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The Feat Compendium

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Table of Content Designer Notes
Feats should be fun and interesting customizable options that
enable players to tie the flavor and mechanics of a character
List of Feats together. Unfortunately, the 5E feats are poorly balanced and
players too often feel pigeon holed in a few common but
1st-Level Feats powerful picks. Outside the those, taking an ASI's is often
------------------------------------------------------------------ superior to most of the remaining feats options, while ASI's
4th Level+ Feats are rather uninspiring. This is an attempt to remedy these
Ability Score Improvement issues.
Alchemist
Anomalous Bloodline Some Specific Comments:
Battle-Hardened The Feats presented here are part of a larger project that I
Brawler started in October 2022, which includes a full redesign of
Charger the Warrior classes: the Barbarian (Done), Fighter (Done)
Combat Reflexes and Monk (WIP).
Dual Wielding Mastery
Esoteric Prodigy 1st Level Feats: The 1st Level Feats were designed to be
Great Weapon Mastery roleplay oriented and less about combat.
Light & Medium Armor Mastery
Heavy Armor Mastery ASI's: A full ASI now requires a minimum character level
Master of None of 12, forcing players to actually take feats. All feats do
Mage Slayer allow for a +1 ASI. Still, this can be an issue for a MAD
One-Handed Weapon Mastery class such as the Monk. However, note that these feats
Ranged Weapon Mastery were made in conjunction with a Warrior class redesign.
Shield Mastery These accommodate for the fewer ASI options.
Skulker
True Specialist Playtesting & Balance: I did a lot of damage calculations
Spell Power between the different weapon type mastery feats and
War Caster those indicated that these are reasonably balanced
damage-wise. My playgroup has been playtesting this
system for about 6 months. Overall everyone considers it
an improvement, and thus far no balance issues have been
experienced.

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1st-Level Feats Chef
This section offers a collection of 1st-level Feats, which are Time and effort spent mastering the culinary arts has paid
special features not tied to a single Class. At 1st level, you can off. You gain the following benefits:
choose one of the following 1st-level Feats. You may also Tool Proficiency. You gain proficiency with cook’s
choose these feats as you gain access to extra feats through utensils if you don’t already have it.
gaining levels in a Class. Feast. As part of a short rest, you can cook special food,
provided you have ingredients and cook's utensils on
Acolyte hand. You can prepare enough of this food for a number of
Prerequisite: Intelligence or Wisdom 11+. creatures equal to 4 + your proficiency bonus. At the end
Through religious teachings and religious dedication, you of the short rest, any creature who eats the food and
gain the following benefits. spends one or more Hit Dice to regain hit points regains
an extra 1d8 hit points. This feat can only benefit a
Study. You gain proficiency in Religion. creature once per short rest.
Spiritual Guidance. You learn the Guidance cantrip (see
Spell Compendium for adjusted version). Conscript
Animal Lover Prerequisite: Strength 13+.
You've spend a time of your life as a conscript and underwent
Prerequisite: Wisdom 11+. military training.
You have a deep understanding and empathy for animals. Prepared for War. You gain Training in Light Armor and
You gain proficiency in Animal Handling. Shields.
Cathartic Bond. Once per Long Rest, when you make a Weapon Training. You gain proficiency in a martial
successful Animal Handle check, you gain temporary hit weapon of your choice.
points equal to your level + your Wisdom modifier.
Veterinarian. You have Advantage on Wisdom (Medicine) Crafter
checks made to treat animals. Prerequisite: Intelligence 11+.
Athlete You are adept at crafting things and bargaining with
merchants, granting you the following benefits:
Prerequisite: Strength 11+.
Tool Proficiency. You gain Tool Proficiency with three
You gain proficiency in Athletics. different Artisan’s Tools of your choice.
No Pain, no Gain. After you rolled a Strength (Athletics) Discount. Whenever you buy nonmagical parts or
check, you can expend one Hit Die and add the result to ingredients, you receive a 10 times your proficiency bonus
the ability check. Once you use this subfeature, you can’t percent discount on them.
use it again until you finish a Short or Long Rest. Engineer. You have Advantage on Wisdom (Perception)
and Intelligence (Investigation) checks made to detect or
figure out traps or secret doors.
