DNDBlue's Feat Collection

by DNDBlue

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DNDBlue's Feat Collection

Academic

You have dedicated yourself to a particular field of study:

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You gain proficiency with one of the following skills; Arcana, History, Nature, or Religion. If you are already proficient with your chosen skill you gain expertise instead.

  • You can roll a d6 and add the number rolled to any ability check you make with your chosen skill.


You can select this feat multiple times. Each time you do so, you must choose a different skill.

Banditry

Prerequisite: Sneak Attack feature


Your ability to exploit your opponent’s weaknesses isn’t restricted to light and ranged weaponry:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • You gain proficiency with one martial weapon of your choice.

  • Your sneak attack is now compatible with any melee weapon, so long as that weapon lacks the heavy property.

Barbaric Charge

Prerequisite: Rage feature


The fury of your rage allows you to move at greater speeds. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

  • While raging, your speed increases by 10 feet.

  • When you use your bonus action to enter a rage, you also take the Dash action as part of that same bonus action.

Bard Initiate

You learn how to inspire others through your rousing words. As a bonus action, target one creature (other than yourself) within 60ft of you, that creature gains a d6 Bardic Inspiration die. Creatures that cannot hear you cannot be inspired and a creature can have only one Bardic Inspiration die at a time.


Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. They must choose to roll your inspiration die before knowing the outcome of the roll.


You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.

Battle Mage

Prerequisite: Ability to cast at least one spell


You’ve refined your spellcasting and martial abilities. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.

  • You gain proficiency with one simple or martial weapon of your choice.

  • You can touch one weapon that you are proficient with and begin to perform a 1-hour ritual. This ritual can be performed during a short rest. When the ritual is complete, the weapon can be used as a spellcasting focus.

Courageous

You are able to overcome your fear, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.

  • You have advantage on saving throws made to resist the Frightened condition.

  • Your movement is no longer affected by the Frightened condition.



Chameleon

Prerequisite: Lizardfolk


You are capable of changing the colour and transparency of your scales to better blend in with your surroundings. So long as you aren’t wearing armour, you can become Invisible as an action. Any equipment you are wearing or carrying becomes invisible with you. The Invisibility ends if you; move, take any action, don armour, concentrate on a spell or become incapacitated.

Disenchanting

Prerequisite: Countercharm feature


Your ability to disrupted mind altering effects has improved. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.

  • Countercharm can now be activated as a bonus action, instead of an action.

  • Any friendly creatures under the effects of Countercharm can add your Charisma modifier to any saving throws they make to resist being charmed or frightened.

Deep Sea Chaperon

Prerequisite: Triton


Your ability to control the power of the sea has improved, granting you the following benefits:

  • Increase your Strength, Constitution or Charisma score by 1, to a maximum of 20.

  • You can cast Water Breathing without expending a spell slot. When you cast Water Breathing using this feat, targets of the spell gain a swimming speed equal to their walking speed for the duration. Once you cast Water Breathing in this way, you must finish a long rest before you can do so again.

Druid Initiate

Nature has made a call and you have answered. You learn two cantrip of your choice from the Druid spell list, wisdom is your spellcasting ability for these spells.


Additionally, you can use your action to magically assume the shape of a beast that you have seen before. The beast must have a CR of 0 and lack a swimming or flying speed. The transformation lasts 10-minutes and can be ended early as a bonus action. This feat uses the same rules as Wildshape, see page 66 of the Player’s Handbook for more details.


You can use this feature twice, regaining all expended uses after finishing a long rest.

Elusive

Prerequisite: Dexterity 13 or higher.


You have a knack for avoiding the consequences of your actions:

  • Increase your Dexterity score by 1, to a maximum of 20.

  • You and up to ten companions within 60 feet of you can travel at a normal pace while stealthing. If you choose to travel at a slow pace, you and your companions gain a +5 bonus to their stealth rolls. (See page 181 of the Player’s Handbook for rules on travel pace.)

  • Creatures have disadvantage on any Wisdom (Perception) & Wisdom (Survival) checks they make in an attempt to track you or your companions.

Familiar Friend

You have bonded with an animal spirit, granting you the following benefits:

  • You learn the Find Familiar spell, which can cast without expending a spell slot. You must finish a long rest before you can cast it in this way again.

  • When choosing your familiar’s form, you can choose any CR 0 beast.

