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HOUSE RULES

Miscellaneous rules
This section covers various house rules

Standing up

• Standing up from the prone position now provoke attack of opportunity, unless the disengage action is used.

Potions

• You can prepare a single potion in your belt using an action. A prepared potion only takes a bonus action to
be drank.

Attunement to magic items

• You can attune to a number of magic items equal to your proficiency bonus instead of just 3.

Falling unconscious

• Each time you drop to zero hp and fall unconscious you add one level of exhaustion, regarding if you manage
to return to 1 hp or more and stand up.

Fighting Styles (all fighting styles are also listed as feats)


Great Weapon Fighting style

• When you attack with a melee weapon that you are wielding with two hands, you add 1.5 you strength
modifier to damage, rounded up.

Archery Fighting Style

• You gain a +1 to attack and damage rolls you make with ranged weapons

Defence

• When a creature you can see attacks you or a target other than you that is within 5 feet of you, you can use
your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
FEATS VARIANT HOUSE RULE
This rule takes all the feat and turn them into a “half” feats, reducing them in power but giving them in larger amounts
to compensate;

This is accomplished by removing the ability bonus increase from feats which implemented it, and by splitting the other,
more powerful feats, in two different, less powerful feats that can be selected individually.

Some feats have also been reworked, especially the weaker ones, to put them on par with the others.

Feat assignment rule:

Ability score increase change:

When a level gives a character an ability score increase you can select either:

• Increase one ability score by 2, or 2 ability score by 1, up to a maximum of 20


• Increase one ability score by 1, up to a maximum of 20, and select one feat

All classes also gain additional feats at levels: 2, 6, 10, 14, 18

Fighters are an exception as they gain additional feats at levels: 2, 5, 9, 13, 17, 20

You cannot select an ability score increase in place of these feats.

EXPANDED FEAT LIST

ACTOR • Other creatures don’t gain advantage on


attack rolls against you as a result of being
• You have an advantage on Charisma
unseen by you.
(Deception) and Charisma (Performance)
checks when trying to pass yourself off as a
different person.
ARTIFICIER INITIATE
• You can mimic the speech of another person
or the sounds made by other creatures. You • You learn one cantrip of your choice from the
must have heard the person speaking, or Artificer spell list, Intelligence is your
heard the creature make the sound, for at spellcasting ability for these spells.
least 1 minute. A successful Wisdom (Insight) • You gain proficiency with one type of artisan's
check contested by your Charisma tools of your choice, and you can use that
(Deception) check allows a listener to type of tool as a spellcasting focus for any
determine that the effect is faked. spell you cast that uses Intelligence as its
• You gain proficiency with the disguise kit. spellcasting ability.

IMPROVED INITIATIVE ARTIFICIER ADEPT


• You gain a +5 bonus to initiative. Prerequisite: Artificier Initiate

• You learn one 1st-level spell of your choice


from the Artificer. Intelligence is your
ALERT
spellcasting ability for these spells.
• You can’t be surprised while you are • You can cast this feat's 1st-level spell without
conscious. a spell slot, and you must finish a long rest
before you can cast it in this way again. You cook's utensils on hand. You can prepare
can also cast the spell using any spell slots enough of this food for a number of creatures
you have. equal to 4 + your proficiency bonus. At the
end of the short rest, any creature who eats
the food and spends one or more Hit Dice to
ATHLETE regain hit points regains an extra 1d8 hit
points.
• When you are prone, standing up uses only 5 • With one hour of work or when you finish a
feet of your movement. long rest, you can cook a number of treats
• Standing up does not provoke attacks of equal to your proficiency bonus. These
opportunity (if this house rule applies). special treats last 8 hours after being made. A
• Climbing doesn’t cost you extra movement. creature can use a bonus action to eat one of
• You can make a running long jump or a those treats to gain temporary hit points
running high jump after moving only 5 feet on equal to your proficiency bonus.
foot, rather than 10 feet.