Extortionist
Prerequisite: Charisma 11+.
You have a knack for pressuring people into telling what you
what you need to know.
You gain proficiency in Intimidation.
Knave. You have Advantage on any Charisma
(Intimidation) checks made to gather information from
humanoids.
Free Runner
Prerequisite: Dexterity 13+.
You have been running errands and are practiced in
traversing obstacles by jumping and vaulting.
You gain proficiency in Acrobatics.
Dash Vault. Your jump distance is determined by your
Dexterity modifier, and you may use Dexterity (Acrobatics)
instead of Strength (Athletics) when making any jump
related checks.

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Wall Jump. Immediately after you move at least 10 feet, Quick Study. You may take the Study Action by using a
you may make a DC 10 Dexterity (Acrobatics) check to Bonus Action.
jump from an adjacent wall or pillar to move 5 feet. If you
fail however, you become Prone instead. Skilled
Healer You have exceptionally broad learning.
Prerequisite: Wisdom 11+. Choose two Skills in which you lack Proficiency. You gain
You have the training and intuition to administer first aid and Proficiency in those Skills.
other care effectively, granting you the following benefits: Smuggler
You gain proficiency in Medicine. Requirements: Dexterity 11+.
Battle Medic. If you have a Healer’s Kit, you can expend You have knack for smuggling items on your body:
one use of it and tend to a creature within 5 feet of you as
an Action. That creature can expend one of its Hit Dice, You gain proficiency in Sleight of Hand.
and you then roll that die. The creature regains a number Mule. You have Advantage on any Dexterity (Sleight of
of Hit Points equal to the roll plus your Proficiency Bonus. Hand) checks made to conceal items on yourself.
Musician Survivalist
Prerequisite: Charisma 13+. Prerequisite: Wisdom 11+.
You are a practiced musician, granting you the following You adept at surviving in the wilderness:
benefits:
You gain proficiency in Survival.
You gain proficiency in Performance. Bushcraft. You have Advantage on any Wisdom (Survival)
Instrument Training. You gain Tool Proficiency with checks made to find food or a suitable shelter while within
three Musical Instruments of your choice. wilderness.
Pathfinder. You always know what direction is north, as
Inspiring Song. As you finish a Short Rest or a Long well as how many hours there are before the next sunset
Rest, you can play a song on a Musical Instrument with or sunrise.
which you have Tool Proficiency and give Inspiration to
allies who hear the song. The number of allies you can Trader
affect in this way equals your Proficiency Bonus. Prerequisite: Intelligence and Charisma 10+.
You've spend spent your life trading for, and learning about,
Psychoanalytic adventurer's wares, and are knowledgeable on just about any
Requirements: Intelligence 13+. loot your party may run into.
You have knack for studying and exploiting peoples Appraiser. You have Advantage on Intelligence checks
mannerisms: made to appraise the value of an item.
You may add half your Intelligence modifier, rounded up, Merchant. You have Advantage on any Charisma
to Charisma based skill checks when interacting with (Persuasion) checks made to haggle for prices.
humanoids.
Vagabond
Linguist Prerequisite: Wisdom or Charisma 11+.
Requirements: Intelligence 13+. You've spend spent your life wandering the lands, traversing
You have a gift for learning languages: the elements and encountering different cultures.
Polyglot. You learn a number of additional languages of Wayfarer You gain proficiency in Insight or Survival, and
your choice equal to your Intelligence modifier. Whenever learn an additional language of your choice.
your base Intelligence modifier increases thereafter, you Cultural Insight. For the first 24 hours while visiting a
may learn a new language. new town, village or city, you have Advantage on Charisma
Linguistic Insight. You have Advantage on skill checks (Deception & Persuasion) skill checks made to gather
made to discern information from a language or text you information while interacting with townsfolk.
don't understand.
Scholar
Requirements: Intelligence 13+.
Through your teachings, you have acquired extensively
knowledge about a certain subjects:
Educated. Choose two of the following skills to gain
Proficiency in; Arcana, History, Nature or Religion.