  • While you are touching your familiar, you can change its form as an action.



Feather Foot

Prerequisite: Dexterity 13 or higher.


You move with a soft, delicate step. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.

  • You can use Dexterity, instead of Strength, to determine how far and high you can jump.

  • Your footsteps no longer trigger non-magical, pressure-based traps. Examples of such traps include; pitfalls, hunting traps, pressure plates, and trip wires.

Friend of the Forest

You are a friend to creatures big and small. You gain the ability to understand and speak with beasts.


The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.

Foreign Magic

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You begin to study the magical talents of your chosen class:

  • You learn two 1st-level spells from your chosen class’s spell list. You can use either Intelligence, Wisdom, or Charisma as the spellcasting ability for these spells.

  • You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using a spell slot.

Fountain of Sorcery

Prerequisite: Metamagic feature


You unlock a hidden source of sorcery within yourself. You gain the following benefits:

  • You learn an additional Metamagic option.

  • You gain additional sorcery points equal to your half your Sorcerer level (rounded down). These additional sorcery points can only be spent on Metamagic and cannot be converted into spell slots. You regain all spent sorcery points when you finish a long rest.

Greater Spell: Absorb Elements

Prerequisite: Ability to cast the Absorb Elements spell


You’ve learned how to empower the Absorb Elements spell, granting you the following benefits;

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • When you cast Absorb Elements, all non-hostile creatures within 10ft of you also gain the benefits of the spell.

  • You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.


Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.



Greater Spell: Catnap

Prerequisite: Ability to cast the Catnap spell


You’ve learned how to empower the Catnap spell, granting you the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.

  • Catnap’s duration is reduced from 10 minutes to 1 minute.

  • You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.


Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.

Greater Spell: Disguise Self

Prerequisite: Ability to cast the Disguise Self spell


You’ve learned how to empower the Disguise Self spell, granting you the following benefits;

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • Disguise Self now has a range of Touch, instead of Self. Disguise Self now has a duration of 8 hours instead of 1 hour. Only willing creatures can be targeted by this spell.

  • You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.


Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.

Greater Spell: Find Traps

Prerequisite: Ability to cast the Find Traps spell


You’ve learned how to empower the Find Traps Spell, granting you the following benefits;

  • Increase your Wisdom score by 1, to a maximum of 20.

  • When you cast Find Traps, any traps detected by the spell will gain a faint magical glow for the next hour.

  • You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.


Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.

Greater Spell: Knock

Prerequisite: Ability to cast the Knock spell


You’ve learned how to empower the Knock spell, granting you the following benefits;

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.

  • When you cast Knock it no longer produces any sound.

  • You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.


Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.



Greater Spell: Mage Armor

Prerequisite: Ability to cast the Mage Armor spell


You’ve learned how to empower the Mage Armor spell, granting you the following benefits;

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.

  • When you cast Mage Armor, the target’s base AC can be either 13 + its Dexterity modifier or 16 (your choice).

  • You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.


Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.

Greater Spell: Sending

Prerequisite: Ability to cast the Sending spell


You’ve learned how to empower the Sending spell, granting you the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.

  • Sending no longer has a word limit. When you cast Sending, you are able to send a message that is up to a minute long. The recipient is able to respond in a like manner.

  • You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.


Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.

Greater Spell: Shield

Prerequisite: Ability to cast the Shield spell


You’ve learned how to empower the Shield spell, granting you the following benefits;

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.

  • When a creature you can see within 60ft of you is hit with an attack or targeted by the magic missile spell, you can use your reaction to cast shield on them. You ignore shield’s normal range when you use this feature.

  • You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.


Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.

Hands of Devotion

Prerequisite: Divine Smite feature


Your body is a vessel for your divine power:

  • Increase your Strength or Charisma score by 1, to a maximum of 20.

  • Your body is considered a holy symbol and can be used as a spellcasting focus for your Paladin spells.

  • Your Divine Smite feature is now compatible with unarmed strikes. This extends to your Improved Divine Smite feature at 11th level.

Honed Strength

Prerequisite: Unarmored Defense feature


You’ve honed your strength and refined your technique. You can use Strength, instead of Dexterity, for Initiative rolls and Unarmored Defense.

Hound

You have a nose like a dog. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.

  • You have advantage on Wisdom (Perception) checks that rely on smell.