CROSSBOW EXPERT
BONTIFUL LUCK
• You ignore the loading quality of crossbows
Prerequisite: Halfling with which you are proficient.
• Being within 5 feet of a hostile creature
• Your people have extraordinary luck, which
doesn’t impose disadvantage on your ranged
you have learned to mystically lend to your
attack rolls.
companions when you see them falter. You're
not sure how you do it; you just wish it, and it
happens. Surely a sign of fortune’s favor!
When an ally you can see within 30 feet of HAND CROSSBOW MASTERY
you rolls a 1 on the d20 for an attack roll, an • When you use the Attack action and attack
ability check, or a saving throw, you can use with a one-handed weapon, you can use a
your reaction to let the ally reroll the die. The bonus action to attack with a hand crossbow
ally must use the new roll. You can't use this you are holding. This is an offhand attack so
ability again until you complete a short or a you do not add dexterity to the attack
long rest. damage.
• Increase the damage you do with a hand
crossbow to 1d8.
CHARGER

• When you use your action to Dash, you can


use a bonus action to make one melee CRUSHER
weapon attack or to shove a creature. If you
• Once per turn, when you hit a creature with
move at least 10 feet in a straight line
an attack that deals bludgeoning damage, you
immediately before taking this bonus action,
can move it 5 feet to an unoccupied space,
you either gain a +5 bonus to the attack’s
provided the target is no more than one size
damage roll (if you chose to make a melee
larger than you.
attack and hit) or push the target up to 10
• When you score a critical hit that deals
feet away from you (if you chose to shove
bludgeoning damage to a creature, attack
and you succeed).
rolls against that creature are made with
advantage until the start of your next turn.

CHEF

• You gain proficiency with cook’s utensils if DEFENSIVE DUELIST


you don’t already have it.
Prerequisite: Dexterity 13 or higher
• As part of a short rest, you can cook special
food, provided you have ingredients and
• When you are wielding a finesse weapon with DROW HIGH MAGIC
which you are proficient and another
Prerequisite: drow magic
creature hits you with a melee attack, you
can use your reaction to add your proficiency • You learn more of the magic typical of dark
bonus to your AC for that attack, potentially elves. You learn Levitate and Dispel Magic,
causing the attack to miss you. each of which you can cast once without
expending a spell slot. You regain the ability
to cast those two spells in this way when you
DRAGON FEAR finish a long rest. Charisma is your
spellcasting ability for both spells. expending
Prerequisite: dragonborn
a spell slot. Charisma is your spellcasting
• Instead of exhaling destructive energy, you ability for this spell.
can expend a use of your Breath Weapon trait
to roar, forcing each creature of your choice
within 30 feet of you to make a Wisdom DUAL DEFENDER
saving throw (DC 8 + your proficiency bonus +
• You gain a +1 bonus to AC while you are
your Charisma modifier). A target
wielding a separate melee weapon in each
automatically succeeds on the save if it can’t
hand.
hear or see you. On a failed save, a target
becomes frightened for 1 minute. If the
frightened target takes any damage, it can
repeat the saving throw, ending the effect on DUAL WIELDER
itself on a success.
• You can use two-weapon fighting even when
the one-handed melee weapons you are
wielding aren’t light.
DRAGON HIDE • You can draw or stow two one-handed
Prerequisite: dragonborn weapons when you would normally be able
to draw or stow only one.
• Your scales harden. While you aren't wearing
armor, you can calculate your AC as 13 + your
Dexterity modifier. You can use a shield and DUAL WIELDER MASTERY
still gain this benefit.
• You can grow retractable claws from the tips Prerequisite: dual wielder
of your fingers. Extending or retracting the
• Attacking with your off-hand weapon no
claws requires no action. The claws are
longer uses your bonus action, but it is
natural weapons, which you can use to make
considered part of the attack action.
unarmed strikes. If you hit with them, you
deal slashing damage equal to 1d4 + your
Strength modifier, instead of the normal
bludgeoning damage for an unarmed strike. DUNGEON DELVER

• You have advantage on Wisdom (Perception)


and Intelligence (Investigation) checks made
DROW MAGIC to detect the presence of secret doors.
• Travelling at a fast pace doesn't impose the
Prerequisite: drow
normal -5 penalty on your passive Wisdom
• You learn more of the magic typical of dark (Perception) score.
elves. You learn the Detect Magic spell and • You have advantage on saving throws made
can cast it at will, without expending a spell to avoid or resist traps.
slot. Charisma is your spellcasting ability for • You have resistance to the damage dealt by
this spell. traps.
DURABLE ELVEN ACCURACY

• When you roll a Hit Die to regain hit points, Prerequisite: elf or half-elf
the minimum number of hit points you regain
• Whenever you have advantage on an attack
from the roll equals twice your Constitution
roll using Dexterity, Intelligence, Wisdom, or
modifier (minimum of 2).
Charisma, you can reroll one of the dice once.