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4th Level+ Feats Alchemist
This section contains a list of Feats that can be picked up at Prerequisite: Intelligence or Wisdom 13+
4th lever or higher. You must meet any prerequisite specified You are specialized in the craft and use of alchemical liquids,
within the feat's description to take the Feat. Most Feats can such as potions and poisons. Choose four among the
improve ability scores, however, you can't increase an ability following subfeatures to gain:
score to above 20 this way. You can choose the same Feat Increase an ability score other than Strength by 1.
multiple times, unless it states otherwise.
Subfeatures. Certain feats provide access to several Alchemical Brilliance. When you use a Potion on
subfeatures. When you pick such a Feat, you may typically yourself, in addition to its normal effects, you may also
choose three subfeatures, but some Feats differ. Each named have it manifests the Enhance Ability spell, except it lasts
subfeature may only be chosen once, unless the description for 10 minutes and does not require your concentration.
states otherwise. As you pickup a Feat with subfeatures you Distilled Perfection. When you make a damage roll, you
may immediately spend two of your choices to pick the same ignore resistance to Poison damage. If you select this
subfeature twice, given that subfeature allows for it. Note that subfeature a second time, creatures with immunity to
a Feats attribute increase option is not considered named, Poison damage take half damage from you instead.
and can only be chosen once each time you pick the Feat.
Natural Remedies. When you use a Potion of Healing on
yourself or another creature, it also removes the Poisoned
Ability Score Improvement condition.
Prerequisite: Character level 12+ Master Brewer. You gain proficiency in the Herbalist’s
Kit. If you already have proficiency, you gain expertise
You increase one Ability Score of your choice by 2, or you instead, and the time and cost you need to craft a Potion
increase two Ability Scores of your choice by 1. are halved. You may select this subfeature a second time.
Master Toxicist. You gain proficiency in the Poisoner’s
Kit. If you already have proficiency, you gain expertise
instead, and the time and cost you need to craft a Poison
are halved. You may select this subfeature a second time.
Poison Swap. You can coat a weapon in Poison as a
Bonus Action, instead of an Action.
Potent Concoctions. When you use a Potion of Healing
on yourself, you regain a Hit Dice. If you select this
subfeature again, you may immediately use the regained
Hit Dice to recover Hit Points.

Anomalous Bloodline
Prerequisite: Intelligence, Wisdom, or Charisma 13+.
You have an unnatural bloodline that provides you with
unusual powers. Choose three among the below subfeatures
to gain.
When you gain one of the subfeatures from this feat for the
first time, choose Intelligence, Wisdom, or Charisma, to
determine the DC for spells and abilities gained through this
feat. Secondly, choose Cleric, Druid, or Wizard to determine
the Spell List from which you can select spells.
Any spells gained through subfeatures can be cast without
expending a spell slot, up to the given amount of times per
Long Rest. You can also cast such spells using spell slots you
have of the appropriate level.
Increase the chosen ability score by 1.
Force of Will. You gain proficiency in Intelligence,
Wisdom or Charisma saving throws.
Hedge Magic. You learn two cantrips of your choice from
the chosen Spell list.
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Manifest Magic. Choose one non-ritual 1st-level Spell Brawler
from the chosen spell list. You always have that spell
prepared. You can cast a spell gained this way without a Prerequisite: 13+ Strength, or the Martial Arts feature.
spell slot once per Long Rest. If you select this subfeature You’re an accomplished unarmed fighter. Choose four among
a second time, you may learn a second spell and gain an the following subfeatures to gain:
extra free cast per Long Rest. The two uses are shared Increase your Strength, Dexterity or Constitution by 1.
between the spells.
Telekinetic. As a Bonus action, you can try to Athletic Warrior. You gain Proficiency in Athletics. If you
telekinetically shove one creature you can see within 30 already have Proficiency, you gain Expertise in it instead.
feet of you. When you do so, the target must succeed on a If you have Expertise in Athletics, your saving throw DC
Strength saving throw (DC 8 + your proficiency bonus + for Grappling and escape attempts from your Grapple
the chosen ability modifier) or be moved 10 feet toward or becomes equal to 8 + all your Strength (Athletics) check
away from you. A creature can willingly fail this save. If modifiers.
you select this subfeature a second time, you learn the Clinch Hold. You have Advantage on attack rolls against a
Catapult spell, which you can cast a number of times creature you are Grappling.
equal to your proficiency bonus per Long Rest.
