Compendium
Ability Focused Feats
Agile
Prerequisite: Dexterity 13 or higher
You gain the following benefits:
- Your Dexterity score increases by 1, to a maximum of 20.
- Whenever you roll a 1 on a Dexterity ability check or Dexterity saving throw, you can reroll the die. You must use the new result, even if it is a 1.
- You may use your Dexterity score instead of your Strength score when calculating your long jump distance, and your Dexterity modifier instead of your Strength modifier when calculating your high jump distance.
Brilliant
Prerequisite: Intelligence 13 or higher
You gain the following benefits:
- Your Intelligence score increases by 1, to a maximum of 20.
- Whenever you roll a 1 on an Intelligence ability check or Intelligence saving throw, you can reroll the die. You must use the new result, even if it is a 1.
- When you gain this feat, choose one of the following skills: Arcana, Investigation History, Nature or Religion. If you aren't proficient with it, you gain proficiency with the chosen skill, if you are proficient with it you double your proficiency bonus for any skill check you make with it instead. You may spend 1 hour studying as part of a long rest, if you do you may swap the chosen skill for another of the ones listed when you finish said long rest.
Burly
Prerequisite: Strength 13 or higher
You gain the following benefits:
- Your Strength score increases by 1, to a maximum of 20.
- Whenever you roll a 1 on a Strength ability check or Strength saving throw, you can reroll the die. You must use the new result, even if it is a 1.
- You can attempt to shove or grapple creatures up to two sizes larger than you, instead of just one.
- The Heavy property for weapons doesn't give you disadvantage on attack rolls.
Healthy
Prerequisite: Constitution 13 or higher
You gain the following benefits:
- Your Constitution score increases by 1, to a maximum of 20.
- Whenever you roll a 1 on a Constitution ability check or Constitution saving throw, you can reroll the die. You must use the new result, even if it is a 1.
- You have advantage on Constitution saving throws you make against poison or disease.
Sagacious
Prerequisite: Wisdom 13 or higher
You gain the following benefits:
- Your Wisdom score increases by 1, to a maximum of 20.
- Whenever you roll a 1 on a Wisdom ability check or Wisdom saving throw, you can reroll the die. You must use the new result, even if it is a 1.
- You may make Wisdom skill checks you are proficient in as a bonus action instead of as an action (for example, you may attempt to stabilize a creature with medicine, calm a beast with animal handling, understand a foe better with insight, spot something with perception or track someone with survival).
Suave
Prerequisite: Charisma 13 or higher
You gain the following benefits:
- Your Charisma score increases by 1, to a maximum of 20.
- Whenever you roll a 1 on a Charisma ability check or Charisma saving throw, you can reroll the die. You must use the new result, even if it is a 1.
- Whenever you roll a 20 on an ability check or attack roll, you gain advantage on the first Charisma ability check you make within the next hour.
Optional Rule: Lucky
If a character that has the lucky racial feature chooses one of these feats, the DM may implement the following optional rule: the character rerolls 2s instead of 1s for the associated ability. All the other rules stay the same.
Animal Focused Feats
Animorph
When you gain this feat, choose one CR 1/4 or lower beast that doesn't have a swimming or flying speed. You may transform into the chosen creature as an action, all rules of the druid's wildshape transformation apply to this one except that it lasts for 1 hour.
If the chosen creature has a CR of 1/8 or higher, once you have transformed this way, you may not do so again until you finish a long rest.
If the creature has a CR of 0, you may transform into it a number of times equal to your proficiency bonus, after which you may not do so again until you finish a long rest.
Animalistic Mutation
You gain animal like characteristics. Choose two of the following:
- Claws. Your unarmed strikes deal 1d6 slashing damage.
- Carapace. You gain a natural armour of 12 + you Dexterity modifier.
- Reflexes. You may add your Proficiency Bonus to your initiative rolls.
- Senses. You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Beast Whisperer
You may cast the spell Speak with Animals at will without using a spell slot or material components. Additionally, you learn the Animal Friendship spell, and may cast it once without expending a spell slot or material components. Once you have done so, you may not do so again until you finish a long rest.
Greater Companion
You learn the find familiar spell, and may cast it once without using a spell slot or material components, after which you must finish a long rest to do so again.
When you cast this spell this way, it has the following modifications:
- the summoned creature can be any beast with a CR of 1/4 or lower;
- as a bonus action on your turn, you may command the summoned creature to take the Attack action.
Student of Nature
Increase your Intelligence or Wisdom score by 1, to a maximum of 20. You also gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it instead.
