1st-level Feats

by TheGoldenOwlbear

Search GM Binder Visit User Profile
1st level Feats

General Feats

Athlete

1st-Level Feat


  • Prerequisite: Strength or Dexterity of 13 or higher
  • Repeatable: No

You have undergone extensive physical training to gain the following benefits:

  • When you are prone, standing up uses only 5 feet of your movement.

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

  • You can use the Jump action as a bonus action. You count as if you were one size larger for the purpose of determining your carrying capacity.

Healer

1st-Level Feat


  • Prerequisite: None
  • Repeatable: No

You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

  • Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

  • Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

Keen Mind

1st-Level Feat


  • Prerequisite: Intelligence of 13 or higher
  • Repeatable: No

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • You always know which way is north.

  • You always know the number of hours left before the next sunrise or sunset.

  • You can accurately recall anything you have seen or heard within the past month.

Lucky

1st-Level Feat


  • Prerequisite: None
  • Repeatable: No

You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

  • Luck Points: You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.

  • Advantage: Immediately after you roll a d20 for a d20 Test,* you can spend 1 Luck Point to give yourself Advantage on the roll.

  • Disadvantage: When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

Tough

1st-Level Feat


  • Prerequisite: None
  • Repeatable: No

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Martial Feats

Fighting Initiate

1st-Level Feat


  • Prerequisite: None
  • Repeatable: No

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class that you don't already have.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Savage Attacker

1st-Level Feat


  • Prerequisite: None
  • Repeatable: No

Your savage battle instincts let you exploit even the smallest weakness in your foes. Once per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.

Skill Feats

Crafter

1st-Level Feat


  • Prerequisite: None
  • Repeatable: No

You are adept at crafting things and bargaining with merchants, granting you the following benefits:

  • Tool Proficiency: You gain Tool Proficiency with three different Artisan’s Tools* of your choice.

  • Discount: Whenever you buy a nonmagical item, you receive a 20 percent discount on it.

  • Faster Crafting: When you craft an item using a tool with which you have tool proficiency, the required crafting time is reduced by 20 percent.

Musician

1st-Level Feat


  • Prerequisite: None
  • Repeatable: No

You are a practiced musician, granting you the following benefits:

  • Instrument Training: You gain Tool Proficiency with three musical instruments of your choice.

  • Inspiring Song: As you finish a short rest or a long rest, you can play a song on a musical instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

Linguist

1st-Level Feat


  • Prerequisite: None
  • Repeatable: No

You have studied languages and codes, gaining the following benefits:

  • You learn three languages of your choice.

  • Whenever you interact with a creature that understands the language that you are speaking, you gain a bonus to any Charisma check equal to your Proficiency Bonus.

  • 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.

Skilled

1st-Level Feat


  • Prerequisite: None
  • Repeatable: Yes

You have exceptionally broad learning. Choose three Skills in which you lack Proficiency. You gain Proficiency in those Skills.

Alert

1st-Level Feat


  • Prerequisite: None
  • Repeatable: No

Always on the lookout for danger, you gain the following benefits:

  • Initiative Proficiency: When you roll Initiative, you can add your Proficiency Bonus to the roll.

  • Initiative Swap: Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally is incapacitated.

Observant

1st-Level Feat


  • Prerequisite: Intelligence or Wisdom of 13 or higher
  • Repeatable: No

Quick to notice details of your environment, you gain the following benefits:

  • Keen Observer: Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency with the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.

  • Quick Search: You can take the Search Action as a Bonus Action.

  • Lip Reading: 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.

Skill Expert

1st-Level Feat


  • Prerequisite: None
  • Repeatable: Yes

You have honed your proficiency with particular skills. You gain proficiency in one skill of your choice, and an associated ability related to the chosen skill. If you already have proficiency with that skill you gain expertise with it.

Acrobatics: As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.

Animal Handling: You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

Arcana: You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Athletics: You count as if you were one size larger for the purpose of determining your carrying capacity.

Deception: When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.

Insight: You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

History: When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.

Investigation: You can take the Search action as a bonus action.

Intimidation: When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

Nature: You learn the Druidcraft and Detect Poison and Disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Perception: Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Performance: While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

Persuasion: If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Religion: You learn the Thaumaturgy and Detect Evil and Good spells. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Sleight of Hand: As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

Stealth: If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.

Survival: When you forage and succeed on the Wisdom (Survival) check, you find twice as much food and water as you normally would. If you fail, you still find half as much food and water as you normally would. You also have advantage on checks to know if a plant is poisonous.

Magic Feats

Magic Initiate

1st-Level Feat


  • Prerequisite: None
  • Repeatable: Yes, but you must choose a different Spell list each time

You have learned the basics of a particular magical tradition. Choose one Spell list: Arcane, Divine, or Primal. You gain the following benefits related to that choice:

  • Two Cantrips. You learn two cantrips of your choice from the Spell list.

  • 1st-Level Spell. Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a long rest. You can also cast the Spell using any Spell Slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat). Consult the Player's Handbook for the rules on spellcasting.

Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.

Ritual Caster

1st-Level Feat


  • Prerequisite: Intelligence or Wisdom of 13 or higher
  • Repeatable: No

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. 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 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.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can 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 the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Spell Sniper

1st-Level Feat


  • Prerequisite: The ability to cast at least one spell
  • Repeatable: No

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.

  • Your ranged spell attacks ignore half cover and three-quarters cover.

  • You learn one cantrip that requires an attack roll. Choose the cantrip from the Arcane, Divine or Primal spell list. You can choose Intelligence, Wisdom or Charisma to be the spellcasting ability for this cantrip.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.