Feats

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Existing Feats:

Durable (Rework):
Hardly and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
You can roll Hit Die to reduce your current level of exhaustion. You must declare that you are rolling to reduce exhaustion forgoing the healing effect, and for every 20 hit points you would have regained you instead reduce your exhaustion by 1 level.

Grappler (Rework): Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, you make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Creatures you have grappled cannot use their Dexterity or Dexterity (Acrobatics) to attempt to escape your grapple.

Inspiring Leader (Rework):
Increase your Charisma score by 1, to a maximum of 20.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your charisma modifier. These temporary hit points are separate from other forms of temporary hit points, allowing creature’s to gain the benefits from Inspiring Leader and one other source of temporary hit points at the same time. A creature cannot gain temporary hit points from this feat again until it has finished a short or long rest.

New Feats:

Acuity:
Increase your Wisdom score by 1, to a maximum of 20.
Heavy precipitation and strong winds do not impose disadvantage on your Wisdom (Perception) checks; see chapter 5 in the Dungeon Master’s Guide.
You have advantage on saving throws against illusions.
You can track other creatures while traveling at a fast pace (see chapter 8 for rules on travel pace in the Player’s Handbook).

Adept:
Choose one ability score other than Constitution. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You double your ability modifier in two skill that uses the chosen ability score.

Bellicose: Prerequisite: Strength 13 or higher
When you hit a creature or object with a weapon with the heavy property that deals piercing or slashing damage, you can choose to deal bludgeoning damage instead.
When you miss a creature with an attack roll using a heavy weapon, you can use your reaction to increase the roll by 5 in an attempt to hit a creature adjacent to your target.

Combat Alacrity: Prerequisite: Dexterity 13 or higher
You gain proficiency with 2 weapons of your choice, as long as it does not have the property of heavy.
If a weapon is not heavy, you consider it having the property of finesse.

Combat Reflexes: Prerequisite: Dexterity 13 or higher
When you make an attack of opportunity against a creature you can make one additional attack of opportunity. You can do this a number of times equal to your Dexterity modifier per long rest.

Controlled Burst: Prerequisite: The ability to cast at least one spell
You can reduces the radius of any spell you cast by increments of 5 feet.

Crushing Blows:
Increase your Strength score by 1, to a maximum of 20.
When you make an attack roll with a weapon that would deal bludgeoning damage, you ignore the armor a creature gains from using a shield.
When a creature takes the Dodge action, your attack rolls made against it do not have disadvantage.

Darkstalker:
Increase your Dexterity score by 1, to a maximum of 20.
If a creature relies on other sense rather than sight to detect hidden or stealthed creatures, they cannot do so at advantage against you.
Once you are successfully hidden from a creature, any further attempt to find you is done at disadvantage until you make your presence known.

Dirty Fighting:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You are proficient with improvised weapons.
When you miss with an attack of opportunity, you do not use up your reaction.

Enhancement:
If you roll the highest number possible on a damage or healing die, you increase the total by your character level divided by 3 (round down) by a minimum of 1.

Exalted Soul:
Increase your Constitution or Wisdom score by 1, to a maximum of 20.
You have advantage on saving throws against reduction to your ability scores.
Effects reducing your hit point maximum are reduced by half.

Fettle:
Your maximum life span is expanded 10 fold.
You can add your proficiency bonus to death saving throws you make.
You do not automatically suffer a death saving throw failure when you take damage at 0 hit points. Instead you immediately make a death saving throw. On a success you do not accrue a death failure.

Galvanizing: Prerequisite: The ability to cast at least one spell
Choose a condition (see appendix A in the Player’s Handbook). Your spells of 1st level or higher ignore a targets immunity to the chosen condition.
You can select this feat multiple times. Each time you do so, you must choose a different condition.

Gibe:
Increase your Charisma score by 1, to a maximum of 20.
When initiative is being rolled and you are not surprised, you can immediately make a Charisma (Deception) or Charisma (Intimidation) check contested by a Wisdom (Insight) check by all creatures you designate within 30 feet of you that can see or hear you. Any creature effected has their first attack roll, ability check, or saving throw in the encounter reduced by your Charisma modifier (minimum of 1). You cannot use this feat again until you have finished a short or long rest.

Journeyman: Prerequisite: Proficiency with at least one tool
Your proficiency bonus is doubled with a chosen tool you already have proficiency with.
You have advantage on all rolls when using the chosen tool.
You are able to create improvised tools and replacement parts for your chosen tool.
You can select this feat multiple times. Each time you do so, you must choose a different tool.

Magus:
You gain access to magic items for one class of your choice, ignoring the class and level requirements on the magical items.
If you are using a magic item that uses dice rolls to regain charges, you roll the recharge twice and use either result.

Master Thrower:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Double the range of any weapon or object you throw.
Your throwing attacks ignore half cover and three-quarters cover.

One with Everything:
When you make a saving throw you can substitute your highest ability modifier for the roll.
You can do this a number of times equal to your character level divided by 3 (round down) a minimum of 1 time per long rest.

Pleasant Dreams:
You only require half the usual amount of sleep or trance to gain its benefits.
Once per 7 days, you are able to gain the benefits of a long rest in the same 24 hour span.
You can make perception checks to sense your surroundings while asleep, potentially alerting you to possible dangers.

Quick Learner:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
The time required for you to train and learn a new language or proficiency is reduced by 90 days (3 months).
You can spend 365 days (1 year) mastering a tool proficiency that you already have. Upon doing this you double your proficiency bonus when using this tool.

Shock Trooper:
Increase your Strength or Constitution score by 1, to a maximum of 20.
When you shove a creature or object you push it up to 10 feet away from you.
If your Strength score is greater than the creature’s you shove, you can push them an additional 5 feet.
For each 5 feet you shove a creature or object, you can also move it the same distance right or left.

Size Matters:
If you are two or more size categories smaller than a creature that is hostile to you, you gain the same benefits as having half cover against the creature.
Also if you would normal have half cover against the creature you now have three-quarters cover.

Sleuth:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
When you make a Wisdom (Perception) or Intelligence (Investigation) checks to find hidden pathways, passages, doors, traps, patterns, codes, symbols, objects, and more; the DC difficulty is medium at most.
You can work with your DM to determine what other elements and factors apply.

Superior Stamina:
Increase your Constitution score by 1, to a maximum of 20.
You have advantage on Constitution checks made when dealing with environmental hazards, climate extremes and other related elements.
You are able to hold your breath for twice as long.
When you suffer from only the first level of exhaustion, you do not have disadvantage on ability checks.

Trained for Battle:
When wielding a weapon with the versatile property in one hand you can roll the weapons damage as if you where wielding it with two hands.
Any attack you make against a restrained or stunned creature that hits the creature is a critical hit as long as you are within 5 feet.

Whimsy: Prerequisite: Intelligence 13 or higher
You gain an additional spell slot of the highest level you are able to cast, up to a 5th level spell slot.

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Feats

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