Furthermore, if you spend an hour studying a Plant, Beast or Monstrosity, either in its natural habitat or as a corpse, you learn the following characteristics about it:
- its damage immunities, resistances and vulnerabilities;
- its hitpoint maximum and CR.
True Companion
You learn the find familiar spell, and can cast it as a ritual.
The familiar you summon with this spell has the following characteristics:
- its Intelligence is equal to 10, and it can speak, read and write all languages you can;
- as an action, your familiar can change its form to another one of the forms listed in the find familiar spell;
- your familiar knows the Spare the Dying cantrip, and can cast it on you without using material components. Wisdom is your familiar's spellcasting modifier for this feature.
Wild Spirit Guides
The spirits of wild animals guide you. Choose two of the following options:
- Bear. Your hitpoint maximum increases by 1 for each level you have, and increases by 1 each time you gain a level.
- Dolphin. You gain a swimming speed equal to your walking speed and can hold your breath for double the amount of time.
- Monkey. You gain a climbing speed equal to your walking speed and your jump distance increases by 10 feet.
- Eagle. You have advantage on Perception checks that rely on sight.
- Wolf. Your movement speed increases by 5 feet and you have advantage on Perception checks that rely on smell.
Feats for Animal Races
A Loxodon Never Forgets
Prerequisite: Loxodon
You have an elephant's memory. You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You have advantage on Intelligence checks you make to remember paths you've already walked down and roads you've already taken.
- Whenever you attack a creature for the first time after it dealt damage to you, you may add 1d4 to the attack roll.
A Tabaxi always Lands on its Feet
Prerequisite: Tabaxi
Your agility is truly feline. You gain the following benefits:
- Increase you Dexterity score by 1, to a maximum of 20.
- Whenever you fall, as long as you are not incapacitated, you may make a DC 10 Dexterity saving throw. If you succeed, you land on your feet, and the falling damage you take is reduced by two times your level.
- Standing up from prone only costs 5 feet of movement, instead of half your movement speed.
Hardened Shell
Prerequisite: Tortle
Your shell is tougher. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- While you are using your Shell Defense racial feature, melee attacks made against you don't have advantage because you are prone, and you have resistance to all damage types except Force, Poison, Psychic, Radiant and Necrotic damage while you remain within your shell.
True Shifting
Prerequisite: Shifter
You can truly shapeshift. You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Whenever you use your Shifting racial feature you may choose to transform into a beast instead of merely becoming a bestial humanoid, if you do so, you use the Shifter Bestial Form stat block shown below. You bestial forms benefits from any increases to your Strength, Dexterity or Constitution scores that your subrace gives you (for example, if you are a Beasthide shifter, your bestial form's Constitution score increases by 2, to 16). All rules of the druid's wildshape transformation apply to this one, except that it lasts for 1 hour. When you choose to do this, you do not gain temporary hitpoints from the main shifting feature, however you do gain the shifting benefits of your subrace while transformed.
Shifter Bestial Form
Medium beast
- Armor Class 14 (natural armor)
- Hit Points Two x (your character level + this form's Constitution modifier)
- Speed 35ft.
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-2)
Beast senses. You have advantage on Wisdom (perception) checks that use your sight or smell.
Beast tongue. You may communicate with others beasts as if you were under the effects of the Speak with Animals spell.
Claws. You grow long, sharp claws. You may use your Dexterity modifier instead of your Strength modifier for your unarmed strikes, and they deal 1d8 slashing damage on a hit.
Magic Focused Feats
Chaos Magic
Prerequisite: Spellcasting or Pact Magic feature
Your magic is chaotic and unstable. Whenever you cast a 1st level or higher spell and consume a spell slot to do so, you may roll 1d6 on the chaos burst table. You may consume a 1st level or higher spell slot to choose which burst is activated instead of using the roll's result.
The effects of the chaotic burst happen immediately after you finish casting the spell.
Chaotic Burst Table
d6 | Chaotic Burst |
---|---|
1 | Harmful burst. You take 1 necrotic damage. |
2 | Harmless burst. One of the following effects lasts until the end of your next turn (your choice): your eyes glow, or you are surrounded by a gentle wind or strange whispers can be heard around you. |
3 | Disappearing burst. You teleport to an unoccupied space within 10 feet of you. |
4 | Thundering burst. Each creature within 5 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 1d6 thunder damage and be pushed back 5 feet. |
5 | Restorative burst. You gain 1d4 temporary hitpoints. |
6 | Protective burst. You add 2 to your AC until the end of your next turn. |
Dual Casting
Prerequisite: Spellcasting feature
You learn how to dual cast spells, combining them for powerful effects. You can cast two spells at the same time on your turn, the spells must have the following attributes:
- They must have a casting time of 1 action or 1 bonus action. If either spell has a casting time of 1 action, it takes 1 action to cast the combined spells, if neither do it takes 1 bonus action to cast the combined spells.
