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C REDITS

Written by Eric Diaz.

Art
Cover: Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
All interior art: by Carlos Castilho.

Special thanks:
Alpha readers: Jens Durke, Miłosz Świerad.
All blog readers and friends who provided me feedback.
Your contributions have significantly improved this book.

If you want to playtest my books in the future, get in touch on social media or blogger.

You can find more of my work in my blog: methodsetmadness.blogspot.com.

Stay in touch!
I would love to hear your ideas and opinions!

©2022 Eric Diaz

2
TABLE OF CONTENTS
Credits ................................................................... 2 Feat Packages................................................... 15
TABLE OF CONTENTS..................................... 3 Cleric ........................................................... 15
Introduction ....................................................... 4 Dwarf .......................................................... 15
Why OSR? .................................................... 4 Elf ................................................................. 15
Why I use feats .......................................... 4 Fighter........................................................ 16
Magic and feats ......................................... 5 Halfling ...................................................... 16
Balancing feats .......................................... 5 Magic-user ................................................ 16
Creating and adapting feats ................. 5 Thief ............................................................ 16
Feats description ..................................... 5 Optional Rules & Designer Notes ............. 17
Abbreviations ............................................ 5 Assumptions & conversion notes .... 17
Picking feats........................................................ 6 Race and class ......................................... 17
Dwarves, elves and halflings ............... 6 Automatic saving throws.................... 18
Feat packages ............................................ 6 Unifying XP tables ................................. 18
Random feats ............................................. 6 Flaws, features and feats .................... 18
Improved Feats ......................................... 7 Swapping feats........................................ 19
Variant Feats.............................................. 7 Prime requisites and archetypes ..... 19
List of Feats ......................................................... 8 Notes about specific feats (in
General feats [1d10] ............................... 8 alphabetical order) ............................... 19

Cleric feats [1d12] ................................... 9 Apppendix A: Alphabetical Index of Feats


............................................................................... 21
Fighter feats [1d20] ............................. 10
Magic-user feats [1d12] ..................... 12
Thief feats [1d20] ................................. 13

3
I NTRODUCTION
This book is a collection of feats for Old game starts... which can sometimes take an
School Renaissance and similar games. It hour or two.
assumes you are familiar with those games. This is a matter of taste, evidently. I have
enjoyed both kinds of games. Having fewer
choices makes worldbuilding a lot easier for
Why OSR?
me. NPCs are quick to make, and you know a
This book is intended for all OSR games. lot about a captain of the city watch who is
While I have my own game (Dark Fantasy described simply as a "5th-level fighter". On
Basic), I enjoy many OSR clones, which also the other hand, many players and GMs find
have a wider audience. character customization a fun part of the
This book is NOT compatible with DFB, as game.
you’ve seen in the blurb; it adapts some ideas Nowadays, I prefer a middle ground of sorts,
from DFB to use with other, more traditional, giving characters some customization but
games. Instead, it assumes you are using a still avoiding too much detail and analysis
small number of classes (e.g., cleric, fighter, paralysis. This is my goal with this book. I
thief, magic-user, and maybe dwarf, elf and hope I can have the best of both worlds:
halfling) and you want to expand the number simple rules, fast character creation, and
of archetypes and possibilities available. plenty of "builds" or “kits” to play with.
My intention is adding the maximum amount In order to do that, I created feats (using
of options with the minimum amount of basic, advanced and contemporary games as
complexity. I love the simplicity of classic inspiration, in addition to OSR games and
games such as Moldvay’s Basic. If you like blogs) that add minimal crunch to the game.
RPGs such as BFRPG, S&W, LL, OSE and Iron The new mechanics are few and usually rely
Falcon, your tastes are probably similar to on existing ones – ability checks, saving
mine. I tried to keep everything simple and throws, thief skills.
true to the spirit of the original. This is enough, in my opinion, to represent all
popular archetypes (berserkers, mystics,
knights, swashbucklers, and so on) that I
Why I use feats
need, without adding more classes to the
My favorite old school games had precious game – in addition to providing endless
few rules about character customization. combinations to represent other archetypes
Spellcasters at least got to choose which you might need. Notice that this is still
spells to memorize, but thieves, fighters, etc., significantly simpler than some classic
could at most choose which equipment to use versions of the game (e.g., “advanced”,
(and hopefully find magical equipment). “cyclopedia”, and so on), but with a greater
Some contemporary games are almost the number of possibilities for characters.
opposite: there is so much character
customization that you might need to make a
dozen choices (including choosing your
ability scores with "point buy") before the
4
Magic and feats feats from different packages, you might find
some combinations that will make characters
My latest book before this one, Alternate too powerful, especially if you are
Magic, was all about giving spellcasters more intentionally trying to stack bonuses.
options. This book has feats for spellcasters, Although we have not detected any absurd
but focuses on non-magical features, combinations, combining feats from different
especially for fighters and thieves. As we’ve packages may require DM authorization.
mentioned above, spellcasters have many
choices available already, and we want to
avoid analysis paralysis. This is one of the Creating and adapting feats
reasons to give fighters and thieves more
Once you get used with the feats described in
feats and feat packages.
this book, I encourage you to create your own
feats, specifically designed to suit the
Balancing feats particularities of your settings and your
characters, whenever you need. Additionally,
This book aims to keep and even improve you can use feats from other books, other
balance between classes. However, it also editions, etc.
makes some characters significantly more
In both cases, use the feats described here as
powerful when compared to a game without
guidance.
feats. If you feel that feats give an undeserved
boost to some characters, you can balance
them in other ways. Feats description
For example, you may choose to give a single
Feats are described in a succinct way, and
feat per character, or to allow them to choose
some discretion is left for the DM. Some
one to four feats at certain intervals by
reference was made to existing rules to make
increasing the XP necessary for each class
comprehension easier. Designer notes on
(for example, increase XP by 10% for each
several feats were added to the last chapter.
level, or even 15-20% for classes that get
more feats than others).
We find that unnecessary, however, at least Abbreviations
for “basic” games. Newer games (some a few
A single letter in parentheses indicates one of
decades old already, and even additions to
the four basic classes: Fighter (F), Magic-user
the basic game) and advanced games usually
(M), and Thief (T), usually meaning that a
add even more extreme measures (various
certain feat is indicated for the respective
weapon specializations, additional attacks,
class. A (G) indicates general feats, which can
combat maneuvers, etc.) to bridge a
be taken regardless of class.
perceived gap between spellcasters and other
classes, and are much more generous with
ability score generation – for all characters.
This is just one small step in that direction.
These feats are created with customization in
mind, not optimization. When combining