EXPERT
DWARVEN FORTITUDE
• Prerequisite: human, half-elf, half-orc
Prerequisite: Dwarf • You gain one skill proficiency of your choice
• Choose one skill in which you have
• Whenever you take the Dodge action in
proficiency. You gain expertise with that skill,
combat, you can spend one Hit Die to heal
which means your proficiency bonus is
yourself. Roll the die, add your Constitution
doubled for any ability check you make with
modifier, and regain a number of hit points
it. The skill you choose must be one that isn't
equal to the total (minimum of 1).
already benefiting from a feature, such as
Expertise, that doubles your proficiency
bonus.
ELDRITCH ADEPT

• Studying occult lore, you have unlocked


eldritch power within yourself: you learn one FADE AWAY
Eldritch Invocation option of your choice from
Prerequisite: gnome
the warlock class. If the invocation has a
prerequisite, you can choose that invocation • Immediately after you take damage, you can
only if you're a warlock and only if you meet use a reaction to magically become invisible
the prerequisite. until the end of your next turn or until you
attack, deal damage, or force someone to
make a saving throw. Once you use this
ELEMENTAL RESISTANCE ability, you can't do so again until you finish a
short or long rest.
• When you gain this feat, choose one of the
following damage types: acid, cold, fire,
lightning, or thunder.
FEY TELEPORTATION
• You can select this feat multiple times. Each
time you do so, you must choose a different Prerequisite: elf (high)
damage type.
• You learn to speak, read, and write Sylvan.
• You learn the Misty Step spell and can cast it
once without expending a spell slot. You
ELEMENTAL ADEPT
regain the ability to cast it in this way when
Prerequisite: The ability to cast at least one spell you finish a short or long rest. Intelligence is
your spellcasting ability for this spell.
• Spells you cast ignore resistance to damage of
the chosen type. In addition, when you roll
damage for a spell you cast that deals
FEY TOUCHED
damage of that type, you can treat any 1 on a
damage die as a 2. • You learn the Misty Step spell and one 1st-
• You can select this feat multiple times. Each level spell of your choice. The 1st-level spell
time you do so, you must choose a different must be from the Divination or Enchantment
damage type. school of magic. You can cast each of these
spells without expending a spell slot. Once
you cast either of these spells in this way, you
can’t cast that spell in this way again until you Prerequisite: Proficiency with martial weapons
finish a long rest. You can also cast these
spells using spell slots you have of the • When a creature you can see hits a target,
appropriate level. The spells’ spellcasting other than you, within 5 feet of you with an
ability is the ability increased by this feat. attack, you can use your reaction to reduce
the damage the target takes by 1d10 + your
proficiency bonus (to a minimum of 0
damage). You must be wielding a shield or a
FIGHTING STYLE: ARCHERY
simple or martial weapon to use this reaction.
Prerequisite: Proficiency with martial weapons

• You gain a +1 bonus to attack and damage


FIGHTING STYLE: PROTECTION
rolls you make with ranged weapons.
Prerequisite: Proficiency with martial weapons

• When a creature you can see attacks you or a


FIGHTING STYLE: BLING FIGHTING
target other than you that is within 5 feet of
Prerequisite: Proficiency with martial weapons you, you can use your reaction to impose
disadvantage on the attack roll. You must be
• You have blindsight with a range of 10 feet. wielding a shield.
Within that range, you can effectively see
anything that isn't behind total cover, even if
you're blinded or in darkness. Moreover, you
FIGHTING STYLE: THROWN WEAPON FIGHTING
can see an invisible creature within that
range, unless the creature successfully hides Prerequisite: Proficiency with martial weapons
from you.
• You can draw a weapon that has the thrown
property as part of the attack you make with
the weapon.
FIGHTING STYLE: DEFENCE
• In addition, when you hit with a ranged attack
Prerequisite: Proficiency with martial weapons using a thrown weapon, you gain a +2 bonus
to the damage roll.
• While you are wearing armor, you gain a +1
bonus to AC.
FIGHTING STYLE: TWO-WEAPON FIGHTING