- They must be from two different schools of magic.
- Only one of these spells can require concentration.
- Each spell's level must be equal to or less than 1/5 of your level (rounded down, therefore from levels 1 to 4 you can only combine cantrips).
Each 1st level or higher spell cast this way consumes its own spell slot and material components. Both of the spells effects manifest at the same time, therefore one spells effects cannot help the activation of the other's. If either of the spells is countered, both are countered. Once you have cast two spells at the same time this way, you may not do so again until you finish a short or long rest.
Holy Acolyte
Prerequisite: Wisdom 13 or higher
When you gain this feat, select a Divine Domain from the Cleric subclasses. You may choose not to select a domain when you gain this feat.
You gain the 2nd level Channel Divinity feature of the selected domain. If you didn't select a Divine Domain when you gained this feat, you gain the Turn Undead Channel Divinity feature that all clerics gain at 2nd level instead. Once you've used the chosen Channel Divinity, you must then finish a short or long rest before using it again.
If the Channel Divinity references your Cleric level, it uses your Proficiency Bonus instead. If the Channel Divinity forces a saving throw, the DC is equal to 8 + your Proficiency Bonus + your Wisdom modifier.
Lasting Magic
Prerequisite: Spellcasting or Pact Magic feature
Whenever you unwillingly lose concentration on a spell, the spell's effects last until the end of your next turn, instead of ending immediately. If the spell summoned creatures with their own initiative, it lasts until the end of their next turn instead.
Additionally, whenever you cast a spell with a duration of 1 minute or longer, you may choose to double its duration, to a maximum of 24 hours. After you've done so, you may not do so again until you finish a long rest.
Narset's Reversal by Viktor Titov
Mirror Magic
Prerequisite: Spellcasting or Pact Magic feature
Whenever you see a creature cast a spell, as a reaction you may attempt to cast the same spell. Make an Intelligence (arcana) check, the DC is equal to 12 + the spell's level. If the creature that cast the spell is friendly to you, the DC is 10 + the spell's level instead. On a success you know what spell they cast. If it had a casting time of 1 action, 1 bonus action or 1 reaction, you may expend a spell slot of the same level as that spell and cast it as if you knew the spell or had it prepared. You cast this spell immediately after the spell you are copying is cast. You must provide any components required for the casting.
Once you've cast a spell this way, you may not do so again until you finish a short or long rest.
Tool Focused Feats
Bartender
You have mastered the art of brewing and mixing drinks. You gain the following benefits:
- Increase your Constitution or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with brewer's supplies, if you are already proficient with them, double your proficiency bonus for all ability checks you make with them instead.
- With one hour of work or when you finish a long rest, you can prepare a number of strong drinks in small bottles equal to your proficiency bonus. These drinks last indefinitely, but their effects described below last only for 8 hours after being made. A creature can use a bonus action to drink one of those drinks, if they do they gain 1d6 temporary hitpoints. Creatures have advantage on saving throws against being Charmed or Frightened while they have temporary hitpoints from this feat.
Gambler
You've mastered the art of games. You gain the following benefits:
- Increase your Wisdom or Charisma score by 1, to a maximum of 20.
- You gain proficiency with one gaming set of your choice, or you choose a gaming set with which you already have proficiency and double your proficiency bonus for each ability check you make with it.
- Whenever you win a game with a gaming set with which you are proficient, you have advantage on all Wisdom (insight) and Charisma (deception) checks you make against the creatures you beat for the next hour.
- During a short or long rest, you may try to rally others' spirits by playing a short game with them. A number of creatures equal to your proficiency bonus including you roll 1d4 on the gambler's table, and gain the characteristics described until they next finish a short or long rest.
Gambler's Table
d4 | Gambling Effects |
---|---|
1 | You subtract 1d4 from the next saving throw you make. |
2 | Your movement speed increases by 5 feet. |
3 | Your AC increases by 1. |
4 | Whenever you fail an ability check or saving throw, you may roll 1d6 and add it to the result, potentially transforming it into a success. If you transform the roll into a success, you may not use this feature again. |
Musician
Through time and effort, you've become an accomplished musician. You gain the following benefits:
- Increase your Dexterity or Charisma score by 1, to a maximum of 20.
