Feats
A feat represents an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. In addition, the revised racial rules allow you to forgo a +2 modifier to an ability score to begin with a feat at level one. You can take each feat only once, unless the feat’s description says otherwise.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Savage Combatant feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the Savage Combatant feat until your Strength is restored.
Whenever you choose a feat, you can choose two options: you gain 3 selections which you must pick from one Feat Category, or you can pick 1 selection and also increase an ability score of your choice by 1. A feature lists its selection cost, though it should be noted that that options may gain additional potency if selected more than once. These options will have a different total cost listed, and will show an additional effect or improvement to be added to the base option. If an option has the Repeatable tag, that means the same option can be selected multiple times.
Whenever you gain a level, you may reassign one of your selections from one of your feats. Once you take a feat from one Feat Category, you cannot take another set of feat options from that same category.
This is a video on how these feats work for those confused or wanting clarification by whose work I based this version of the feat system off of.
Feats are listed below.
Option | Ability Score Improvement | Selections |
---|---|---|
Full Feat | 0 | 3 |
Half Feat | 1 | 1 |
Full ASI | 2 | 0 |
Feat Category Table of Contents
- 2Armor Specialist
- 3Battle Magic
- 4Combat Reflexes
- 4Damage Type Specialist
- 5Draconic Gifts
- 6Dual Weapon Specialist
- 6Educated
- 7Magical Training
- 8Mounted Combat Specialist
- 8Ranged Combat Specialist
- 9Savage Combatant
- 9Sharp Intellect
- 10Single Handed Weapon Specialist
- 10Poison Applier
- 11Skulker
- 11Survivor
- 12Tactician
- 12Tough as Nails
- 13Two Handed Weapon Specialist
- 14Weapon and Shield Specialist
Armor Specialist:
You have studied the use of armor, and have improved your ability to use armor effectively.
-
Defense Fighting Style [Cost: 2] You must not already have the Defense fighting style. While you are wearing armor, you gain a +1 bonus to AC.
-
Light Armor Proficiency [Cost: 1] You gain proficiency in light armor.
-
Light Armor Mastery [Cost: 1] While wearing light armor which you are proficient in, and you are damaged by a melee attack, you can use your reaction to move 5 feet in any direction without provoking an opportunity attack.
-
Light Armor Versatility [Cost: 1] You may wear a Chain Shirt or Hide armor as light armor for the sake of determining proficiency. When wearing a Chain Shirt or Hide armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
-
Light Armor Mobility [Cost: 1] While wearing light armor, opportunity attacks are made against you with disadvantage
-
Light Armor Defense [Cost: 1] While wearing light armor, you may add your armor's AC bonus to your Dexterity saving throws.
-
Medium Armor Proficiency [Cost: 1] You gain proficiency in medium armor (you must be proficient in light armor through a source other than this feat to choose this feature).
-
Armored Stealth [Cost: 1] Wearing medium or heavy armor which you are proficient in doesn't impose disadvantage on your Dexterity (Stealth) checks.
-
Armored Agility [Cost: 1] When you wear medium armor you are proficient in, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
-
Heavy Armor Proficiency [Cost: 1] You gain proficiency in heavy armor (you must be proficient in medium armor from a source other than this feat to choose this feature).
-
Heavy Armor Mastery [Cost: 1] While you are wearing heavy armor you are proficient in, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency bonus. If you select this feature a second time, the damage reduction applies to all bludgeoning, piercing or slashing weapons.
-
Heavy Armor Mobility [Cost: 1] You may ignore the minimum Strength requirement of heavy armor you are proficient in.
-
Shield Proficiency [Cost: 1] You gain proficiency in shields.
Battle Magic:
Prerequisite: Ability to cast at least one spell
Your magic has been honed to use in combat, your quick thinking and specialized training provide certain advantages while fighting with spells.
-
Combination Caster [Cost: 1] When you cast a spell of 1st level or higher that has a casting time of 1 bonus action, you can use your action this turn to cast a spell of 1st level or higher with a casting time of 1 action, expending a spell slot as normal. Once you use this ability, you can’t use it again until you finish a short or long rest.
-
Damage Type Specialist. [Cost: 1] You may choose one feat option from the Damage Type Specialist section.
-
Eldritch Adept [Cost: 1] Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
-
Focused Multitasker [Cost: 3] You are able to concentrate on two spells or effects that require concentration simultaneously. When you do, you suffer the following penalties:
- You can't cast spells or make weapon attacks.