5
P ICKING FEATS
I use the table below to define how many They do not get their own feat lists, however.
feats a character has. I prefer to start on level Instead, since they fight approximatively as
2, to keep character creation quick and fighters of the same level, they are
simple and allow new players to try their encouraged to pick fighter feats or other feats
classes a bit before choosing feats. You can included in their packages. Elves can also
give an additional feat at level 1 if you prefer pick magic-user feats.
that the characters start the game with some
specialization already.
Feats are given at a similar rate to attack Feat packages
bonuses (i.e., every three, four or five levels). Feat packages are small collections of feats to
Dwarves, elves and halflings use the same make your choices easier and faster. They are
progression as fighters, but their maximum not obligatory, but the DM may limit stacking
level is limited as usual. The table below multiple feats from different packages (e.g.,
exemplifies how many feats characters can picking two feats that give you bonuses in the
get from level 1 to 14. You can extend it all same saving throw). The packages are
the way to level 20 or more using the same divided in archetypes such as “knight”,
progression. “barbarian”, “sorcerer”, and so on. See the
“Feat Packages” chapter for more examples.
Level Magic- Cleric/ Fighter/ It is recommended that players unfamiliar
user Thief Others with feats start by choosing a package (when
1 - - - they get to level 2) in order to avoid analysis
2 1 1 1 paralysis. Once players have tried some feats,
3 1 1 1 I prefer letting them pick their own feats.
4 1 1 1
5 1 1 2
6 1 2 2
Random feats
7 2 2 2
8 2 2 3 If you prefer to pick feats randomly, just roll
9 2 2 3 an appropriate die (for example, roll 1d20 for
10 2 3 3 fighters, since there are 20 fighter feats). If
11 2 3 4
the result is a feat you already have (except
12 3 3 4
13 3 3 4 for feats that can be taken more than once),
14 3 4 5 pick a general feat or a feat from another
class (not all feats are suitable for all classes;
if the result is redundant, useless or
Dwarves, elves and halflings incompatible, roll again).
Dwarves, elves and halflings pick feats in the
same manner as fighters, as indicated above,
and they have feat packages like other
classes.

6
Improved Feats
A few feats can be taken more than once.
They are marked with an “I”, and the effects
of picking the feat multiple times is described
under the feat. For example, Expertise II, III is
described under Expertise I. This feat can be
taken three times at most (Expertise I,
Expertise II and Expertise III). Expertise III
includes Expertise and Expertise II.

Variant Feats
A few feats contain suggestions on how to
modify it to better suit your character. These
suggestions are marked as “variant” under
the respective feat.

