also note: The player is only allowed to
experiment with the spell to master it, increase 1 die so if they have weapon that
as well as the fine inks you need to does 2d4 it would now do (1d6+1d4) and if
record it. they are casting a fireball, only 1 of the
damage dice will change to a d8.}

Savage Attacker
{Alright so this is really tasty, but the Sentinel
smarter money is on the 2 point bump still. {There are some interesting bits to work
I’ve added a new ability that I really think with here. As written it’s a bit too limited,
you’re going to like and it gives this feat but interestingly, once expanded and
some teeth. As a side note, not a huge fan reworded a bit, it works really well for
of the title only because this is a good feat many character types including controller,
for anyone and many character types don’t defender, and opportunist character
want to think of themselves as ‘savage’. If builds.}
the name doesn’t quite fit your character
and bothers you too much seeing it on your New Description: You have learned
sheet, ask you DM if you can change it to techniques or unleashed your innate

Page 17 of 21
ability to exert greater control over the penalty to the attack roll. If the attack
battlefield. You gain the following hits, you add +10 to the attack's
benefits: damage.

 You may use either your Bonus Action

or your reaction for an opportunity
attack. This means that you may be Shield Master
able to perform a second opportunity {A good feat for shield users granting some
attack on the same turn if you have awesome invulnerability when you
your reaction or bonus action left and consider the lethality of the Dex save
the opportunity attack is triggered. damaging spells out there. I’ve added a bit
 Creatures within melee range provoke more shield bashing but that’s about it.}
an opportunity attack even if they take
the Disengage action before leaving New Description: You learned, or have
your reach. unlocked your natural ability, to use
 When you hit a creature with an shields not just for protection but for
opportunity attack, the creature's offense. You gain the following benefits
speed becomes 0 for the rest of
the when wielding a shield:
 When a creature within melee range  If you take the Attack action on your
of you makes an attack against a turn, you can use a bonus action to
target other than you, you may make Shove or to do 1d4 bludgeoning
an Opportunity Attack against the damage to a creature within 5 feet of
attacking creature. you with your shield.
 If you aren't incapacitated, you can
add your shield's AC bonus to any
Dexterity saving throw you make
Sharpshooter against a spell or other harmful effect
{This is, alongside of Heavy Weapon that targets only you.
Master, is the gold standard for feats. I  lf you are subjected to an effect that
really like that it’s open to all ranged allows you to make a Dexterity saving
weapons, unlike HWM that is more limited, throw to take only half damage, you
but HWM is not limited by ammunition.} can use your reaction to take no
damage if you succeed on the saving
New Description: You have mastered or throw, interposing your shield
awakened a mastery of ranged weapons between yourself and the source of
and can make shots that others find the effect.
impossible. You gain the following

 Attacking at long range doesn't Skilled

impose disadvantage on your ranged {Not much to say here. Just a solid feat to
weapon attack rolls.
 broaden a character’s usefulness. Needed
 Your ranged weapon attacks ignore a slight bump to have it compare to a 2
half cover and three-quarters cover. point Ability Score raise.}
 Before you make an attack with a
ranged weapon that you are proficient New Description: Your adventures,
with, you can choose to take a -5 travels, insights, and learning have given

Page 18 of 21
you newfound understanding. You gain New Description: You have learned
the following benefits: techniques or awakened natural abilities
that have given you special abilities with
 You gain proficiency in any certain kinds of spells. You gain the
combination of 4 skills or tools of your following benefits:
 When you cast a spell that requires
you to make an attack roll, the spell's
range is doubled.

Skulker  Your ranged spell attacks ignore half
{Not a bad feat just a little weak as it was. cover and three-quarters cover.
Added advantage to stealth and a bit more  You learn one cantrip that requires an
sniping ability to make it more attack roll. Choose the cantrip from
worthwhile.} the bard, cleric, druid, sorcerer,
warlock, or wizard spell list. Your
Prerequisite: Dexterity 13 or higher. spellcasting ability for this cantrip
depends on the spell list you chose
New Description: You are an expert at from: Charisma for bard, sorcerer, or
slinking in the shadows. You gain the warlock; Wisdom for cleric or druid;
following benefits: or Intelligence for wizard.