Fast Wrestler. You aren’t Slowed when you move a
Telepath. You can speak telepathically to any creature you creature Grappled by you, provided the creature is your
can see within 60 feet of you. Your telepathic utterances Size or smaller.
are in a language you know, and the creature understands
you only if it knows that language. Your communication Grappler. While you have both hands free, you may use a
doesn't give the creature the ability to respond to you Bonus Action to Grapple or Shove a creature.
telepathically. If you select this subfeature a second time, Pugilist. Your Unarmed Strike uses a die of a size equal
you no longer need to share a language with the creature to twice your proficiency bonus.
for it to understand your telepathic utterances, but the
creature must be able to understand at least one Stomp Down. You can Grapple up to one Prone creature
language. In addition, you learn the Detect Thoughts spell, even while you have no free hands.
which you can cast a number of times equal to your
proficiency bonus per Long Rest. Stranglehold. At the start of your turn, you can choose to
deal Bludgeoning damage equal to your Strength or
Dexterity modifier to one creature you are grappling.
Battle-Hardened
Prerequisite: Constitution 13+ Charger
You are exceptionally tough and recover surprisingly fast.
Choose three among the following subfeatures to gain: Prerequisite: Strength 13+
You have trained to charge headlong into battle. Choose three
Increase your Strength or Constitution by 1. among the following benefits to gain:
Defy Death. You have Advantage on Death saving throws. Increase your Strength or Constitution by 1.
If you select this feature a second time, when you
accumulate three successful Death saving throws, you Battering Ram. If you move at least 10 feet in a straight
also immediately regain consciousness. line immediately before hitting with a melee attack as part
of the Attack Action, you can push the target up to 10 feet
Resilience. You gain proficiency in Strength or in the same direction, provided the target is not Prone and
Constitution saving throws. no more than one size larger than you. If you select this
Sole Survivor. When an allied creature you can see or subfeature a second time, if its pushed, the creature must
hear drops to 0 hit points, you gain Inspiration and regain make a Strength saving throw or be knocked Prone. The
Hit Points equal to your Hit Dice + your character level. DC = 8 + your proficiency bonus + Strength modifier.
Tireless. Once per Short Rest, you may expend a Hit Die Charge Attack. If you move at least 10 feet in a straight
to remove a level of Exhaustion. line immediately before hitting with a melee attack as part
of the Attack Action, you gain a +1 bonus to the attack’s
Tolerance. You gain Advantage on saving throws made to damage roll for every 5 feet you moved straight this way.
resist the Poisoned condition, and you gain resistance to Fast. Your speed increases by 5 feet while wearing Heavy
Poison damage. Armor, otherwise it increases by 10 instead.
Tough. Your hit point maximum increases by an amount
equal to your character level. You may select this Momentum. When you take the Dash action, after you
subfeature twice. move at least 10 feet straight towards a creature, you may
make an attack as part of the same Action.
Vigorous. When you take a Long Rest, your regain a Steady Footing. Moving through nonmagical difficult
number of additional Hit Die equal to your Constitution terrain doesn't cost you extra movement.
modifier.

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Combat Reflexes Dual Wielding Mastery
Prerequisite: Dexterity 13+ Prerequisite: Dexterity 13+, Proficiency with any Martial
You are especially reactive and nimble. Choose three among Weapon.
the following benefits to gain: You mastered the art of fighting with two weapons at the
same time. Choose three among the following subfeatures to
Increase your Dexterity or Wisdom by 1. gain:
Agility. You gain proficiency in the Acrobatics skill, if you Increase your Strength or Dexterity score by 1.
already have proficiency, you gain expertise instead. If you
have expertise in Acrobatics, when you are Prone, Ambidextrous. When two-weapon fighting you can add
standing up uses only 5 feet of your movement. your ability modifier to off-hand melee weapon damage.