FIGHTING STYLE: DUELING Prerequisite: Proficiency with martial weapons

Prerequisite: Proficiency with martial weapons • When you engage in two-weapon fighting,
you can add your strength modifier, or
• When you are wielding a melee weapon in dexterity if you are using finesse weapons, to
one hand and no other weapons, you gain a the damage of the second attack.
+2 bonus to damage rolls with that weapon.

FIGHTING STYLE: UNARMED FIGHTING


FIGHTING STYLE: GREAT WEAPON FIGHTING
Prerequisite: Proficiency with martial weapons
Prerequisite: Proficiency with martial weapons
• our unarmed strikes can deal bludgeoning
• When you attack with a melee weapon that damage equal to 1d6 + your Strength
you are wielding with two hands, you can add modifier on a hit. If you aren't wielding any
1.5 you strength modifier to damage, weapons or a shield when you make the
rounded down attack roll, the d6 becomes a d8.
• At the start of each of your turns, you can
deal 1d4 bludgeoning damage to one
FIGHTING STYLE: INTERCEPTION creature grappled by you.
and the creature are both restrained until the
grapple ends.
FIGHTING STYLE: BLESSED WARRIOR
• Creatures that are one size larger than you
Prerequisite: Paladin don't automatically succeed on checks to
escape your grapple.
• You learn two cantrips of your choice from
the cleric spell list. They count as paladin
spells for you, and Charisma is your
CLEAVE
spellcasting ability for them. Whenever you
gain a level in this class, you can replace one • On your turn, when you score a critical hit, or
of these cantrips with another cantrip from reduce a creature to 0 hit points, with a
the cleric spell list. melee weapon with the heavy property, you
can make one melee weapon attack as a
bonus action.
FIGHTING STYLE: DRUIDIC WARRIOR

Prerequisite: Ranger
POWER ATTACK
• You learn two cantrips of your choice from
Prerequisite: Strength 15 or higher
the Druid spell list. They count as ranger
spells for you, and Wisdom is your • Before you make a melee attack with weapon
spellcasting ability for them. Whenever you that you are proficient with, you can choose
gain a level in this class, you can replace one to lose your proficiency bonus to the attack
of these cantrips with another cantrip from roll. If the attack hits, you add double your
the Druid spell list. proficiency bonus to the attack’s damage.
• This feat cannot be used with light or finesse
weapons.
FLAMES OF PHLEGETHOS • Monks can use this feat with unarmed attacks
if they use strength for their attack bonus.
Prerequisite: thiefling

• When you roll fire damage for a spell you


cast, you can reroll any roll of 1 on the fire GUNNER
damage dice, but you must use the new roll,
• You gain proficiency with firearms.
even if it is another 1.
• You ignore the loading property of firearms.
• Whenever you cast a spell that deals fire
• Being within 5 feet of a hostile creature
damage, you can cause flames to wreathe
doesn’t impose disadvantage on your ranged
you until the end of your next turn. The
attack rolls.
flames don’t harm you or your possessions,
and they shed bright light out to 30 feet and
dim light for an additional 30 feet. While the
flames are present, any creature within 5 feet HEALER
of you that hits you with a melee attack takes
• When you use a healer's kit to stabilize a
1d4 fire damage.
dying creature, that creature also regains 1
hit point.
• As an action. you can spend one use of a
GRAPPLER healer's kit to tend to a creature and restore
Prerequisite: Strength 13 or higher 1d6 + 4 hit points to it, plus additional hit
points equal to the creature's maximum
• You have advantage on attack rolls against a number of Hit Dice. The creature can't regain
creature you are grappling. hit points from this feat again until it finishes
• You can use your action to try to pin a a short or long rest.
creature grappled by you. To do so, make
another grapple check. If you succeed, you
HEAVILY ARMORED • You can ably create written ciphers. Others
can't decipher a code you create unless you
Prerequisite: Proficiency with medium armor
teach them, they succeed on an Intelligence
• You gain proficiency with heavy armor. check (DC equal to your Intelligence score +
• You gain proficiency with all martial weapons. your proficiency bonus), or they use magic to
decipher it.
• You gain proficiency in forgery kit
HEAVY ARMOR MASTER