- The minimum DC for Constitution saving throws you make to maintain your concentration when you take damage is 15.
- At the start of each of your turns in combat, you must succeed on a DC 10 Constitution saving throw or lose concentration on one of the two effects of your choice.
-
Reliable Spells [Cost: 1] When you roll damage for a spell you cast, you can reroll any 1s on any damage die.
-
Spell Sniper [Cost: 1] When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
-
Spell Accuracy [Cost: 1] Your ranged spell attacks ignore half cover and three-quarters cover.
-
Potent Healer [Cost: 1] When you heal hit points with a spell or similar magical feature, such as a class feature, you can reroll any 1s you roll on any of the dice you roll as part of the healing. If the feature does not involve rolling dice, such as the heal spell, you can add your proficiency bonus to the hit points regained by one creature who regained hit points through your spell or feature.
-
Metamagic Adept [Cost: 1] You learn one Metamagic option of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 1 sorcery point to spend on Metamagic (this point is added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
- [Cost: 2] You gain an additional sorcery point and Metamagic option.
-
Mystical Sharpshooter [Cost: 1] Up to once on your turn, before you make a ranged spell attack, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage.
-
Hardy Concentration [Cost: 1] You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-
Warcaster [Cost: 1] You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-
Battlecaster [Cost: 1] When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a cantrip at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Combat Reflexes:
Prerequisite: Dexterity 13 or higher
You are especially quick and nimble, and this provides you with benefits in your movement and reactions.
-
Nimble [Cost: 1] When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement, and you can make a running long or high jump after moving only 5 feet on foot, rather than 10 feet.
-
Fast Reflexes [Cost: 1] You gain a +5 bonus to initiative.
-
Alert [Cost: 1] You can't be surprised while you are conscious.
-
Uncanny Senses [Cost: 1] Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
-
Fleet [Cost: 1] Your speed increases by 10 feet.
-
Light Footed [Cost: 1] Difficult terrain doesn't cost you extra movement.
-
Combat Mobility [Cost: 1] You may take the Disengage action as a bonus action. If you select this feature a second time, your movement does not provoke attacks of opportunity from creatures you can see.
Damage Type Specialist:
You have gained skill in inflicting certain damage types to your enemies, allowing you special advantage when you use them. You can only take each option presented here once.
-
Crusher [Cost: 1] Once on your turn, when you hit a creature with an attack that deals bludgeoning damage, you can move the target 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
-
Piercer [Cost: 1] Once on your turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the damage dice, and you must use the new roll. When you score a critical hit with an attack roll that deals piercing damage, you can roll one additional damage die on top of the normal critical damage the target takes.
- [Cost: 2] You add a total of two additional damage dice on top of the normal critical damage.
-
Slasher [Cost: 1] Once on your turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
-
Break Resistance [Cost: 1] Pick one damage type. When you deal that damage type, you ignore resistance to it and you treat immunity to that damage type as resistance.
-
Burner [Cost: 1] Once on your turn when you deal fire damage you can choose one target that took fire damage from your effect. That creature becomes alight until the end of its next turn. A creature that is alight takes fire damage equal to half your proficiency bonus, rounded up, at the start and end of its turn.
- [Cost: 2] An alight creature also suffers a -2 penalty to Constitution saving throws as it inhales the ash.
-
Freezer [Cost: 1] Once on your turn, when you deal cold damage, you can choose one target that took cold damage from your effect. That creature must make a Strength saving throw with a DC of = 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you gain this feature) or else become icebitten. An icebitten creature must make a Strength saving throw whenever it attempts to move more than 15 feet or make an opportunity attack or else fail in the attempt. The effect ends after the saving throw is made.
- [Cost: 2] A creature also triggers a saving throw if it attempts to make an attack or provide the somatic components of a spell.
-
Poisoner [Cost: 1] Once on your turn, when you deal poison damage not through this feat, you can choose one target that took poison damage from your effect. That creature takes poison damage equal to your proficiency bonus whenever it makes an attack roll or regains hit points. The effect ends at the end of its next turn or once it takes two instances of this damage.
- [Cost: 2] The damage also occurs when the creature makes a saving throw.
-
Acidify [Cost: 1] Once on your turn, when you deal acid damage not through this feat, you can choose one target that took acid damage from your effect. That creature becomed acidified, its protective layer weakened. The creature's Armor Class is reduced by 2 until the end of its next turn.