Air Reader. You have Blindsight with a range of 10 feet. Multistrike. When you attack with you main-hand melee
weapon for the third time on your turn, you can also attack
Fast to Act. When you roll Initiative, you can add your with your off-hand melee weapon as part of the same
Proficiency Bonus to the roll. In addition, while not attack.
surprised, you may move up to half your speed
immediately after initiative is rolled. This movement does Steel Barrier. You gain a +1 bonus to AC while you are
not provoke opportunity attacks from creatures that have wielding a separate melee weapon in each hand. If you
lower initiative than you. select this subfeature a second time, while two-weapon
fighting, you are immune to flanking.
Nimble Movement. You can move through a hostile
creatures space, treating it as difficult terrain. Strong Arms. You can use two-weapon fighting even
when the one-handed melee weapons you are wielding
Opportunist. You have Advantage on opportunity attacks aren’t light (this also counts for other features).
you make.
Twin Fangs. When you make a melee weapon attack
Reactive. You can't be surprised while you are conscious using your Reaction while two-weapon fighting, you can
and other creatures don’t gain Advantage on Attack rolls also attack with your off-hand weapon as part of the same
against you as a result of being unseen by you. If you attack. You only add your ability modifier to damage on
select this subfeature a second time, you gain proficiency the first weapon attack that hits this way.
in Dexterity saving throws.

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Esoteric Prodigy Run Through. Once on your turn, when you score a
Prerequisite: Spellcasting or Pact Magic Feature. critical hit or reduce a creature to 0 hit points with a
You have an innate talent for magic. Choose three among the melee weapon you are holding with both hands, you can
following subfeatures to gain: make an attack roll with the weapon against a second
Increase your Intelligence, Wisdom, or Charisma by 1. creature within 5 feet of the first that is also within your
reach.
Channel Spell. On your turn, when you cast an Savage Attacker. You can roll one additional weapon
instantaneous spell with a casting time of 1 Action, you damage die when determining the extra damage for a
can extend the casting time to 1 round. If you do, you must critical hit with an melee weapon you hold using both
concentrate on the spell for 1 round. At the start of your hands.
next round, if you maintained concentration, the spell
takes effect. It is cast as though a spell slot one level Surefooted Striker. When you hit a target with a weapon
higher was used to cast it, to a maximum of the highest held in two hands, you roll the weapon’s damage dice
spell level you have excess to. If you select this feature a twice and use the higher result.
second time, the spell is cast at two levels higher instead.
Weighted Blows. On your turn, as you make a melee
Dark Rite. Once per Short Rest, you may spend a Hit Die attack with a weapon you are holding in two hands, you
to recover a spell slot of up to a level equal to your can take a penalty up to your proficiency bonus to the
Constitution modifier. attack roll. If the attack hits, you add twice the penalty
Discern Arcana. You gain proficiency in the Arcana skill. taken to the attack’s damage roll.
If you already have proficiency, you gain expertise instead.
If you have expertise in Arcana, you have Advantage on
Intelligence (Arcana) checks made to identify spells as
they are cast. In addition, you learn the Identify spell,
which you can cast once per Long Rest without using s
spell slot. You can also cast it using spell slots you have of
1st level or higher.
Magic Aptitude. You learn a Metamagic option of your
choice from the Sorcerer class, and you gain 2 sorcery
points to spend on Metamagic. You regain all spent
sorcery points when you finish a Long Rest. If you select
this subfeature a second time, you regain 2 sorcery point
on a Short Rest.
Ritualist. You learn a Ritual spell of up to 3rd level from
any spell list. The Ritual spells' level may not exceed the
highest level spell slot you can cast. Once per Long Rest
you can cast a Ritual spell without expanding a spell slot.
Scroll Sage. You ignore spell list restriction when casting
a spell from a scroll. In addition, when you cast a spell that
has a casting time of 1 Action from a scroll, you may cast it
using your Bonus action instead.

Great Weapon Mastery


Prerequisite: Strength 13+, Proficiency with any Versatile or
Heavy Martial Melee Weapon.
You are specialized in fighting using unwieldy two-handed
weapons. Choose three among the following subfeatures to
gain:
Increase your Strength or Constitution by 1.