Prerequisite: Proficiency with heavy armor LUCKY


• While you are wearing heavy armor, • You have 1 luck points. Whenever you make
bludgeoning, piercing, and slashing damage an attack roll, an ability check, or a saving
that you take from nonmagical attacks is throw, you can spend one luck point to roll an
reduced by 3. additional d20. You can choose to spend one
of your luck points after you roll the die, but
before the outcome is determined. You
INFERNAL CONSTITUTION choose which of the d20s is used for the
attack roll, ability check, or saving throw.
Prerequisite: thiefling
• You can also spend one luck point when an
• You have resistance to cold damage and attack roll is made against you. Roll a d20 and
poison damage. then choose whether the attack uses the
• You have advantage on saving throws against attacker's roll or yours.
being poisoned. • If more than one creature spends a luck point
to influence the outcome of a roll, the points
cancel each other out; no additional dice are
rolled.
INSPIRING LEADER
• You regain your expended luck points when
Prerequisite: Charisma 13 or higher you finish a long rest.
• You can select this feat multiple times, each
• You can spend 10 minutes inspiring your time it gives an additional 1 luck point
companions, shoring up their resolve to fight.
When you do so, choose up to six friendly
creatures (which can include yourself) within
MAGE SLAYER
30 feet of you who can see or hear you and
who can understand you. Each creature can • When a creature within 5 feet of you casts a
gain temporary hit points equal to your level spell, you can use your reaction to make a
+ your Charisma modifier. A creature can't melee weapon attack against that creature.
gain temporary hit points from this feat again • When you damage a creature that is
until it has finished a long rest. concentrating on a spell, that creature has
disadvantage on the saving throw it makes to
maintain its concentration.
KEEN MIND

• You always know which way is north.


MAGE BRAWLER
• You always know the number of hours left
before the next sunrise or sunset. • You have advantage on saving throws against
• You can accurately recall anything you have spells cast by creatures within 5 feet of you.
seen or heard within the past month.

MAGIC INITIATE
LINGUIST

• You learn three languages of your choice.


• Choose a class: bard, cleric, druid, sorcerer, • When you wear medium armor, you can add
warlock, or wizard. You learn two cantrips of 3, rather than 2, to your AC if you have a
your choice from that class's spell list. Dexterity of 16 or higher.
• Your spellcasting ability for these spells
depends on the class you chose: Charisma for
bard, sorcerer, or warlock; Wisdom for cleric METAMAGIC ADEPT
or druid; or Intelligence for wizard.
Prerequisite: Spellcasting or Pact Magic feature

• You learn one Metamagic option of your


MAGIC ADEPT choice from the sorcerer class. You can use
only one Metamagic option on a spell when
Prerequisite: Magic Initiate feat of the same chosen
you cast it, unless the option says otherwise.
class
Whenever you reach a level that grants the
• Choose a class: bard, cleric, druid, sorcerer, Ability Score Improvement feature, you can
warlock, or wizard. Choose one 1st-level spell replace one of these Metamagic options with
to learn from that same list. Using this feat, another one from the sorcerer class.
you can cast the spell once at its lowest level, • You gain 2 sorcery points to spend on
and you must finish a long rest before you Metamagic (these points are added to any
can cast it in this way again. sorcery points you have from another source
• Your spellcasting ability for these spells but can be used only on Metamagic). You
depends on the class you chose: Charisma for regain all spent sorcery points when you
bard, sorcerer, or warlock; Wisdom for cleric finish a long rest.
or druid; or Intelligence for wizard. • You can choose this feat multiple times, each
time you add one Metamagic option of your
choice and you gain 2 additional sorcery point
MARTIAL ADEPT