- [Cost: 2] The armor class reduction increases to 3.
-
Jolter [Cost: 1] Once on your turn, when you deal lightning damage not through this feat, you can choose one target that took lightning damage from your effect to hold a lightning charge. When a creature holding a lightning charges comes within or starts its turn within 10 feet of another creature, you can choose to expend the charge, causing it to shoot to the other creature, doing lightning damage to the second creature equal to two times your proficiency bonus.
- [Cost: 2] Both creatures take the damage when you use your reaction this way, and neither can take reactions until the start of your next turn.
-
Rotter [Cost: 1] Once on your turn, when you deal necrotic damage to a target that is not normally immune to necrotic damage, you can choose one target that took the necrotic damage. That creature becomed necrosed until the end of its next turn. Whenever the creature takes bludgeoning, piercing, or slashing damage, it takes additional damage of the weapon's type equal to half your proficiency bonus.
- [Cost: 2] A necrosed creature also suffers a -2 penalty to Constitution saving throws.
-
Mind Twister [Cost: 1] Once on your turn, when you deal psychic damage not through this feat to a target that is not normally immune to psychic damage, you can choose one target that took psychic damage from your effect. You twist that creature's mind to subconsciously favor a creature. Pick one creature you can see within 30 feet of you and that the target can see. The next time that creature takes damage, the target takes psychic damage equal to your proficiency bonus, and the effect ends.
- [Cost: 2] If the second creature takes more damage than three times your proficiency bonus before the effect ends, it must use its reaction to move up to half its speed towards the second creature.
-
Type Infusion [Cost: 1] Pick one damage type between acid, cold, fire, necrotic, lightning, and psychic. Once per turn, when you hit a creature with a weapon attack, you can choose to add 1d6 of that damage type to the damage of the attack. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Gifts
The power of dragons manifests within you, granting you certain advantages:
-
Chromatic Infusion [Cost: 1] As a bonus action, you can infuse a simple or martial weapon by touching it. When you do so, said weapon deals an additional 1d4 damage on a hit for the next minute. You choose the type of damage this ability does when you infuse the weapon, choosing from: acid, cold, fire, lightning, or poison. You can only use this ability once per long rest.
-
Reactive Resistance [Cost: 1] When you take damage of a type from the following list–acid, cold, fire, lightning, or poison–you can use your reaction to give yourself resistance to that triggering damage. This resistance only applies to the damage which triggered the reaction, and this ability can be used a number of times equal to your proficiency bonus per long rest.
-
Draconic Healing [Cost: 1] You learn cure wounds and can cast it for free once per long rest at a level equal to your proficiency bonus. The spellcasting ability for this spell is Intelligence, Wisdom, or Charisma, you choose when you gain this feat.
-
Protective Wings [Cost: 1] When you or another creature you can see within 5 feet is hit by an attack, you can use your reaction to shield the hit creature with spectral wings. The creature gains a bonus to their AC equal to your proficiency bonus, potentially making the attack miss. You can use this ability a number of times equal to your proficiency bonus per long rest.
-
Telekinetic Reprisal [Cost: 1] When you take damage from a creature within 10 feet, you can use your reaction and force that creature to make a Strength saving throw. The DC equals 8+ your proficiency bonus + the stat you increased with this feat; on a failed save the creature takes 2d8 force damage and is pushed up to 10 feet away from you, and on a success, the creature isn’t pushed and only takes half of the damage. You can use this ability a number of times equal to your proficiency bonus per long rest.
Dual Weapon Specialist:
You are a master of fighting with two weapons at once. Your specialized training has provided you with certain advantages when employing two weapon fighting.
-
Two-Weapon Fighting Style [Cost: 2] You must not already have the Two-Weapon Fighting fighting style. You must select this option twice to gain its benefits. When you engage in two-weapon fighting, you can add your ability modifier to the damage of any offhand attacks.
-
Heavy Dual Wielder [Cost: 1] You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
-
Defensive Dual Wielder [Cost: 1] You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
-
Bonus Attacks [Cost: 1] If you didn't take the Attack action on your turn, but made a weapon attack with a light weapon you are holding as part of your action, you may make an attack with a different light weapon you are holding on your turn as part of the same action. If you have the Heavy Dual Wielder feature, you may ignore the light weapon restriction.
-
Weapon Versatility [Cost: 1] You gain proficiency in three one handed weapons of your choice.