- You gain proficiency with one musical instrument of your choice, or you choose a musical instrument with which you already have proficiency and double your proficiency bonus for each ability check you make with it.
- You may spend 10 minutes playing a song with a musical instrument. When you do so, choose up to four friendly creatures (which can include yourself) within 30 feet of you who hear you. Each creature gains a d4 Inspiration die. Once within the next hour, the creature can roll the die and add the number rolled to one ability check, attack roll or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can't gain an Inspiration die from this feat again until it has finished a short or long rest. You may choose to do this as part of a short rest.
Wayfinder
You become an expert at finding paths. You gain the following benefit:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with navigator's tools and cartographer's supplies, if you are already proficient with either of them, you double your proficiency bonus for all ability checks you make with the tools you were already proficient with instead.
- You always know the direction north and cannot become lost except by magical means.
- You may spend one hour studying a map or navigator's tools with a certain location in mind. After you do, you learn both the fastest and the safest way to reach the chosen location. You may do this only if you know where the chosen location is (at least on a map).
Weapon Focused Feats
Club Master
Prerequisite: Proficiency with clubs
You gain proficiency with greatclubs, if you weren't proficient with them already.
Additionally, clubs you wield deal 1d6 instead of 1d4 bludgeoning damage and greatclubs you wield deal 1d10 instead of 1d8 bludgeoning damage.
Finally, whenever you score a critical hit on a creature with a club or greatclub, the creature must succeed on a Constitution saving throw (DC: 8 + your proficiency bonus + your Strength modifier), or have its speed reduced to 0 and be unable to make reactions until the end of its next turn.
Dagger Master
Daggers you wield deal 1d6 instead of 1d4 piercing damage and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a dagger.
Additionally, you can draw a dagger as part of the attack you make with one, and the range at which you can throw daggers increases to 30/90 feet.
Finally, you have advantage on Dexterity (sleight of hand) and Dexterity (stealth) checks made to conceal a dagger on your person or stash one elsewhere, and may attempt to do so as a bonus action.
Dart Master
Prerequisite: Proficiency with darts
You can draw a dart as part of the attack you make with one, and the range at which you can throw darts increases to 30/90 feet.
Finally, as a bonus action, you may aim with a dart, giving yourself advantage on the next attack you make with it this turn.
Net Master
Prerequisite: Proficiency with nets
When you use an action, bonus action, or reaction to attack with a net, you can make the same number of attacks you can normally make with any weapon, instead of just one. Also, being within 5 feet of a hostile creature doesn’t impose disadvantage on attack rolls you make with a net.
Finally, you can spend 10 minute to repair a broken net, no material cost required.
Sling Master
Prerequisite: Proficiency with slings
The range of slings increases to 60/150 feet in your hands.
Finally, once per turn you may try to load two stones into a sling when you attack with it. If you do, when you take the attack action on your turn to attack with a sling, you may make one additional attack with disadvantage against the same target as part of the action.
Trident Master
Prerequisite: Proficiency with tridents
Tridents you wield deal 1d8 instead of 1d6 piercing damage one handed, and 1d10 instead of 1d8 two handed. The range at which you can throw a trident increases to 30/90 feet.
Finally, whenever you score a critical hit with a trident against a creature holding a weapon, the creature must succeed on a Strength saving throw (DC: 8 + your proficiency bonus + your Strength modifier) or be disarmed by you as you knock the weapon from its hand, making it land at its feet.
Whip Master
Prerequisite: Proficiency with whips
Whips you wield deal 1d6 instead of 1d4 slashing damage. Whenever you jump while holding a whip, if there is something within range that you could use your whip to swing on (a tree branch, for example) you may do so as part of your movement to increase your jump distance by 10 feet.
Finally, as a bonus action you may use a whip to do the following things:
- Activating a switch, pressing a button or pulling a lever within 10 feet of you.
- Attempting to pull a small object or small or medium creature within 10 feet of you towards you. If it is an object, you pull it 5 feet towards you and may catch it in your hand if it is small enough. If it is a creature, it must succeed on a Strength (athletics) or Dexterity (acrobatics) check contested by you or be pulled 5 feet towards you.
- Making a loud cracking sound. Each creature within 5 feet of you must succeed on a Constitution saving throw (DC: 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice) or be deafened until the end of their next turn.