7
L IST O F F EATS
The list of feats is organized by category, to 8. Lucky. Once per day, you can reroll a d20
make picking feats easier: general feats, and and pick the better result.
then cleric, fighter, magic-user and thief feats. 9. Physician. You can heal a number of HP
There is an alphabetical index including all equal to your level, once per turn for
feats in the end of the book. recent wounds (taken no more than a
turn before), and once per day for other
wounds (e.g., a level 10 PC can heal 10
General feats [1d10] points of HP per day, and 10 points after
each combat).
1. Ability Improvement I. Raise one ability
10. Resilient. Lower all your saving throws
score of your choice: +3 if it is lower than
14, +2 if it is 14 to 16, or +1 if it is 17 or by 1 point, or lower three saving throw
more (usually limited to 18). by one point and one by two points.
Ability Improvement II-IV. Each Resilient II. The same as Resilient I.
time you pick this feat, you can raise You can choose different saves.
one ability of your choice. You can
choose the same ability multiple
times.
2. Dilettante cleric. You can cast spells and
turn undead as a cleric half your level
(e.g., if you are level 10 you can turn
undead and cast spells as a 5th level
cleric), but you’re limited to 3rd level
cleric spells (See notes on page 19).
3. Dilettante fighter. You can use any
weapon and armor. You can cast spells
and even use thief skills in armor,
although your ability to climb, move
silently and hide is halved in plate armor.
4. Dilettante mage. You can cast spells as a
magic-user half your level.
5. Dilettante thief. You have access to all
the skills of a thief half your level,
including read languages (when you get
to level 8).
6. Leadership. Add three to your maximum
number of hirelings, and your hirelings
get +1 to morale when you hire them.
7. Linguist. Add three to your maximum
number of languages. You have a 50%
chance of reading unknown languages,
similarly to a thief.
8
8. Nature Guardian. You can turn animals
Cleric feats [1d12]
(even giant ones, and possibly monsters
1. Aura of courage. Allies within 30’, that are similar to animals – e.g., owlbear)
including yourself, gain +1 to morale, in addition to undead, using the same
saving throws against magical effects and table. A “destroyed” result makes the
fear effects. animal serve you for a day, as if charmed,
2. Aura of fear. You can turn humanoids instead (doing this for longer than a few
and ordinary animals in addition to days might harm nature and thus is taboo
undead. You cannot destroy them, except in extreme circumstances). You
however. Humanoids can choose to flee cannot control more HD than your level.
or stay, but cannot approach or attack 9. Smite. You double the damage of any
you. Cause Wounds spell. In addition, you can
3. Banishment. You can turn elementals, spend any prepared spell to cause 1d6
demons and other extra-planar creatures, damage per spell level (e.g., causing 3d6
in addition to undead. Some creatures damage instead of casting Locate Object).
simply return to their original planes You must make a melee attack roll, with a
when destroyed. weapon or simple touch.
4. Command undead. You can choose to 10. Thaumaturgy. You can add magic-user
command the undead whenever the Turn spells to your list of spells. The number of
Undead roll would indicate destruction. spells you can add is equal to half your
This lasts for a day. You cannot control level (round down). The maximum spell
more HD than your level. level is also equal to half your level. (e.g.,
5. Consequentialist. You can use normal a 6th level cleric can add three magic-user
and reversed versions of cleric spells spells to his repertoire, but only magic-
without incurring in any punishment by user spells of level 3 or lower). You are
your deities. still limited to 5th level spells. The spells
6. Crusader. You can use any kind of chosen should reflect the themes of your
weapon (blunt or otherwise), and you deity (e.g., fire, thunder, protection, war,
deal +2 damage against enemies of your etc.).
faith (undead, cultists, demons, anyone 11. True faith. You add your Charisma
desecrating churches and holy symbols, modifier to Turn Undead rolls, similarly
etc.). to reaction rolls (i.e., up to +2). You can
7. Healer. You double the number of HP use your Charisma instead of your
healed when using healing spells. In Wisdom to calculate your bonus (i.e., up
addition, you can spend a prepared spell to +3) to saves against magical effects.
to heal 1d6 HP per spell level (e.g., if you Variant. If you lack the ability to turn
memorize Resist Fire you can spend it to undead, taking this feat allows you to
heal 2d6 HP). use this ability as a Cleric half your
level.
12. Willpower. You get a +4 bonus to saves
against spells that do not cause damage
or death, in addition to any Wisdom
bonus.