Glancing Blows. If your attack with a melee weapon you
are holding in both hands misses a creature, you can deal
damage to that creature equal to the ability modifier you
used to make the attack roll. This damage is the same type
dealt by the weapon, and the damage can’t be increased in
any other way.
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Light & Medium Armor Mastery Light & Medium Armor Training. You gain Light Armor
Prerequisite: Dexterity 13+ Training. If you already have Light Armor Training, you
You can balance armor protection with agile movement. gain Medium Armor Training instead. You may take this
Choose three among the following subfeatures to gain: subfeature twice.
Increase your Strength, Dexterity or Constitution by 1. Medium Armor Specialist. Your maximum Dexterity
Armored Flexibility. While wearing Light Armor you may bonus to AC while wearing Medium Armor increased by 1,
add the AC bonus it provides to your Dexterity saving and you gain a bonus to your Dexterity score equal to you
throws. Strength modifier for determining AC. If you select this
subfeature a second time, the maximum Dexterity bonus
Armored Stealth. Wearing Light or Medium Armor to AC increases by 2 instead.
which you are trained in doesn't impose Disadvantage on Shield Training. You gain Shield Training.
your Dexterity (Stealth) checks.
Light Armor Specialist. On your turn, you may add your
proficiency bonus to your AC while moving. In addition, Heavy Armor Mastery
when you take the Disengage action your Speed is
increased by 10 until end of turn. You must wear Light Prerequisite: Strength 13+, Medium Armor Training.
Armor that your are trained in to gain these benefits. You can use your heavy armor to deflect strikes that would
kill others. Choose three among the following subfeatures to
gain:
Increase your Strength or Constitution by 1.
Efficient Plating. You ignore the minimum Strength
requirement of Heavy Armor.
Heavy Armor Specialist. While you are wearing Heavy
Armor you are Trained in, Bludgeoning, Piercing, and
Slashing damage that you take from weapons is reduced
by 2. If you select this subfeature a second time, the
damage is reduced by an amount equal to your proficiency
bonus instead.
Heavy Armor Training. You gain Heavy Armor Training.
Iron Clad. While you are wearing Heavy Armor that you
are Trained in, when a creature scores a critical hit
against you with an attack, it must reroll the attack. If it
misses you with the reroll, the critical hit deals no extra
damage. If you select this subfeature a second time, it also
applies to magic attacks, and instead a critical hit against
you deals no extra damage.
Shield Training. You gain Shield Training.

Master of None
Prerequisite: Character level 8+, each ability score 9+
Repeatable: No
You have picked up a wide variety of different skills and
abilities. You gain the following benefits:
Increase two among your lowest three Ability Scores by 1.
Broad Interests. You gain up to three named subfeatures
from different Feats of your choice you don't already have
subfeatures from. You need to meet the prerequisites for
each Feat you pick a subfeature from.
Skilled. You gain proficiency in a skill of your choice.

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Mage Slayer Fencing. When you are wielding a melee weapon in one
hand and nothing in the other, and hit a creature with that
Prerequisite: Proficiency with any Martial Weapon. An weapon, it has Disadvantage on its next attack roll against
Intelligence, Wisdom or Charisma score of 13+. you before the start of your next turn.
You have mastered techniques to combat spellcasters in Hit and Run. When you take the Disengage action, while
melee. Choose three among the following subfeatures to you are wielding a light melee weapon in one hand and
gain: nothing in the other, you may make a weapon attack as
Increase any ability score by 1. part of that same action.
Disruption. When you damage a creature that is Martial Fluidity. While you use a melee weapon in one
concentrating on a spell with an attack, that creature has hand it is treated as if it had the Finesse property.
Disadvantage on the saving throw it makes to maintain its Skirmisher. After making an melee attack with a weapon
concentration. you are holding in one hand, while holding nothing in the
Guarded Mind. If you fail an Intelligence, a Wisdom, or a other, you may use your Bonus Action to make a Grapple
Charisma Saving Throw, you can cause yourself to or Shove attack with your free hand.
succeed instead. Once you use this subfeature, you can’t Weapon Artistry. When you miss a creature with a Light
use it again until you finish a Long Rest. or Finesse melee weapon, you have Advantage on your
Lucidity. You have Advantage on saving throws against next attack roll against that creature before the end of
being Charmed, Frightened and Stunned by spells or your next turn.
magical effects.