  • You can smell an object that has been worn or used by a creature within the last 10 days to gain a +5 bonus to Wisdom (Perception) and Wisdom (Survival) checks made to track that creature. This effect lasts until you finish a long rest.



Infusionist

Prerequisite: Infuse Item feature


Your ingenuity and inventiveness have improved, granting you the following benefits:

  • You learn an additional infusion of your choice from the Artificer Infusions list. Standard restrictions for learning an infusion still apply.

  • The maximum number of Infused items you can create increases by 1.

Insomniac

Your many late nights have taught you how to function with less sleep. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.

  • You only need 4 hours of sleep to gain the benefits of a long rest.

  • You no longer have disadvantage on ability checks when you have only a single level of exhaustion.

Mariner

You have learned how to sail the seas, granting you the following benefits:

  • You gain proficiency with Vehicles (water) and Navigator’s Tools.

  • You gain a swimming speed equal to your walking speed.

  • You can spend 1-minute studying the sky to determine what the weather will be for the next 24 hours.

Monk Initiate

You’ve learned the basics of unarmed martial arts:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

  • Your unarmed strikes gain a d4 damage die.

  • When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.

Mountaineer

No peak is beyond your reach. You gain the following benefits:

  • You gain a climbing speed equal to your walking speed.

  • You can reduce any falling damage you take by an amount equal to your character level.

  • You gain advantage on any Strength (Athletics) checks you make in relation to climbing.

Mystic

Prerequisite: Ki feature


You’ve learned how to better harness the power of Ki. You gain the following benefits;

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.

  • You gain additional Ki equal to your Proficiency Bonus. This additional Ki is regained by completing a long or short rest.

Paladin Initiate

You learn how to empower your strikes with divine magic. You gain a pool of d8’s equal to your Proficiency Bonus. When you hit a creature with a melee weapon attack, you can spend one or more of these d8 to deal extra radiant damage to the target, in addition to the weapon’s damage. Roll the dice you spend; the target takes additional radiant damage equal to the amount rolled.


The maximum number of d8’s you can spend on a single attack is equal to half your proficiency bonus (rounded down). You regain all expended dice when you finish a long rest.



Pushover

Prerequisite: Strength 13 or higher.


You learn how to effectively use your strength to overpower your enemies. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.

  • You have advantage on Strength (Athletics) checks made to Shove a Creature.

  • When you successfully shove a creature and decide to push them, the distance they are pushed is now equal to your strength score, rounded down to the nearest 5ft.

Recall Arcana

Prerequisite: 1st level or higher Wizard


You can more easily recall and recite the incantation for spells you haven’t prepared. You can cast an unprepared spell of 5th level or lower from your spellbook, treating the spell as if it were prepared.


You can use this feat a number of times equal to half your Proficiency Bonus (rounded down), regaining all expended uses when you finish a long rest.

Resolute

Prerequisite: Indomitable feature


Your strength and will is unyielding. You gain the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.

  • When you use your Indomitable feature on a saving throw you aren’t proficient with, you can add your Proficiency Bonus to the rerolled saving throw.

Seismic Touch

You learn how to sense the subtle vibrations that travel through the ground. As an action, you can touch a solid surface and gain 60ft Tremorsense until the start of your next turn.


A creature with Tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.

Tactician

You are always ready for battle and always have a battle plan:

  • Whenever you roll initiative roll a d4. You gain a bonus to your initiative equal to the number rolled.

  • After you roll initiative but before the first turn of combat, you can swap your initiative position with a willing creature. You can only use this feat once per combat encounter.

Credit

Cover Page Art by lie setiawan
Source: https://www.artstation.com/artwork/OoQokv


Page 2, 3, 4, 7 Art By Hans Krill
Source: https://www.artstation.com/artwork/ybYWg5


Page 4, 7 Art © BLIZZARD ENTERTAINMENT, INC. ALL RIGHTS RESERVED.


Page 5 Art By Mitchell Malloy
Source: https://www.artstation.com/artwork/dwarf-fighter-iconic


Page 5 Art By Travis Lacey
Source: https://www.artstation.com/artwork/41ev4


Page 6 Art By Greg Opalinski
Source: https://www.artstation.com/artwork/dwarf-fighter-iconic


Feats by DNDBlue | Version 2.4


Volume 3 avaliable here:

https://www.gmbinder.com/share/-Mijpe3akfjGU4MmVlmw/-Mq8qyja48MGg0v7ZoqX

 

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