9
Fighter feats [1d20] 7. Extra attack. You can make two attacks
per round, each with a -2 penalty.
1. Animal companion. You have an animal 8. Favored enemy. Choose a type of non-
ally that follows you around, and will help humanoid enemy – undead, animals,
you and fight for you (the player controls giants, dragons, etc. – or a relatively small
it) as long as you treat it well. It must be humanoid group (wizards, elves, etc.).
an ordinary animal (a wolf, horse, hound, You get a +2 bonus to your attacks and
hawk, etc.), although it is an damage, plus your AC or saves (choose
extraordinary example of the species. Its when you pick this feat) against this type.
HD is equal to your level divided by 2 (or 9. Finesse. When you use light melee
divide by three if the animal can fly). weapons (sword, short sword, club, hand
Exceptional animals (griffons, giant axe, unarmed attacks, plus anything
animals, mighty animals with more HD lighter than a shortsword) you can use
than usual) are permitted at DM’s your Dexterity bonus instead of Strength
discretion. If it dies, you can get a new for your attack rolls. Damage rolls are
one after 2d6 days in the wild. still affected by Strength only, but you
2. Armor master. When you wear armor, cause +1 damage with such weapons.
you get +2 AC. Alternatively, you can Dexterity becomes your prime requisite if
wear leather armor as if you were you desire (elves swap one of theirs for
unarmored (i.e., no speed penalty, and Dexterity, and halflings can choose to
allows a magic-user to cast spells in keep only Dexterity).
leather armor). 10. Fortitude. You get a +4 bonus to saves
3. Berserker. Whenever you wish, you can against paralysis, petrification, and
enter a state of rage for one turn, during poison, but not death.
which you get +3 to your damage rolls 11. Martial artist. You deal 1d3 damage with
and saves, and all damage against you is bare hands, which is increased to 1d4,
halved. When the turn ends, you take 1 1d6, 1d8, 1d10 and 1d12 on levels 4, 6, 8,
HP of damage per level (make a 10 and 12. When attacking with weapons,
Constitution check for half damage). you can choose to use this damage or
4. Cleave I. Once per round, when you roll a simply add +2 to weapon damage.
natural 20 or reduce a creature to 0 HP 12. Mobile. During encounters, your
with a melee attack, you can make movement rate is half you base
another attack against a different movement instead of one third (e.g., 120’
creature within reach. [40’] becomes 120’ [60´]).
Cleave II. You can cleave unlimited 13. Predator. You can climb and move
times instead of once per round. silently as a thief of your level, and you
5. Commander. You can shout orders to backstab like a thief (with +4 bonus and
attack (+1 to attack and damage rolls) or double damage). You can also hide like a
defend (+1 to AC and saving throws), plus thief, but your chances are halved if
+1 morale, affecting yourself, allies and you’re not in the wilderness.
followers within 60’ that can hear you for 14. Savage attacker. You deal more damage
one turn. Make a Charisma check; failure with weapons: 1d6 instead of 1d4, 2d4
means you cannot repeat this until next instead of 1d6, 2d6 instead of 1d8, and
day. 2d8 instead of 1d10 (e.g., a battle axe
6. Critical strike. You deal double damage deals 2d6 damage instead of 1d8).
when you roll a natural 19 or 20 in your
attack roll.

10
15. Shield expert. While using a shield, you
get an extra +1 AC, and +2 to all saving
throws if a shield could conceivably
protect you (usually breath, wands and
spells). You can extend these benefits to
one ally within 5 feet of you.
16. Smash. Once per round, you can make an
attack roll with -5 penalty and add +10 to
your damage roll.
17. Toughness. You get 2 additional HP
per level, and each time you gain a
new level. You recover 1d6 instead of
1d3 HP on a day of rest.
18. Unarmored defense. You get a
bonus to AC equal to half your level
(round up), to a maximum of +5 if
unarmored, +3 with leather and +1
with chain or plate.
19. Weapon master I. You get +1 bonus
to attack and damage rolls with
weapons. Choose a type of weapon or
a fighting style (blades, mounted
combat, two-handed weapons, light
weapons, missile weapons, dual
wielding, sword and shield, etc.).
When using this style, you get +2 to
attack and damage (instead of +1).
Weapon master II. Pick a second
style. Your bonus is raised to +3
with your preferred styles, +2
otherwise.
20. Wilderness explorer. While you are
in the wilderness, you can hear noises
and find/remove traps as a thief of
the same level as you. You can also
find tracks of one creature made one
day before with the same chances as
traps (the GM might give penalties or
bonuses to large parties or creatures,
rain, terrain, multiple days passed,
etc. – one try per day), and other
hidden things at GM’s discretion. In
addition, when foraging, hunting, or
rolling to avoid losing direction, you
have an additional 1-in-6 chance of
success (e.g., 2-in-6 to forage).

11
Magic-user feats [1d12] 6. Magic resistance. You get a +4 bonus to
saves against all magical effects, in
1. Arcane Artillery. You can throw small addition to your Wisdom bonus.
missiles (bolts of fire, energy, etc. – 7. Metamagic. Once per day, you can make
choose when you take this feat) from an Intelligence check, with a -2 penalty, to
your fingertips. They cause 1d4 damage double the range, duration, number of
plus your Intelligence modifier, 60’ range targets or area of a spell you have
and require an attack roll, like a ranged memorized. Alternatively, you can triple
weapon (use short bow stats when with by taking a -3 penalty, etc., to a
needed). At higher levels, you can throw maximum multiplier and penalty of 10.
multiple missiles at once – one extra Failure means the spell is unchanged, and
missile for each 5 levels (e.g., two on level you must roll again, with a second failure
5 and three on level 10). Treat them as meaning the spell is lost until memorized
magic weapons. again.
2. Arcane scholar. Add a number of 1st 8. Potent casting. Your targets have a -4
level spells to your spell book equal to penalty to save against your spells.
your Intelligence, Charisma or Wisdom 9. Signature spell. Choose of spell you
modifier (e.g., if you have a +2 modifiers, know when you pick this feat. When you
you can have three spells on level 1). You cast it, make an Intelligence check with a
can trade two spell gained this way for penalty equal to spell level. If you
one 2nd level spell. succeed, the spell is still memorized.
3. Battle Mage I. When you cast a spell that 10. Silent casting. You can cast spells
causes damage, you add +1 damage per without speaking or moving.Variant. You
die (e.g., a 5d6 fireball causes 5d6+5 powers are not necessarily spells, but
damage). they work in a similar manner (for
Battle Mage II. +2 per die. example psionics, supernatural powers
4. Charisma Casting. You can replace your from your heritage, etc.). You might gain
Intelligence score by your Charisma score a few spells automatically with level, and
to make any Intelligence check related to be unable to learn other spells.
magic, and also for Arcane Artillery (see 11. War caster. When you lose initiative and
above). You can replace your Wisdom your spell is disrupted, you can make a
score by your Charisma score when spell saving throw to avoid the
calculating your bonus to save against disruption.
magical effects. 12. White Magic. You can learn cleric spells
5. Innate sorcery. You do not need a spell as if they were Magic-user spells. You still
book to memorize spells (the number of need to learn them and write them down
spells you can learn and memorize is in your grimoire as usual (unlike the
unchanged; treat this as a virtual spell cleric).
book inside your mind).