• You learn one maneuver of your choice from MOBILE


among those available to the Battle Master
archetype in the fighter class. If a maneuver • Your speed increases by 10 feet.
you use requires your target to make a saving • When you use the Dash action, difficult
throw to resist the maneuver's effects, the terrain doesn't cost you extra movement on
saving throw DC equals 8 + your proficiency that turn.
bonus + your Strength or Dexterity modifier
(your choice).
• You gain one superiority die, which is a d6 SPRING ATTACKER
(this die is added to any superiority dice you
have from another source). This die is used to • When you make a melee attack against a
fuel your maneuvers. A superiority die is creature, you don't provoke opportunity
expended when you use it. You regain your attacks from that creature for the rest of the
expended superiority dice when you finish a turn, whether you hit or not.
short or long rest.
• You can select this feat multiple times, each
time you add one maneuver of your choice MODERATELY ARMORED
and one superiority die
• You gain proficiency with light and medium
armor.
• You gain proficiency with shield.
MEDIUM ARMOR MASTER
• You gain proficiency with simple weapons
Prerequisite: Proficiency with medium armor

• Wearing medium armor doesn't impose


FIGHTER TRAINING
disadvantage on your Dexterity (Stealth)
checks. • You gain proficiency with shield.
• You gain proficiency with simple weapons.
• You gain proficiency with martial weapons.
POISONER

• You gain proficiency with the poisoner's kit if


MOUNTED COMBATANT you don't already have it. With one hour of
work using a poisoner's kit and expending 50
• You have advantage on melee attack rolls gp worth of materials, you can create a
against any unmounted creature that is number of doses of potent poison equal to
smaller than your mount. your proficiency bonus. Once applied to a
• You can force an attack targeted at your weapon or piece of ammunition, the poison
mount to target you instead. retains its potency for 1 minute or until you
• If your mount is subjected to an effect that hit with the weapon or ammunition. When a
allows it to make Dexterity saving throw to creature takes damage from the coated
take only half damage, it instead takes no weapon or ammunition, that creature must
damage if it succeeds on the saving throw, succeed on a DC 14 Constitution saving throw
and only half damage if it fails. or take 2d8 poison damage and become
poisoned until the end of your next turn.

OBSERVANT
EXPERT POISONER
• If you can see a creature's mouth while it is
speaking a language you understand, you can Prerequisite: poisoner
interpret what it's saying by reading its lips.
• You have a +5 bonus to your passive Wisdom • When you make a damage roll, you ignore
(Perception) and passive Intelligence resistance to poison damage.
(Investigation) scores. • You can coat a weapon in poison as a bonus
action, instead of an action.

ORCISH FURY
POLEARM MASTER
Prerequisite: half-orc
• When you take the Attack action and attack
• When you hit with an attack using a simple or with only a glaive, halberd, pike, quarterstaff,
martial weapon, you can roll one of the or spear, you can use a bonus action to make
weapon’s damage dice an additional time and a melee attack with the opposite end of the
add it as extra damage of the weapon’s weapon. This attack uses the same ability
damage type. Once you use this ability, you modifier as the primary attack. The weapon's
can't use it again until you finish a short or damage die for this attack is a d4, and it deals
long rest. bludgeoning damage.
• Immediately after you use your Relentless
Endurance trait, you can use your reaction to
make one weapon attack.
HOLD THE LINE

• While you are wielding a glaive, halberd, pike,


PIERCER quarterstaff, or spear, other creatures
provoke an opportunity attack from you
• Once per turn, when you hit a creature with when they enter the reach you have with that
an attack that deals piercing damage, you can weapon, unless they use the disengage
re-roll one of the attack’s damage dice, and action.
you must use the new roll.
• When you score a critical hit that deals
piercing damage to a creature, you can roll PRODIGY
one additional damage die when determining
the extra piercing damage the target takes. Prerequisite: human, half-elf or half-orc
• You gain two skill proficiencies of your choice, experiment with the spell to master it, as well
one tool proficiency of your choice, and as the fine inks you need to record it.
fluency in one language of your choice.
Resilient Choose one ability score. You gain
the following benefits: SAVAGE ATTACKER
• You gain proficiency in saving throws using
the chosen ability. • Once per turn when you roll damage for a
melee weapon attack, you can reroll the
weapon's damage dice and use either total.
RESILIENT

