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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.
When a level gives a character an ability score increase you can select either:
Fighters are an exception as they gain additional feats at levels: 2, 5, 9, 13, 17, 20
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.
ability again until you complete a short or a
• Increase the damage you do with an hand
long rest.
crossbow to 1d8.
CHARGER
CRUSHER
• When you use your action to Dash, you can
• Once per turn, when you hit a creature with
use a bonus action to make one melee
an attack that deals bludgeoning damage, you
weapon attack or to shove a creature. If you
can move it 5 feet to an unoccupied space,
move at least 10 feet in a straight line
provided the target is no more than one size
immediately before taking this bonus action,
larger than you.
you either gain a +5 bonus to the attack’s
• When you score a critical hit that deals
damage roll (if you chose to make a melee
bludgeoning damage to a creature, attack
attack and hit) or push the target up to 10
rolls against that creature are made with
feet away from you (if you chose to shove
advantage until the start of your next turn.
and you succeed).
DEFENSIVE DUELIST
CHEF
Prerequisite: Dexterity 13 or higher
• You gain proficiency with cook’s utensils if
you don’t already have it. • When you are wielding a finesse weapon with
• As part of a short rest, you can cook special which you are proficient and another
food, provided you have ingredients and 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
ability for this spell.
• Instead of exhaling destructive energy, you
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
weapons when you would normally be able
Prerequisite: dragonborn
to draw or stow only one.
• Your scales harden. While you aren't wearing • Attacking with your off hand weapon no
armor, you can calculate your AC as 13 + your longer uses your bonus action, but it’s
Dexterity modifier. You can use a shield and considered part of the attack action.
still gain this benefit.
• You can grow retractable claws from the tips
of your fingers. Extending or retracting the DUNGEON DELVER
claws requires no action. The claws are
natural weapons, which you can use to make • You have advantage on Wisdom (Perception)
unarmed strikes. If you hit with them, you and Intelligence (Investigation) checks made
deal slashing damage equal to 1d4 + your to detect the presence of secret doors.
Strength modifier, instead of the normal • Travelling at a fast pace doesn't impose the
bludgeoning damage for an unarmed strike. normal -5 penalty on your passive Wisdom
(Perception) score.
• You have advantage on saving throws made
to avoid or resist traps.
DROW MAGIC
• You have resistance to the damage dealt by
Prerequisite: drow traps.
ELDRITCH ADEPT
FADE AWAY
• Studying occult lore, you have unlocked
eldritch power within yourself: you learn one Prerequisite: gnome
Eldritch Invocation option of your choice from
• Immediately after you take damage, you can
the warlock class. If the invocation has a
use a reaction to magically become invisible
prerequisite, you can choose that invocation
until the end of your next turn or until you
only if you're a warlock and only if you meet
attack, deal damage, or force someone to
the prerequisite.
make a saving throw. Once you use this
ability, you can't do so again until you finish a
short or long rest.
ELEMENTAL RESISTANCE
• On your turn, when you score a critical hit • While you are wearing heavy armor,
with a melee weapon or reduce a creature to bludgeoning, piercing, and slashing damage
0 hit points with one, you can make one that you take from nonmagical attacks is
melee weapon attack as a bonus action. reduced by 3.
• This feat cannot be used with light or finesse
weapons.
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
MAGIC INITIATE
LINGUIST
• Choose a class: bard, cleric, druid, sorcerer,
• You learn three languages of your choice. warlock, or wizard. You learn two cantrips of
• You can ably create written ciphers. Others your choice from that class's spell list.
can't decipher a code you create unless you • Your spellcasting ability for these spells
teach them, they succeed on an Intelligence depends on the class you chose: Charisma for
check (DC equal to your Intelligence score + bard, sorcerer, or warlock; Wisdom for cleric
your proficiency bonus), or they use magic to or druid; or Intelligence for wizard.
decipher it.
• You gain proficiency in forgery kit
MAGIC ADEPT
Prerequisite: half-orc • When you take the Attack action and attack
with only a glaive, halberd, pike, quarterstaff,
• When you hit with an attack using a simple or
or spear, you can use a bonus action to make
martial weapon, you can roll one of the
a melee attack with the opposite end of the
weapon’s damage dice an additional time and
weapon. This attack uses the same ability
add it as extra damage of the weapon’s
modifier as the primary attack. The weapon's
damage type. Once you use this ability, you
damage die for this attack is a d4, and it deals
can't use it again until you finish a short or
bludgeoning damage.
long rest.
• Immediately after you use your Relentless
Endurance trait, you can use your reaction to
HOLD THE LINE
make one weapon attack.
• While you are wielding a glaive, halberd, pike,
quarterstaff, or spear, other creatures
PIERCER provoke an opportunity attack from you
when they enter the reach you have with that
• Once per turn, when you hit a creature with weapon.
an attack that deals piercing damage, you can
re-roll one of the attack’s damage dice, and
you must use the new roll.