12
Thief feats [1d20] method of distracting creatures when you
pick this feat – maybe by fast-talking,
1. Acrobatics. You take half the usual illusions, magic tricks (true or false),
damage when you fall. You get a +4 bonus psionic powers, mesmerism, seduction,
to AC during retreat and withdrawal. You juggling, and so on. Not all types of
get a +4 bonus to ability checks and creature are affected – specifics are up to
saves involving jumping, tumbling, etc. the GM.
2. Alchemy. You can identify potions with 6. Disguise. You can disguise yourself as
an Intelligence check. A failure means you person of a different nationality,
cannot try again without drinking it. You profession, social class, etc., or even a
also start each adventure with a random specific person your mark doesn’t know
potion, already identified (permanent intimately. The victim may save versus
effects are not allowed). If you do not use spell to see through the disguise, with a
it, there are 2-in-6 chances that the penalty equal to your level.
potion can be preserved for the next 7. Sniper. You can backstab unaware
adventure. creatures with ranged weapons.
3. Alertness. You have only 1-in-6 chance of 8. Evasion. You take half damage from
being surprised (instead of the usual 2- spells and breath weapons that inflict
in-6). In addition, you get a +1 bonus to damage (if the save is successful, only a
initiative. If using side initiative, your side quarter; round down). This may apply to
gets a +1 bonus, but only when rolling an other area effects at GM’s discretion.
odd number (e.g., a 3 becomes a 4, but a 2 9. Expertise I. Pick two thief skills. When
is unchanged). you fail one of these skills, you can roll
4. Artifact hunter. You can use magical again once and pick the best result.
items (wands, staves, dwarven throwers Expertise II, III. Pick two additional
and potions of heroism) regardless of skills or features each time you take
class restrictions. You can use arcane and this feat.
divine scrolls with no chance of failure Variant. At GM’s discretion, you can
regardless of level. If you are Chaotic or use this feat to pick other kinds of
Neutral, you can use both swords of both abilities (forage, read scrolls, turn
alignments with no adverse effects. If you undead, and so on).
are Lawful, you can use Lawful and 10. Feinting. When fighting a single
Neutral swords. opponent in melee, you get a +3 bonus to
5. Charmer. You can use make a musical your attack and damage rolls.
performance to enthrall onlookers. 11. First strike. You can back stab any
People and animals that can hear you opponent who hasn’t taken a round yet
clearly and are within 60 feet must save (e.g., if you win initiative in the first
versus spells or become enthralled for combat turn, or if the victim is surprised).
one turn, becoming oblivious to 12. Flanking. If an opponent is in mêlée with
everything else. After a turn, a second another creature, you can backstab him
failure will make all targets charmed (as like an unaware victim attacked from
per the Charm spell) for one turn. The behind.
maximum number of HD affected is equal 13. Jack of all trades. Choose three ability
to your level. Combat, loud noises, scores when you pick this feat. You have a
intense distraction, etc., makes the +1 bonus to all ability checks with these
process impossible. Variant. At GM’s abilities.
discretion, you can use choose a different

13
Jack of all trades II. You have a +1
bonus to all ability checks.
14. Nimbleness. Once per round, you can
make a Dexterity check to double your
movement speed or attempt to hide in
shadows. After you do this, you cannot
attack until the end of the round (which
means you can only attack and run/hide
if you win or tie initiative).
15. Opportunist. If you spend one turn
studying an opponent, you can backstab
them once, during the same day, even if
they are aware of your presence.
16. Perceptive. You can find secret doors
and construction details like elves and
dwarves, but with increased chances
(identical to your hear noise skill).
17. Poisoner. You can buy poison for half the
usual cost (by your knowledge of
ingredients and black markets), and
targets poisoned by you have a -4 penalty
to their saving throws. You can apply
poison to your weapons without risk for
yourself. (Note: if your game does not
include a list of poisons, check the
designer’s notes in the last chapter).
18. Reflex. You get a +4 bonus to saves
against breath, wands, and any spells or
effects that allow you to get out of the
way (e.g., fireball), in addition to any
Wisdom bonus.
19. Slippery Mind. If you fail a save against a
mind-affecting spell, you can roll a second
time.
20. Sneak attack I. When backstabbing an
opponent, your damage is tripled instead
of doubled.
Sneak attack II. Quadruple damage.