• You gain proficiency in saving throws using SECOND CHANCE


the chosen ability.
• You can choose this feat multiple times, Prerequisite: halfling
choosing a different ability score. • When a creature you can see hits you with an
attack roll, you can use your reaction to force
that creature to reroll. Once you use this
RITUAL CASTER NOVICE ability, you can't use it again until you roll
initiative at the start of combat or until you
Prerequisite: Intelligence or Wisdom of 13 or higher
finish a short or long rest.
• You have learned a spell that you can cast as
rituals. This spell is written in a ritual book,
which you must have in hand while casting it. SENTINEL
• When you choose this feat, you acquire a
ritual book holding two 1st-level spell of your • When you hit a creature with an opportunity
choice. Choose one of the following classes: attack, the creature's speed becomes 0 for
bard, cleric, druid, sorcerer, warlock, or the rest of the turn.
wizard. You must choose your spell from that • Creatures provoke opportunity attacks from
class's spell list, and the spell you choose you even if they take the Disengage action
must have the ritual tag. The class you choose before leaving your reach.
also must have the ritual tag. The class you
choose also determines your spellcasting
ability for this spell: Charisma for bard, RETALIATOR
sorcerer, or warlock; Wisdom for cleric or
• When a creature makes an attack against a
druid; or Intelligence for wizard.
target other than you (and that target doesn't
have this feat), you can use your reaction to
make a melee weapon attack against the
RITUAL CASTER ADEPT
attacking creature.
Prerequisite: Ritual caster of the same class

• You add 2 1st-level spells to your ritual book SHADOW TOUCHED


• If you come across a spell in written form,
such as a magical spell scroll or a wizard's • You learn the Invisibility spell and one 1st-
spellbook, you might be able to add it to your level spell of your choice. The 1st-level spell
ritual book. The spell must be on the spell list must be from the Illusion or Necromancy
for the class you chose, the spell's level can school of magic. You can cast each of these
be no higher than half your level (rounded spells without expending a spell slot. Once
up), and it must have the ritual tag. The you cast either of these spells in this way, you
process of copying the spell into your ritual can't cast that spell in this way again until you
book takes 2 hours per level of the spell, and finish a long rest. You can also cast these
costs 50 gp per level. The cost represents the spells using spell slots you have of the
material components you expend as you appropriate level. You can choose between
intelligence, wisdom and charisma as the
spells' spellcasting ability.
SHIELD BASH

• If you take the Attack action on your turn,


SHARPSHOOTER you can use a bonus action to try to shove a
creature within 5 feet of you with your shield.
• Attacking at long range doesn't impose
• Alternatively, when you take the Attack
disadvantage on your ranged weapon attack
action on your turn, you can make one attack
rolls.
with your shield as a bonus action. Attack
• Your ranged weapon attacks ignore half and
deals d4 bludgeoning damage. Use strength
three-quarters cover.
plus proficiency for attack bonus. Magical
bonus to AC from shield is also used as a
bonus to attack and damage roll when doing
DEADLY SHOOTER this attack.
Prerequisite: dexterity 15 or higher

• Before you make an attack with a ranged SKILL EXPERT


weapon that you are proficient with, you can
choose to lose your proficiency bonus to the • You gain proficiency in one skill of your
attack roll. If that attack hits, you add double choice.
your proficiency bonus to the attack's • Choose one skill in which you have
damage. proficiency. You gain expertise with that skill,
which means your proficiency bonus is
doubled for any ability check you make with
it. The skill you choose must be one that isn't
LETHAL ACCURACY
already benefiting from a feature, such as
Prerequisite: dexterity 15 or higher Expertise, that doubles your proficiency
bonus.
• Before you make an attack with a melee
weapon with the finesse property that you
are proficient with, and you are using your
SKILLED
dexterity as the bonus to attack and damage,
you can choose to lose your proficiency • You gain proficiency in any combination of
bonus to the attack roll. If that attack hits, two skills of your choice.
you add double your proficiency bonus to the • You gain proficiency in one tool of your
attack's damage. choice.
• Monks can use this feat with unarmed attacks
if they use dexterity for their attack bonus.
SKULKER