Sense Magic. You learn the Detect Magic spell. You can Ranged Weapon Mastery
cast the spell without expending a spell slot. Once you
have cast this spell in this way, you can’t cast it in this way Prerequisite: Proficiency with any Martial Weapon.
again until you finish a Short or Long rest. You are specialized in using weapons at range. Choose three
Slip Through. Moving through magical difficult terrain among the following subfeatures to gain:
doesn't cost you extra movement. In addition, your actions Increase your Strength, Dexterity or Constitution by 1.
or movement won't set off the Alarm spell.
Aimed Shot. On your turn before you move, you can use
Spell Break. When a creature adjacent to you casts a your Bonus Action to take aim and designate a creature
spell, you can use your Reaction to make a melee attack you can see as your target. For as long as you do not move,
against that creature after the spell takes effect. If you your Ranged weapon attacks against the target this turn
select this subfeature a second time, you may make the are made with Advantage and ignore any partial cover. You
attack before the spell takes effect instead. If you kill the can't take aim when a hostile creature is adjacent to you.
creature this way, the spell fails and has no effect.
Far Shot. Once per creature on your turn, when you hit
Suppression. You have Advantage on saving throws that creature with a ranged attack at exactly maximum
against spells cast by creatures that are within a range of normal range, you roll the weapon damage die twice and
5 times your proficiency bonus of you. use the total.
Fast Loader. You ignore the loading property of ranged
weapons with which you are proficient.
One-Handed Weapon Mastery
Prerequisite: Proficiency with any Martial Weapon. Flinger. The damage die of any Thrown weapons you
You mastered the art of fighting with a one-handed weapon, wield are treated as one size category larger.
gaining unparalleled control to strike with deadly precision. Point Blank. Being within 5 feet of a hostile creature
Choose three among the following subfeatures to gain: doesn’t impose Disadvantage on your ranged attack rolls.
Increase your Strength, Dexterity or Constitution by 1. Precision. You gain a +1 bonus on your ranged attack
Deflection. While you are wielding a melee weapon in rolls with Weapons, and such attacks ignore half cover
one hand and nothing in the other, and another creature and treat three-quarters cover as normal half cover.
hits you with a melee attack, you can use your Reaction to Quick Shot. When you use the Attack action to attack
add your proficiency bonus to your AC for that attack, with a one-handed Light weapon, you can use your Bonus
potentially causing the attack to miss you. Action to attack at range with a one-handed ranged or
Duelist. While you are wielding a melee weapon in one thrown weapon that you are holding in the other hand.
hand and nothing in the other, you may add your Split Shot. By using your Bonus Action, you can nock a
proficiency bonus to weapon damage rolls. second arrow. When you make your next Short- or
Longbow attack this turn, you lose your proficiency bonus
to attack, but may attack two different targets within the
weapons normal range.

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shield Mastery Trap Specialist. You have Advantage on saving throws
Prerequisite: Strength 13+, Shield Training. made to avoid or resist traps, and resistance to damage
You are a master of fighting with a weapon and shield. You dealt by traps.
must be trained in Shield and wielding a Shield to benefit
from these subfeatures. Choose three among the following Scouting. You gain proficiency in the Perception skill, if
subfeatures to gain: you already have proficiency, you gain expertise. If you
have expertise in Perception, traveling at a fast pace
Increase your Strength or Constitution by 1. doesn't impose the normal −5 penalty on your passive
Safeguard. When a creature you can see attacks a target Wisdom (Perception). You may select this subfeature a
other than you that is within 5 feet of you, you can use second time.
your Reaction to impose Disadvantage on the attack roll. Stalker. You gain expertise in the Stealth skill. In addition,
Shield Bash. You can use your Bonus Action to make a you can move stealthily while moving at your normal
melee bash attack using your Shield, dealing 1d4 Speed.
bludgeoning damage + your Strength modifier.