-
Opportunity Flurry. [Cost: 1] When you make an opportunity attack while engaging in two-weapon fighting, you can make 2 attacks instead, as long as each attack is made with a different weapon you hold and are proficient in.
-
Damage Type Specialist. [Cost: 1] You may choose one feat option from the Damage Type Specialist section between Crusher, Slasher, or Piercer.
Educated:
You have studied with a capable teacher, or at a college, perhaps learning lore, languages, or perhaps learning other skills through a mentor.
-
Linguist [Cost: 1] You learn three languages of your choice. Your understanding of communication allows you to communicate with a creature who speaks a language you don’t know on a rudimentary level after 10 minutes of interaction. In addition you may decipher a written language you don’t know on a rudimentary level after 10 minutes of study.
-
Coder [Cost: 1] You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. Your spellbook, if you have one, may be written in such ciphers preventing it from being copied by anyone who you have not taught the cypher to.
-
Skill Training [Cost: 1] Gain proficiency in two skills in which you are not proficient.
-
Tool Training [Cost: 1] Gain proficiency in three sets of tools for which you are not proficient. You may add half your proficiency modifier on any ability check to use a set of tools for which you are not proficient.
-
Expert Education [Cost: 1] Gain expertise in a skill or tools for which you are proficient.
- [Cost: 2] Gain expertise in an additional skill or tool for which you are proficient.
-
Studied [Cost: 1] You gain advantage on any intelligence ability check to recall information about any type of creature.
Magical Training:
You have learned the basics of magic, either through a teacher, or on your own initiative. This has given you rudimentary magic skills and/or the training to deal with spellcasters.
-
Magical Adept [Cost: 1, Repeatable] Choose one 1st-level spell from any spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. You use the same ability score as the class from which list you chose the spell. You can also cast this spell using any spell slots or points you have of the appropriate level. You may select this feature more than once, you can either spread the selections among multiple spells or specialize in one.
- [Cost: 2] The level at which the spell is cast when you cast it through this feat equals your proficiency bonus minus one.
- [Cost: 3] You may cast the spell through this feat once per short or long rest.
-
Magical Breadth. [Cost: 1] You must know or prepare a list of spells you can cast. If you prepare a list of spells available for you to cast, you may prepare an additional 2 spells of your choice from the list normally available to you. If you know your spells, you may choose to know an additional 2 spells. Each spell you prepare or know in this way must be of a level you can cast through your levels in the class whose spell list they come from. When you finish a long rest, you may switch which 2 spells you prepare or know in this way with spells that follow the same criteria.
- [Cost: 2] You may prepare 3 spells instead of 2.
- [Cost: 3] You may prepare 5 spells instead of 2.
-
Hedge Magic [Cost: 1, Repeatable] Choose 2 cantrips from any one spell list. You may cast those cantrips using the same ability score as the class from which you chose the cantrips.
-
Ritual Caster [Cost: 1] You gain the ability to cast 2 1st-level spells of your choice as a ritual. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
- [Cost: 2] You may also select a 2nd level ritual spell from the same class that you may cast as a ritual.
-
Ritual Book [Cost: 1] You have learned to cast wizard rituals from a ritual book that you possess. if you come across a wizard spell in written form, such as a magical spell scroll or spellbook, you might be able to add it to your ritual book. The spell must be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Intelligence is your spellcasting ability for these spells.
- [Cost: 2] You may select another ritual casting class and may add their ritual spells to your ritual book. The spellcasting ability used for these rituals matches the class for which the rituals belong.
-
Mage Slayer [Cost: 1] When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- [Cost: 2] If the melee weapon attack lands a critical hit, the attempt at casting the spell fails.
-
Proximity Protection. [Cost: 1] You have advantage on saving throws against spells cast by creatures within 5 feet of you.
-
Spell Interruption [Cost: 1] When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
-
Universal Spell Focus [Cost: 1] If you have the Spellcasting Focus feature from a class you have levels in, that spellcasting focus becomes an applicable focus for all spells from any class.
-
Telekinetic [Cost: 1] You learn the mage hand cantrip and can make it invisible. If you already know it, its range is increased by 30 feet. You can telekinetically shove a creature in front of you as a bonus action, forcing the creature to succeed on a Strength saving throw versus your spell save DC or be moved 5 feet by you.
-
Telepathic [Cost: 1] You can telepathically communicate to any creature that you can see within 60 feet that shares a language with you, but they can't respond back telepathically. You can cast the detect thoughts spell without using a spell slot once per long rest.