 You gain advantage with Dexterity

(Stealth) checks.
 You can try to hide when you are Tavern Brawler
lightly obscured
from the creature {The rules on Improvised Weapons are
from which you are hiding. really flimsy so I’m avoiding them here.
 When you are hidden from a creature I’ve come up with a system that should give
and miss it with a ranged weapon the player a fair amount of flexibility with
attack, making the attack doesn't this feat. It’s now one of my favorites from
reveal your position. If you hit it, they a character building perspective.}
must still make a DC 10 Wisdom
(Perception) check to guess your New Description: You’ve become
general location and a DC of your accustomed to or are a natural at rough
Dexterity (Stealth) to pinpoint you and tumble fighting. You gain the
precisely. following benefits:
 Dim light doesn't impose
disadvantage on your Wisdom  Increase your Strength, Dexterity, or
(Perception) checks relying on sight. Constitution score by 1, to a maximum
of 20.
 If your DM plays with such things, you
Spell Sniper may fight without penalty while
{Given how powerful Cantrips are now, this drunk.
is a pretty good feat. It allows casters to  Your unarmed strike uses a d4 for
stay WAY out of combat and like Ritual damage.
Caster it opens up characters to new  When you hit a creature with an
opportunities. I have nothing to add.} unarmed strike on your turn, you can
use a bonus action to attempt to
Prerequisite: Ability to cast at least 1 spell. grapple the target.

Page 19 of 21
 You can use a Bonus Action to grab War Caster
something to use as an improvised {A good feat that just needs the addition of
weapon. one more situational combat ability to put
 In your hands an improvised weapon it over the top in my opinion. I’ve added
does 1d6 {+Daze if you are using EDC’s the ability to cast ranged spells with
Weapons & Armor Revisited rules}. If it enemies next to you. This allows for more
is a common, mundane item, it breaks caster flexibility, combat imagery, and
after use. (The DM may rule resilience.}
Prerequisite: Ability to cast at least 1 spell.

New Description: You have practiced or

Tough have an innate talent for casting spells in
{Wanting to make this distinct from the chaos of combat. You gain the
Durable, I’ve made Durable a feat about following benefits:
resisting death and I’ve turned Tough into
a feat about getting back up on your feet  You have advantage on Constitution
after a fight. This way they both have saving throws that you make to
interesting roles in the game and will maintain your concentration on a spell
appeal to different character builds.} when you take damage.

 You can perform the somatic
New Description: Maybe it’s a tough components of spells even when you
physique or just raw determination, but have items, weapons, or a shield in
you’re slow to go down and quick to get one or both hands.
back up in a fight. You gain the following  When a hostile creature's movement
benefits: provokes an opportunity attack from
you, you can use your reaction to cast
 Your hit point maximum increases by a spell, rather than make an
an amount equal to twice your level opportunity attack. The spell must
when you gain this feat. have a casting time of 1 action and
 Whenever you gain a level thereafter, must target only one creature.
your hit point maximum increases by  You do not have disadvantage on
an additional 2 hit points. ranged spell attacks when casting
 Any time you receive healing from an them within 5 feet of a hostile
external source, you may add your creature.
Constitution modifier to the healing
 When you roll a Hit Die to regain hit
points, you may add twice your Weapon Master
Constitution modifier (minimum 2) to {The challenge with this feat is that if
the result. you’re taking it, you’re probably going
 If you are reduced to 0 hit points you after a specific weapon, making it a really
may stay conscious for 1 additional expensive choice. I’ve added more
round before falling. flexibility with an Ability Score choice and
pumped up the offering with the ability to
learn shields and get better saving throws.}

Page 20 of 21
New Description: A broad range of
experiences or the flash of inspiration
that they brought have opened your mind
and your abilities giving you a deeper
understanding and allowing you to use a
wider range of weaponry. You gain the
following benefits:

 Increase one of your Ability Scores by

1, to a maximum of 20.
 Increase a single ability score saving
throw (Str, Dex, Con, Int, Wis, or Cha)
by 1.
 You gain proficiency with four
weapons of your choice.
 Proficiency with shields may be one of Credits:
your choices. Design and Document: Ed Del Castillo
Cover Art: Geoff Trebs

~ End ~
Works in the Revisited Series:
EDC’s Cantrips Revisited
EDC’s Weapons and Armor Revisited
EDC’s Feats Revisited

Page 21 of 21