SHIELD MASTER • You can try to hide when you are lightly
obscured from the creature from which you
• If you aren't incapacitated, you can add your are hiding.
shield's AC bonus to any Dexterity saving • Dim light doesn't impose disadvantage on
throw you make against a spell or other your Wisdom (Perception) checks relying on
harmful effect that targets only you. sight.
• If you are subjected to an effect that allows • When you are hidden from a creature and
you to make a Dexterity saving throw to take miss it with a ranged weapon attack, making
only half damage, you can use your reaction the attack doesn't reveal your position.
to take no damage if you succeed on the
saving throw, interposing your shield
between yourself and the source of the
SLASHER
effect.
• Once per turn when you hit a creature with target must succeed on a Strength saving
an attack that deals slashing damage, you can throw (DC 8 + your proficiency bonus + the
reduce the speed of the target by 10 feet ability modifier of the score increased by this
until the start of your next turn. feat) or be moved 5 feet toward or away from
• When you score a critical hit that deals you. A creature can willingly fail this save.
slashing damage to a creature, you grievously
wound it. Until the start of your next turn, the
target has disadvantage on all attack rolls TELEPATIC

• You can speak telepathically to any creature


you can see within 60 feet of you. Your
SPELL SNIPER
telepathic utterances are in a language you
Prerequisite: The ability to cast at least one spell know, and the creature understands you only
if it knows that language. Your
• When you cast a spell that requires you to communication doesn't give the creature the
make an attack roll, the spell's range is ability to respond to you telepathically.
doubled. • You can cast the Detect Thoughts spell,
• Your ranged spell attacks ignore half cover requiring no spell slot or components, and
and three-quarters cover. you must finish a long rest before you can
cast it this way again. Your spellcasting ability
for the spell is the ability increased by this
SQUAT NIMBELNESS feat. If you have spell slots of 2nd level or
higher, you can cast this spell with them.
Prerequisite: dwarf or any small race

• Increase your walking speed by 5 feet.


• You gain proficiency in the Acrobatics or TOUGH
Athletics skill (your choice).
• You have advantage on any Strength • Your hit point maximum increases by an
amount equal to your level when you gain
(Athletics) or Dexterity (Acrobatics) check you
make to escape from being grappled this feat.
• Whenever you gain a level thereafter, your
hit point maximum increases by an additional
1 hit points.
TAVERN BRAWLER
• You can choose this feat up to two times,
• You are proficient with improvised weapons. adding up the effect.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed
strike or an improvised weapon on your turn, WAR CASTER
you can use a bonus action to attempt to
Prerequisite: The ability to cast at least one spell
grapple the target.
• You have advantage on Constitution saving
throws that you make to maintain your
TELEKINETIC concentration on a spell when you take
damage.
• You learn the Mage Hand cantrip. You can
• You can perform the somatic components of
cast it without verbal or somatic components,
spells even when you have weapons or a
and you can make the spectral hand invisible.
shield in one or both hands.
If you already know this spell, its range
increases by 30 feet when you cast it. Its
spellcasting ability is the ability increased by
BATTLE CASTER
this feat.
• As a bonus action, you can try to Prerequisite: The ability to cast at least one spell
telekinetically shove one creature you can see
within 30 feet of you. When you do so, the
• When a hostile creature's movement
provokes an opportunity attack from you, you
can use your reaction to cast a spell at the
creature, rather than making an opportunity
attack. The spell must have a casting time of 1
action and must target only that creature.

WOOD ELF MAGIC

Prerequisite: elf (wood)

• You learn the magic of the primeval woods,


which are revered and protected by your
people. You learn Druidcraft and one other
druid cantrip of your choice. Wisdom is Your
spellcasting ability for these spells.

IMPROVED WOOD ELF MAGIC

Prerequisite: wood elf magic

• You learn the magic of the primeval woods,


which are revered and protected by your
people. You also learn the Long Strider and
Pass without Trace spells, each of which you
can cast once without expending a spell slot.
You regain the ability to cast these two spells
in this way when you finish a long rest.
Wisdom is your spellcasting ability for these
spells.

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