Mounted Combat Specialist:
You are a master of fighting while mounted. Your specialized training has provided you with certain advantages when fighting on horseback or another applicable mount.
-
Cavalry Attack [Cost: 1] You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. If you select this feature a second time, you also have advantage against unmounted creatures of equal size to your mount.
-
Mount Defender [Cost: 1] You can force an attack targeted at your mount to target you instead. If you select this feature a second time, that attack is made with disadvantage.
-
Durable Mount [Cost: 1] If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It may use your saving throw modifier if it is higher.
- [Cost: 2] Your mount gains the same benefit against effects that allow it to make a Constitution saving throw.
-
Lance Charge [Cost: 1] If your mount moves at least 10 feet towards an enemy on your turn and you use the attack action to attack that enemy with a lance, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage. If you hit with your initial attack and have the extra attack feature, you may forgo your second attack and the hit is considered a critical hit and the enemy is knocked prone if they are no larger than your mount.
-
Mounted Combat Mastery [Cost: 1] If your mount is controlled, it is not restricted in the actions you can have it make. (normally a controlled mount is restricted to the Dodge, Dash or Disengage actions).
- [Cost: 2] You may control a mount even if it is not trained for combat.
-
Weapon Versatility [Cost: 1] You gain proficiency in the Lance, and two other martial weapons of your choice.
Ranged Combat Specialist:
You are a master in the art of ranged attacks in combat. Your specialized training has provided you with certain advantages when using weapons that attack at range.
-
Ranged Fighting Style [Cost: 2] You become skilled enough with the use of ranged weapons to develop a fighing style. You must select this option twice to gain its benefits. You learn one fighting style of your choice between Archery and Thrown Weapon Fighting, as described in the Fighter class description.
- [Cost: 3] You may learn both fighting styles.
-
Fast Loader [Cost: 1] You ignore the loading property of ranged weapons with which you are proficient.
-
Point Blank Shot [Cost: 1] Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
-
Fast Firing [Cost: 1] When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one handed ranged weapon or thrown weapon that you are holding or may draw as part of the bonus action.
-
Deadly Aim [Cost: 1] Before you make a ranged attack with a weapon that you are proficient in and holding with two hands, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage.
- [Cost: 2] You may choose to forgo any amount up to your proficiency modifier to the attack roll, adding twice the amount of the penalty to the damage.
-
Exacting Shot [Cost: 1] When you make a weapon attack with a shortbow or longbow, you deal additional damage to the creature equal to the amount you beat their armor class by.
-
Long Range Sniper [Cost: 1] Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover.
- [Cost: 2] You may attack with your weapon up to twice the weapons maximum range, attacks over the maximum range of the weapon impose disadvantage on the attack roll.
-
Fast Thrower [Cost: 1] You may draw weapons with the thrown property as part of the attack with that weapon.
-
Reactive Slinger [Cost: 1] If you end your turn without moving, before your next turn when a creature within 30 feet of you moves, you can use your reaction to make a ranged weapon attack with a sling against that creature.
-
Quick Sling [Cost: 1] Once per turn when you make a ranged weapon attack without disadvantage using a sling, you can make an additional ranged weapon attack with a sling against a different creature as part of the same attack.
-
Discombulating Sling. [Cost: 1] The first time you score a critical hit with a sling against a creature on a turn, that creature has disadvantage on attack rolls and ability checks until the start of your next turn.
-
Weapon Versatility [Cost: 1] You gain proficiency in three ranged weapons or weapons with the thrown property.
-
Damage Type Specialist. [Cost: 1] You may choose one feat option from the Damage Type Specialist section between Crusher, Slasher, or Piercer.
Savage Combatant:
Prerequisite: Strength 13 or higher
You are a crazed attacker on the battlefield. Your bloodlust has granted you certain advantages while fighting with unmatched zeal.
-
Brutal Charge [Cost: 1] When you use your action to take the Dash action and end your movement within range of a target with a melee weapon you are holding, you may make the attack action as part of the same action. If you chose to shove a creature with the attack action gained as part of a Dash, you may choose to shove the creature up to 10 feet and knock them prone with the same shove attack.
-
Street Fighter [Cost: 1] You are proficient with improvised weapons and your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to shove the target.
-
Grappler [Cost: 1] You may use a bonus action to grapple an opponent that is prone.