14
F EAT PACKAGES
Feat packages are an easy way to pick feats Dwarf
according to a chosen archetype. They are
optional; players may choose to ignore them Any dwarf. Toughness (F).
altogether. You do not need to pick a package Dwarven priest. Dilettante cleric (G), Healer
until level 2, since usually characters do not (C).
get feats on level 1. Dwarven slaughterer. Unarmored defense
Each archetype has a number of suggested (F), Favored enemy (F).
feats. You can pick them in any order. For Ironclad dwarf. Armor master (F), Shield
players picking their own feats, this serves as Expert (F).
a suggestion. For DMs, it is an easy way to
quickly add feats to an existing NPC. For
example, if the NPC is a 7th level Fighter and Elf
fits the knight archetype, simply pick two
Any Elf. Alertness (G).
feats of the list below. If unsure (or if you
have more feats to pick than your package), Wood Elf. Wilderness explorer, Nature
just pick the feats on the Fighter other classes guardian Variant (C).
are marked with a letter in parentheses. For High Elf. Signature spell (M), White Mage (C).
example, a Monk/Mystic (Fighter) has Shadow elf. Dilettante thief (G), Poisoner (T).
“Evasion (T)”, which is a thief (T) feat.

Cleric
Any cleric*. Aura of courage, Healer.
Druid. Nature Guardian, Signature spell:
Polymorph self (M).
Heretic/Evil Cleric. Aura of fear, Command
undead, Smite.
War priest. Crusader, Smite.
* Heretics might avoid these feats.

15
Fighter Halfling
Any Fighter. Cleave I, Extra attack, Weapon Any Halfling. Finesse (F).
Master I. Halfling sharpshooter. Weapon Master I (F)
Barbarian/Berserker. Savage attacker, - bows or crossbows.
Unarmored defense, Toughness. Halfling burglar. Dilettante thief (G).
Knight. Armor master, Commander.
Monk/Mystic. Martial Artist, Unarmored
Magic-user
defense, Mobile, Acrobatics (T).
Paladin. Dilettante cleric (G), Aura of Any Magic-user. Signature spell, Arcane
Courage (C). Scholar.

Ranger/Hunter. Alertness, Favored enemy, Psionicist. Silent casting, Innate sorcery.


Predator, Wilderness Expert. Sorcerer. Innate Sorcery, Metamagic.
Swashbuckler. Finesse, Acrobatics (T). Warlock. Arcane Artillery. Battle Mage I.
Warlord. Commander, Leadership (G), White Mage. White magic, Healing (C).

Thief
Any Thief. Nimbleness, Sneak Attack I.
Acrobat. Acrobatics, Reflex.
Assassin. Disguise, Poisoner.
Bard. Charmer, Dilettante mage (G).
Mountebank. Charmer, Alchemy (M).
Thug. Flanker, Savage Attacker (F).
Trickster. Artifact hunter, Dilettante mage
(G).

16
OPTIONAL RULES & DESIGNER N OTES
This chapter briefly describes my reasoning Race and class
behind some feats, plus some optional rules
to use feats in other ways. Provided you have only 4 human classes,
these feats will apply whether your elves,
dwarves, etc., are separated classes or not,
Assumptions & conversion notes which is why we don’t have separated racial
feats.
This book assumes you’re playing in low
levels (e.g., up to 14 levels), and using the If you want classes to be completely
traditional “3d6 in order” or something separated from races, you might let all
similar to generate ability scores. An average characters begin with some extra feats.
array would be something along the lines of Option I: give humans a free feat at level 1,
14, 12, 11, 10, 9 and 7 for a starting PC. It also while others keep their usual powers.
assumes you’re using the optional “ability Option II: give humans an ability
checks” rules (roll 1d20 equal or under your Improvement plus another feat at level 1, and
ability score for some feats). everyone else gets a free feat plus their usual
These feats make extensive use of ability powers. Dwarves and Halflings are
checks for a few reasons. First, because you encouraged to pick a feat like Resilient or
can raise them a bit with Ability similar.
Improvement. Second, because relying on Option III: like I, or II, but also give every
saving throws might generate odd results race one appropriate Ability Improvement –
(e.g., dwarves being good at everything). Strength or Intelligence for elves,
Third, we wanted to avoid adding new Constitution or Dexterity for Halflings, etc.
formulas to the game (‘roll 1d20 plus half Humans get to improve any two abilities of
your level, if you beat 15…”) or more their choice.
bookkeeping (“you can use this feat a number
Elves, Dwarves and Halflings must them
of times equal to your level per day”).
choose a class (usually fighter or magic-user
If you use a more generous approach for PC for elves, and fighter for dwarves and
generation, feats that rely on ability checks halflings) that will define their saving throws,
will get a bit more powerful. You can use HD, weapons, armor and spellcasting.
other methods if you find necessary (e.g., roll
Notice that this solution makes level limits
4d6 instead of 1d20). Other than that, the
unnecessary, since they lose some of their
feats apply more or less as written for other
more powerful benefits (saving throws for
old school games with few classes (usually 4
dwarves, spells for elves). You may keep level
or 7). Some feats might be redundant in
limits or other prohibitions (e.g., “dwarves
games that already have paladins, bards, etc.
can’t be magic-users”) for setting reasons or
your own motives, if desired.