PRODIGY
• When you score a critical hit that deals
piercing damage to a creature, you can roll Prerequisite: human, half-elf or half-orc
one additional damage die when determining
the extra piercing damage the target takes. • You gain two skill proficiencies of your choice,
one tool proficiency of your choice, and
fluency in one language of your choice.
Resilient Choose one ability score. You gain
POISONER
the following benefits:
• You gain proficiency with the poisoner's kit if • You gain proficiency in saving throws using
you don't already have it. With one hour of the chosen ability.
work using a poisoner's kit and expending 50
gp worth of materials, you can create a
number of doses of potent poison equal to RESILIENT
your proficiency bonus. Once applied to a
weapon or piece of ammunition, the poison • You gain proficiency in saving throws using
retains its potency for 1 minute or until you the chosen ability.
hit with the weapon or ammunition. When a • You can choose this feat multiple times,
creature takes damage from the coated choosing a different ability score
weapon or ammunition, that creature must
succeed on a DC 14 Constitution saving throw
or take 2d8 poison damage and become RITUAL CASTER NOVICE
poisoned until the end of your next turn.
Prerequisite: Intelligence or Wisdom of 13 or higher
SHARPSHOOTER
SAVAGE ATTACKER • Attacking at long range doesn't impose
disadvantage on your ranged weapon attack
• Once per turn when you roll damage for a
rolls.
melee weapon attack, you can reroll the
weapon's damage dice and use either total. • Your ranged weapon attacks ignore half and
three-quarters cover.
SECOND CHANCE
DEADLY SHOOTER
Prerequisite: halfling
Prerequisite: dexterity 15 or higher
• When a creature you can see hits you with an
attack roll, you can use your reaction to force • Before you make an attack with a ranged
that creature to reroll. Once you use this weapon that you are proficient with, you can
ability, you can't use it again until you roll choose to lose your proficiency bonus to the
initiative at the start of combat or until you attack roll. If that attack hits, you add double
finish a short or long rest. your proficiency bonus to the attack's
damage.
SENTINEL
LETHAL ACCURACY
• When you hit a creature with an opportunity
Prerequisite: dexterity 15 or higher
attack, the creature's speed becomes 0 for
the rest of the turn.
• Creatures provoke opportunity attacks from
you even if they take the Disengage action • Before you make an attack with a melee
before leaving your reach. weapon with the finesse property that you
are proficient with, and you are using your • You gain proficiency in any combination of
dexterity as the bonus to attack and damage, two skills or tools of your choice.
you can choose to lose your proficiency
bonus to the attack roll. If that attack hits,
you add double your proficiency bonus to the SKULKER
attack's damage.
• You can try to hide when you are lightly
obscured from the creature from which you
SHIELD MASTER are hiding.
• Dim light doesn't impose disadvantage on
• If you aren't incapacitated, you can add your your Wisdom (Perception) checks relying on
shield's AC bonus to any Dexterity saving sight.
throw you make against a spell or other • When you are hidden from a creature and
harmful effect that targets only you. miss it with a ranged weapon attack, making
• If you are subjected to an effect that allows the attack doesn't reveal your position.
you to make a Dexterity saving throw to take
only half damage, you can use your reaction
to take no damage if you succeed on the SLASHER
saving throw, interposing your shield
between yourself and the source of the • Once per turn when you hit a creature with
effect. an attack that deals slashing damage, you can
reduce the speed of the target by 10 feet
until the start of your next turn.
SHIELD BASH • When you score a critical hit that deals
slashing damage to a creature, you grievously
• If you take the Attack action on your turn, wound it. Until the start of your next turn, the
you can use a bonus action to try to shove a target has disadvantage on all attack rolls
creature within 5 feet of you with your shield.
• Alternatively, when you take the Attack
action on your turn, you can make one attack SPELL SNIPER
with your shield as a bonus action. Attack
deals d4 bludgeoning damage. Use strength Prerequisite: The ability to cast at least one spell
for attack and damage bonuses. Magical
• When you cast a spell that requires you to
bonus to AC from shield is also used as a
make an attack roll, the spell's range is
bonus to attack and damage roll when doing
doubled.
this attack.
• Your ranged spell attacks ignore half cover
and three-quarters cover.
SKILL EXPERT
TAVERN BRAWLER
SKILLED
• You are proficient with improvised weapons.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed
WAR CASTER
strike or an improvised weapon on your turn,
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
concentration on a spell when you take
TELEKINETIC
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
• When a hostile creature's movement
within 30 feet of you. When you do so, the
provokes an opportunity attack from you, you
target must succeed on a Strength saving
can use your reaction to cast a spell at the
throw (DC 8 + your proficiency bonus + the
creature, rather than making an opportunity
ability modifier of the score increased by this
attack. The spell must have a casting time of 1
feat) or be moved 5 feet toward or away from action and must target only that creature.
you. A creature can willingly fail this save.