-
Athlete [Cost: 1] You gain proficiency in Athletics, if you are already proficient, you gain expertise.
-
Savage Attack [Cost: 1] Once per turn when you roll damage for a melee weapon attack, you may roll the weapon’s damage dice twice and select the better result. If you are adding additional dice to the damage roll (such as after scoring a critical hit or a sneak attack), those dice are rolled normally.
- [Cost: 2] You may inflict the maximum possible result of the weapon’s damage dice rather than rolling.
-
Damage Type Specialist. [Cost: 1] You may choose one feat option from the Damage Type Specialist section between Crusher, Slasher, or Piercer.
Sharp Intellect:
Your mind is always working, allowing you to notice the finer details, remember relevant facts, the speech and mannerisms of others, and process your thoughts quickly.
-
Perfect Memory [Cost: 1] You always know the number of hours left before the next sunrise or sunset, and you always know which way is north, you have advantage on any ability checks to avoid getting lost, in addition, you can accurately recall anything you have seen or heard within the past month to the point that you could duplicate a key or a spellbook that you have observed.
-
Lip Reader [Cost: 1] If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. In addition, you can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
-
Intuitive Assessment [Cost: 1] If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. You know precisely the Intelligence and Wisdom scores of an observed creature.
-
Versatile Intellect [Cost: 1] Whenever you make a Wisdom ability check, you may substitute your Intelligence score if it is higher.
-
Versatile Intuition [Cost: 1] Any time you make an Intelligence ability check, you may substitute your Wisdom score if it is higher.
-
Arcane Intellect [Cost: 1] You understand the nature of magic, allowing you to identify spells when cast by a spellcaster. If you perceive a spell being cast, the spell’s effect, or both, you can make an Intelligence (Arcana) check to identify the spell being cast. The DC equals 10 + twice the spell’s level.
- [Cost: 2] You make the roll with advantage.
-
Chef [Cost: 1] As part of a short rest, you get to cook special food as long as you have the ingredients and utensils to make it. You can make enough food for a number of creatures equal to 4 + your proficiency bonus. A creature that eats this food regains an extra 1d8 hit points. After a long rest, you can similarly cook treats that give creatures temporary hit points equal to your proficiency bonus.
Single Handed Weapon Specialist:
You are a master of fighting with one handed melee weapons and versatile weapons. Your specialized training has provided you with certain advantages when employing these weapons.
-
Dueling Fighting Style [Cost: 2] You must not already have the Dueling fighting style. You must select this option twice to gain its benefits. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon, as well as a +2 bonus to Dexterity saving throws.
-
Nimble Warrior [Cost: 1] When you use a melee weapon one handed, and nothing in the other, it is treated as if it had the finesse property.
-
Exacting Strike [Cost: 1] When you make a weapon attack with a one handed weapon, you are wielding nothing in the other hand, and beat the creature’s AC by 5 or more, you deal an additional 1d6 damage.
-
Disable [Cost: 1] Before you make a melee attack with a weapon that you are proficient with, and you are holding nothing in your other hand, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, the target of the attack suffers disadvantage on the next weapon attack roll it makes before the end of its next turn.
- [Cost: 2] The target of the attack suffers disadvantage on its next two weapon attack rolls it makes before the end of its next turn.
-
Parry [Cost: 1] When you are wielding a weapon with which you are proficient and nothing in your other hand, and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
- [Cost: 1] After you use this feature, you retain a +2 to your AC against melee attacks until the beginning of your next turn.
-
Deadly Swing [Cost: 1] Before you make an attack roll with a melee weapon with the versatile property you are wielding in two hands, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage.
- [Cost: 2] You may choose to forgo any amount up to your proficiency modifier to the attack roll, adding twice the amount of the penalty to the damage.
-
Extended Reach [Cost: 1] When you make an attack roll with a melee weapon with the versatile property and holding nothing in your other hand, you may make the attack as if the weapon had the reach property.
-
Parry Missile [Cost: 1] When wielding a melee weapon that lacks the heavy or two handed property, you may use the weapon to attempt to deflect a missile attack. After the attack roll is made, you may use your reaction to add your proficiency modifier to your AC against that attack, potentially causing the attack to miss you.
- [Cost: 2] After you use this feature, you retain a +2 to your AC against ranged attacks until the beginning of your next turn.