17
Automatic saving throws Flaws, features and feats
Some feats will allow characters to You can allow players an extra feat if they
automatically succeed in certain saving pick a significant flaw that will affect their
throws. This is already possible in some character. Some examples:
classic games (e.g., for dwarves with high  Cannot wear armor heavier than
level and high Wisdom). It is possible to make leather.
a ruling to avoid this (e.g., a natural 1 always  Cannot lie nor stay silent to allow
fails), but this is unnecessary as outright allies to lie.
immunity to certain effects is not necessarily
 Cannot carry more than three magic
unbalanced nor unexpected for such
items.
powerful characters. Consider that some
 Can only use blunt weapons (or light
monsters and effects may give you a penalty
weapons, etc.)
to saving throws (e.g., a vampire’s gaze),
 Will not drink potions or accept
which means, for example, that certain
healing magic.
characters can become immune to ordinary
 Will donate 10% of ALL treasure
threats but will seldom be immune to all
found, including magic items.
possible threats.
 Will not carry enough treasure to
reduce your speed.
Unifying XP tables  Speed reduced to 90’ by default.
 Takes double damage from iron
If you prefer unified XP tables, we
weapons.
recommend using the magic-user table for all
classes, adding a few extra feats for Clerics, This flaw may take the form of a vow, taboo,
Thieves and Fighters. Thieves also get 1d6 HP physical limitation, and so on. It must be
per level, like clerics. Clerics need no further adapted to the character’s class, of course –
enhancements. This changes some for a magic-user or thief, “cannot wear armor
assumptions but is still balanced in my heavier than leather” is the default, not a
opinion. flaw.

Level Magic- Cleric/ Fighter/ Likewise, you can allow players to swap one
user Thief Others of their class features for a feat. For example,
1 - - - thieves can give away a couple of their skills,
2 1 1 1 clerics can lose the ability to turn undead, etc.
3 1 1 2 One easy method that I love is allowing
4 1 2 2
thieves to swap one or more of their skills for
5 1 2 3
6 1 2 3 something equally useful: tracking instead of
7 2 3 4 traps, knowledge of lore and history instead
8 2 3 4 of climbing (to turn the thief into a smart
9 2 4 5 scholar from level 1), etc.
10 2 4 5
For clerics, it is easy to swap a few spells of
11 2 4 6
12 3 5 6 their lists for Magic-user spells, provided
13 3 5 7 they fall within the domain of the cleric’s
14 3 6 7 chosen deity.

18
Flaws are a bit prone to abuse but can expand ability scores might be possible depending on
the number and depth of archetypes such as which version of the game you’re playing. An
monks, paladins, etc. ability score of 19 (+4) still fits the rules, but
20 or more requires reevaluating ability
checks and considering other consequences.
Swapping feats
Alchemy (M). Starting with random potions
Swapping one feat or feat details (e.g., is fun! Adding crafting rules would be a
changing your Signature Spell when you whole different book, but you can allow
learn a new spell) should be permitted once alchemists to buy/create potions at half price
per level. The GM might allow other changes if you already have a list.
due to story reasons (e.g., a cleric that turns Animal companion (F). A fun thing to have
evil trades Healer for Smite) or require for players, but a bit fiddly for GMs. I let the
justifications to the change. When in doubt, player give simple commands to his pet, and
we advise erring on the side of fun. even allow the pet to “level up” from a usual
horse to a mighty steed, from a pup to a dire
wolf, etc.
Prime requisites and archetypes
Arcane Artillery (M). An alternative to
Some archetypes and feats work better with throwing daggers when the mage runs out of
abilities that are not necessarily the classes’ spells, especially at lower levels.
prime requisites. I have avoided pointing
Banishment (C). Only useful for certain
these out to reduce complexity and
types of campaigns, since demons are absent
wordiness, with the exception of Finesse, that
in “basic” games, for example.
I left as an example.
It should be obvious that some feats require Charmer (T). Another popular trope (for
bards or even evil sorcerers, mesmerists,
high Charisma or Dexterity, for example. In
etc.).
addition, some archetypes – Bard, Paladin,
Mountebank, Sorcerer – could benefit from Cleave (F). Giving extra attacks for fighters is
having Charisma as a prime requisite. This important for balance reasons and also to
has little impact in the game, in my opinion, allow them to fight multiple foes at once. I
so feel free to require minimum Charisma 9 have written these feats to be useful even if
of swap a prerequisite for Charisma for any you allow multiple attacks against 1 HD
player that has a feat related to Charisma or creatures. You might prefer to allow every
fighter to cleave by default.
other good reason to do this (and not merely
“because my Charisma is higher”). Critical strike (F). This assumes you’re
either not using critical hits, or using a
weaker version (e.g., maximum damage on a
Notes about specific feats (in natural 20). If you already allow double
alphabetical order) damage on a critical hit for everyone, I’d
allow triple damage for fighters.
Ability Improvement (G). Even if you dislike
other feats, this one allows you additional Dilettante cleric, etc. (G). This is a simple
customization and advancement. Other feats alternative to multi-classing, dual classing,
use this one for comparison. Usually, you’re etc. In the case of the cleric, getting to levels 6
limited to 18 in each ability score, but higher