Shield Press. Once on your turn, when you hit a creature
with a melee attack, you can use your Shield to push the True Specialist
creature 5 feet horizontally away from you if it is no more
than one size larger than you. Prerequisite: Character level 8+, any ability score 17+
With single minded focus you further hone your skills and
Raise Shield. As a Bonus Action, you can raise your abilities. You gain the following benefits:
shield to increase your Shields AC bonus by 1 and gain
half cover until the start of your next turn. Increase one of your highest two ability scores by 1.
Rapid Ready. You may equip or stow a Shield with the Expert. You gain expertise in a Skill you are already
same free interaction you use to equip or stow a weapon. proficient in.
Specialization. You may select up to two subfeatures
from among Feats you already have.
Skulker
Prerequisite: Dexterity 13+, Proficiency in Stealth
You are expert at slinking through shadows, scouting in
dangerous locations, like dungeons, dark hallways in an
enemy lair, or caverns. Choose three among the following
subfeatures to gain:
Increase your Dexterity or Wisdom score by 1.
Eyes in the Dark. Dim light doesn't impose Disadvantage
on your Wisdom (Perception) checks relying on sight. If
you select this subfeature a second time, you may see in
darkness as if you had Darkvision (60 feet), or if you
already have darkvision, the range is increased by 30 feet.
Fog of War: You have Advantage on any Dexterity
(Stealth) check you make as part of the Hide Action
during combat.
Inventive Sneaking. You can try to Hide when you are
lightly obscured from the creature from which you are
hiding.
Hidden Sniper. If you make an Attack while Hidden but
miss, the Attack Roll doesn’t end the Hidden Condition on
you, and you do not suffer Disadvantage on ranged attacks
while Prone. If you select this subfeature a second time,
you may use your Reaction to make another Hide check if
your position is revealed after hitting with a weapon attack
at range.

Art: Kai Carpenter


11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spell Power War Caster
Prerequisite: Spellcasting or Pact Magic Feature. Prerequisite: Spellcasting or Pact Magic Feature.
You have mastered manipulating with magical energy. You have mastered the use magic during and for battle.
Choose three among the following subfeatures to gain: Choose three among the following subfeatures to gain:
Increase your Intelligence, Wisdom, or Charisma by 1. Increase your Intelligence, Wisdom, or Charisma by 1.
Catalyst. When you cast a damage dealing spell using a Battle Caster. You can perform the somatic components
higher level spellslot, it is treated as if a spellslot of one of spells even when you have weapons or a Shield in one
additional higher level was used to cast it, to a maximum or both hands.
of the highest spell level you have excess to.
Melee Casting. Being within 5 feet of an enemy doesn’t
Destructive Mastery. When you cast an instantaneous impose Disadvantage on your Attack Rolls with Spells.
cantrip that targets a single creature dealing Acid, Cold,
Fire, Lightning, or Thunder damage, you may add your Mental Focus. You have Advantage on Constitution
spellcasting ability modifier to damage. If you select this saving throws that you make to maintain your
subfeature a second time, it also applies to non-cantrip concentration on a spell when you take damage.
spells. This subfeature does not allow you to add the same Reactive Blasting. When a hostile creature's movement
ability modifier to a spells damage more than once. provokes an opportunity attack from you, you can use your
Energy Resistance. Choose one of the following damage Reaction to cast a spell at the creature, rather than
types: Acid, Cold, Fire, Lightning, or Thunder. You gain making an opportunity attack. The spell must have a
Resistance to the chosen damage type. casting time of one action and must target only that
creature.
Pierce Resistance. Choose one of the following damage
types: Acid, Cold, Fire, Lightning, or Thunder. Spells you Spell Shaper. When you cast an instantaneous spell that
cast ignore resistance to damage of the chosen type. You covers an area, you may use your Reaction to exclude one
may select this subfeature multiple times. When you do, creature you can see from its effects.
you may choose a different damage type, or have creatures Spell Sniper. When you cast a ranged spell that requires
with immunity to the damage type selected previously take you to make an attack roll, the spell’s range is doubled, and
half damage instead. the spell ignores half cover and treat three-quarters cover
as normal half cover.
Sudden Enhancement. On your first turn in combat, you
may use your Bonus Action to cast a spell with a duration
of at least 1 minute that only affects you or your allies.
Art: Kekai Kotaki
12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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