-
Close Quarters Fighting [Cost: 1] After making an attack with the benefit of your proficiency modifier against a creature within 5 feet with a melee weapon you are holding in one hand, you may use your bonus action to make a shove or grapple attack with your free hand.
-
Weapon Versatility [Cost: 1] You gain proficiency in three one handed weapons of your choice.
-
Damage Type Specialist. [Cost: 1] You may choose one feat option from the Damage Type Specialist section between Crusher, Slasher, or Piercer.
Poison Applier
You are an expert at making and applying poisons to your weapons in order to kill your selected targets.
-
Damage Type Specialist. [Cost: 1] You may choose one feat option from the Damage Type Specialist section between Break Resistance and Poisoner.
-
Quick Poison Application [Cost: 1] You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
-
Poisoner [Cost: 1] You gain proficiency with the poisoner's kit if you don't already have it. With one hour of 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 your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 hour or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw against a DC of 12 + your proficiency bonus or take 2d8 poison damage and become poisoned until the end of your next turn.
Skulker:
You are an expert at skulking and scouting in dangerous locations, like dungeons, dark hallways in an enemy lair, or caverns.
-
Stealthy [Cost: 1] You gain proficiency in the Stealth skill, if you already have proficiency, you gain expertise. If you select this feature a second time, moving stealthily does not hamper your movement.
-
Inventive Sneaking [Cost: 1] You can try to hide when you are lightly obscured from the creature from which you are hiding.
-
Hidden Sniper [Cost: 1] When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- [Cost: 2] You may use your reaction to make another hide check if your position is revealed after hitting with a ranged weapon attack.
-
See in the Shadows [Cost: 1] Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. If you select this feature 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.
-
Sharp Hearing [Cost: 1] You have advantage on Wisdom (Perception) checks relying on sound.
-
Trap Avoidance [Cost: 1] You have advantage on saving throws made to avoid or resist traps, and you have resistance to the damage dealt by traps.
-
Alert Traveler [Cost: 1] Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
Survivor:
You have a knack for surviving the most harrowing of situations, and you have a talent for keeping those in your care alive.
-
Combat Medic [Cost: 1] When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
-
Doctor [Cost: 1] As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
- [Cost: 2] You can use this action as a bonus action or an action.
- [Cost: 3] You can use this feature twice per short or long rest instead of once.
-
Inspiring Leader [Cost: 1] 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 ½ your level (rounded up). A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
- [Cost: 2] The temporary hit points are equal to your level.
- [Cost: 3] The temporary hit points are equal to your level + your Charisma modifier.
-
Fortunate [Cost: 1, Repeatable] You have a luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend the luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is determined. You choose whether to use your roll or the initial result. You can also spend your luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. 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. You regain your expended luck point when you finish a long rest.
Tactician:
In combat you are careful and employ enhanced tactics that make you especially deadly.
-
Blind Fighting Style [Cost: 2] You must not already have the Blind Fighting fighting style. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
-
Interception Fighting Style [Cost: 2] You must not already have the Interception fighting style. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d6 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. The damage reduction increases by 1d6 at 5th level (2d6+prof), 11th level (3d6+prof), and 17th level (4d6+prof).
-
Protection Fighting Style [Cost: 2] You must not already have the Protection fighting style. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to impose disadvantage on the attack roll and any additional attacks it makes against that target before the start of your next turn.
-
Combat Tactician [Cost: 1] You learn an exploit of your choice from among those available to the Fighter class. If an exploit you use requires your target to make a saving throw to resist the exploit’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one exploit die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your exploit. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
-
Disabling Strike [Cost: 1] When you hit a creature with an opportunity attack made when it leaves your reach, the creature's speed becomes 0 for the rest of the turn.
-
Sentinel [Cost: 1] Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
-
Opportunist [Cost: 1] When a creature within range of a melee weapon you are holding makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Tough as Nails:
Prerequisite: Constitution 13 or higher
You are especially hardy, you are wounded less and irrepressible even when wounded, recovering with surprising speed.
-
Tough [Cost: 1] Your hit point maximum increases by an amount equal to your level when you select this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional one hit point.
- [Cost: 2] You gain twice the benefit.
-
Durable [Cost: 1] When you spend Hit Dice to recover Hit Points, instead of rolling, you heal the maximum possible result. For example, if a Cleric (d8) spends 2 Hit Dice on healing, they automatically regain 16 Hit Points plus their modifier for Con on both dice.
-
Tenacious [Cost: 1] Any saving throw to prevent your HP maximum from being lowered automatically succeeds.