19
and 7 is extremely powerful. I recommend Thaumaturgy (C). This is similar to “white
limiting dilettante clerics to level 3 spells. mage”, with some limitations to avoid making
clerics incredibly powerful by level 6 (using
Expertise (T). This is a versatile feat to
the spell progression of the basic version),
specialize thieves and other classes.
especially considering the fact that they are
Extra attack (F). This is a somewhat weaker not limited by spell books (i.e., you access
version of a second attack, but still very these spells like cleric spells). If using some
powerful. You might require an attack bonus other version of the game, you might rule
of +5 or more before picking it. See also differently.
“Cleave”.
Weapon master (F). This feat allows
Finesse (F). This is useful for swashbucklers, multiple fighting styles while still being
pirates, and other agile fighter archetypes. useful even if you are not using your favorite
See also the “Prime requisites and weapon.
archetypes” section in this chapter (above).
Leadership (G). A leader is an interesting
archetype missing from most RPGs.
Physician (G). A little non-magical healing as
an alternative to the cleric.
Poisoner (T). This works better if your game
already has a list of poisons. It if does not, you
can use this: one vial of snake poison costs 10
gp. When applied to missiles or blades, a
target hit by this weapon must save against
poison for three rounds, taking 1d6 damage
for each failure. Applied poison lasts for one
turn or until it is used successfully. Without
this feat, every time you apply poison you
have a 5% chance of poisoning yourself. Only
Chaotic characters use poison as it is a
dishonorable tactic.

Resilient (G). Old school saving throws are


varied and a bit arbitrary. This allows you to
change yours a bit.
Silent casting (M). This is an easy way to add
psionic powers to the games with almost no
changes. You could choose a limited number
of spells to reflect what psionic powers can
do in your game: Charm, Sleep,
Ventriloquism, etc.

20
A PPPENDIX A: A LPHABETICAL INDEX OF FEATS
Ability Improvement (G). Page 8. Innate sorcery (M). Page 12.
Acrobatics (T). Page 13. Jack of all trades (T). Page 13.
Alchemy. (T). Page 13. Leadership (G). Page 8.
Alertness (T). Page 13. Linguist (G). Page 8.
Animal companion (F). Page 10. Lucky (G). Page 8.
Arcane Artillery (M). Page 12. Magic resistance (M). Page 12.
Arcane scholar (M). Page 12. Martial artist (F). Page 10.
Armor master (F). Page 10. Metamagic (M). Page 12.
Artifact hunter (T). Page 13. Mobile (F). Page 10.
Aura of courage (C). Page 9. Nature Guardian (C). Page 9.
Aura of fear (C). Page 9. Nimbleness (T). Page 13.
Banishment (C). Page 9. Opportunist (T). Page 14.
Battle Mage (M). Page 12. Perceptive (T). Page 14.
Berserker (F). Page 10. Physician (G). Page 8.
Charisma Casting (M). Page 12. Poisoner (T). Page 14.
Charmer (T). Page 13. Potent casting (M). Page 12.
Cleave (F). Page 10. Predator (F). Page 10.
Command undead (C). Page 9. Reflex (T). Page 14.
Commander (F). Page 10. Resilient (G). Page 8.
Consequentialist (C). Page 9. Savage attacker (F). Page 10.
Critical strike (F). Page 10. Shield expert (F). Page 11.
Crusader (C). Page 9. Signature spell (M). Page 12.
Dilettante cleric (G). Page 8. Silent casting (M). Page 12.
Dilettante fighter (G). Page 8. Slippery Mind (T). Page 14.
Dilettante mage (G). Page 8. Smash (F). Page 11.
Dilettante thief (G). Page 8. Smite (C). Page 9.
Disguise (T). Page 13. Sneak attack (T). Page 14.
Evasion (T). Page 13. Sniper (T). Page 13.
Expertise (T). Page 13. Thaumaturgy (C). Page 9.
Extra attack (F). Page 10. Toughness (F). Page 11.
Favored enemy (F). Page 10. True faith (C). Page 9.
Feinting (T). Page 13. Unarmored defense (F). Page 11.
Finesse (F). Page 10. War caster (M). Page 12.
First strike (T). Page 13. Weapon master (F). Page 11.
Flanking (T). Page 13. White Magic (M). Page 12.
Fortitude (F). Page 10. Wilderness explorer (F). Page 11.
Healer (C). Page 9. Willpower (C). Page 9.

21
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