-
Hardy [Cost: 1] You do not suffer exhaustion when you fall to 0 Hit Points.
- [Cost: 2] You may recover up to two levels of exhaustion on a long rest.
-
Resilient [Cost: 1] You gain proficiency in saving throws in an ability score of your choice.
Two Handed Weapon Specialist:
Prerequisite: Strength 13
You are a master of fighting with a weapon held in two hands. Your specialized training has provided you with certain advantages when employing a weapon this way.
-
Great Weapon Fighting Style [Cost: 2] You must not already have the Great Weapon Fighting style. When making melee attacks using Strength as part of your action with a heavy, two-handed melee weapon, you can add half your Strength modifier, rounded up, to the damage roll. You must keep both hands on your weapon for the entirety of your turn to use this fighting style.
-
Ferocious Strike [Cost: 1] Before you make an attack roll with a melee weapon you are holding with two hands, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the damage.
- [Cost: 2] You may choose to forgo any amount up to your proficiency modifier to the attack roll, adding twice the amount of the penalty to the damage.
-
Merciless [Cost: 1] On your turn, when you score a critical hit or reduce a creature to 0 hit points with a weapon held in two hands, you can immediately make one more melee weapon attack using your bonus action. You may only benefit from Merciless once on your turn.
- [Cost: 2] You may make the additional attack without using your bonus action.
-
Pommel Strike [Cost: 1] When you take the attack action and make all attacks with a two-handed melee weapon you are holding in two hands with the benefit of your proficiency modifier, you can use a bonus action to make a melee attack with a range of 5 feet with another part of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage. This strike can't benefit from the benefits of the Great Weapon Fighting style.
-
Readied Weapon [Cost: 1] While you are wielding a reach weapon you are holding in two hands, other creatures provoke an opportunity attack from you when they enter your reach. The weapon that provoked the attack must be used to make the attack in order to use this feature.
-
Weapon Versatility [Cost: 1] You gain proficiency in three weapons with the two handed or versatile property.
-
Damage Type Specialist. [Cost: 1] You may choose one feat option from the Damage Type Specialist section between Crusher, Slasher, or Piercer.
Weapon and Shield Specialist:
Prerequisite: Proficiency in shields
You are a master of fighting with a weapon and shield. Your specialized training has provided you with certain advantages when employing weapon combat while you have a shield equipped.
-
Dueling Fighting Style [Cost: 2] You must not already have the Dueling fighting style. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon, as well as a +2 bonus to Dexterity saving throws.
-
Protection Fighting Style [Cost: 2] You must not already have the Protection fighting style. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
-
Shield Shove [Cost: 1] You can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- [Cost: 2] You may make a shield shove as part of the same action as you take the Attack action, no action required.
-
Effective Shove [Cost: 1] When you shove a creature with your shield, you may, with a successful shove, both push the creature 5 feet and knock them prone, or any mixture of the two.
-
Shielded Position [Cost: 1] If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets you, and if that effect would inflict half damage on a successful saving throw, you can use your reaction to take no damage instead if you succeed on the saving throw.
- [Cost: 2] You take only half damage if you fail the saving throw.
-
Shield Bash [Cost: 1] You are proficient in the use of a shield as an improvised weapon, the shield has the light property and inflicts 2d4 bludgeoning damage on a successful hit. A magical shield is considered a magical weapon for the purposes of overcoming resistance to bludgeoning damage.
-
Shield Throw [Cost: 1] Shields you wield gain the thrown property with a normal range of 20 feet and a long range of 60 feet. When thrown, your shield deals 1d6 bludgeoning damage on a hit. A shield you throw also automatically returns to your hands after you attack a creature within its short range unless it is grabbed by a feature such as Deflect Missiles.
-
Rapid Ready [Cost: 1] You may equip or stow a shield with the same interact with an object you use to equip or stow a weapon. If you select this option a second time, you may stow a previously held weapon or draw it with the same interact with an object.
-
Defensive Fighting [Cost: 1] Before you make a melee attack with a shield or weapon that you are holding while wielding a shield in your other hand, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, the target of the attack has disadvantage on any attack rolls against you until the beginning of your next turn.
-
Weapon Versatility [Cost: 1] You gain proficiency in three one handed weapons of your choice.
-
Damage Type Specialist. [Cost: 1] You may choose one feat option from the Damage Type Specialist section between Crusher, Slasher, or Piercer.