The Feat Compendium

by Baelrog

Search GM Binder Visit User Profile
The Feat Compendium
Designed by u/Baelrog_
Art: Valeriy Vegera

Table of Content


Designer Notes

Feats should be fun and interesting customizable options that enable players to tie the flavor and mechanics of a character together. Unfortunately, the 5E feats are poorly balanced and players too often feel pigeon holed in a few common but powerful picks. Outside the those, taking an ASI's is often superior to most of the remaining feats options, while ASI's are rather uninspiring. This is an attempt to remedy these issues.


Some Specific Comments:

  • The Feats presented here are part of a larger project that I started in October 2022, which includes a full redesign of the Warrior classes: the Barbarian (Done), Fighter (Done) and Monk (WIP).

  • 1st Level Feats: The 1st Level Feats were designed to be roleplay oriented and less about combat.

  • ASI's: A full ASI now requires a minimum character level of 12, forcing players to actually take feats. All feats do allow for a +1 ASI. Still, this can be an issue for a MAD class such as the Monk. However, note that these feats were made in conjunction with a Warrior class redesign. These accommodate for the fewer ASI options.

  • Playtesting & Balance: I did a lot of damage calculations between the different weapon type mastery feats and those indicated that these are reasonably balanced damage-wise. My playgroup has been playtesting this system for about 12 months. Overall everyone considers it an improvement, and thus far no major balance issues have been experienced.

Art: Greg Rutkowski

Origin Feats

This section offers a collection of Origin Feats, which are special features not tied to a single Class. At 1st level, you can choose one of the following Origin Feats. You may pick an additional Origin feat whenever you get to pick a new Feat. When you do, you may also increase an ability score by 1.

Acolyte

Prerequisite: Intelligence or Wisdom 11+.
Through religious teachings and religious dedication, you gain the following benefits.

  • Study. You gain proficiency in Religion.
  • Spiritual Guidance. You learn the Guidance cantrip (see Spell Compendium for adjusted version).

Animal Lover

Prerequisite: Wisdom 11+.
You have a deep understanding and empathy for animals.

  • You gain proficiency in Animal Handling.
  • Cathartic Bond. Once per Long Rest, when you make a successful Animal Handle check, you gain temporary hit points equal to your level + your Wisdom modifier.
  • Veterinarian. You have Advantage on Wisdom (Medicine) checks made to treat animals.

Athlete

Prerequisite: Strength 11+.

  • You gain proficiency in Athletics.
  • No Pain, no Gain. After you rolled a Strength (Athletics) check, you can expend one Hit Die and add the result to the ability check. Once you use this subfeature, you can’t use it again until you finish a Short or Long Rest.

Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Tool Proficiency. You gain proficiency with cook’s utensils if you don’t already have it.
  • Feast. As part of a Short Rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare food for a number of creatures equal to twice your proficiency bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. This feat can only benefit a creature once per short rest.

Conscript

Prerequisite: Strength 13+.
You've spend a time of your life as a conscript and underwent military training.

  • Prepared for War. You gain Training in Light Armor and Shields.
  • Weapon Training. You gain proficiency in a martial weapon of your choice.

Crafter

Prerequisite: Intelligence 11+.
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 nonmagical parts or ingredients, you receive a 10 times your proficiency bonus percent discount on them.
  • Engineer. You have Advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect or figure out traps or secret doors.

Extortionist

Prerequisite: Charisma 11+.
You have a knack for pressuring people into telling what you what you need to know.

  • You gain proficiency in Intimidation.
  • Knave. You have Advantage on any Charisma (Intimidation) checks made to gather information from humanoids.

Free Runner

Prerequisite: Dexterity 13+.
You have been running errands and are practiced in traversing obstacles by jumping and vaulting.

  • You gain proficiency in Acrobatics.
  • Dash Vault. Your jump distance is determined by your Dexterity modifier, and you may use Dexterity (Acrobatics) instead of Strength (Athletics) when making any jump related checks.

Art: Castaguer93
  • Wall Jump. Immediately after you move at least 10 feet, you may make a DC 10 Dexterity (Acrobatics) check to jump from an adjacent wall or pillar to move 5 feet. If you fail however, you become Prone instead.

Healer

Prerequisite: Wisdom 11+.
You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

  • You gain proficiency in Medicine.
  • 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.

Musician

Prerequisite: Charisma 13+.
You are a practiced musician, granting you the following benefits:

  • You gain proficiency in Performance.
  • Instrument Training. You gain Tool Proficiency with three Musical Instruments of your choice.
  • Inspiring Song. As part of a Short or Long Rest, you can give a musical performance using a Musical Instrument that you are Proficiency in to give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

Psychoanalytic

Requirements: Intelligence 13+.
You have knack for studying and exploiting peoples mannerisms and thought patterns:

  • You may add half your Intelligence modifier, rounded up, to Charisma based skill checks when interacting with humanoids.

Linguist

Requirements: Intelligence 13+.
You have a gift for learning languages:

  • Polyglot. You learn a number of additional languages of your choice equal to your Intelligence modifier. Whenever your base Intelligence modifier increases thereafter, you may learn a new language.
  • Linguistic Insight. You have Advantage on skill checks made to discern information from a language or text you don't understand.

Scholar

Requirements: Intelligence 13+.
Through your teachings, you have acquired extensively knowledge about a certain subjects:

  • Educated. Choose two of the following skills to gain Proficiency in; Arcana, History, Nature or Religion.
  • Quick Study. You may take the Study Action by using a Bonus Action.

Skilled

You have exceptionally broad learning.

  • Choose two Skills in which you lack Proficiency. You gain Proficiency in those Skills.

Sleuth

Requirements: Intelligence 13+.
You have knack for solving crimes.

  • You gain proficiency in Investigate skill.
  • Connecting the Dots. You have Advantage on any Intelligence (Investigate) checks made to find clues and gain insights in what has transpired at a scene.

Smuggler

Requirements: Dexterity 11+.
You have knack for smuggling items on your body:

  • You gain proficiency in Sleight of Hand.
  • Mule. You have Advantage on any Dexterity (Sleight of Hand) checks made to conceal items on yourself.

Survivalist

Prerequisite: Wisdom 11+.
You adept at surviving in the wilderness:

  • You gain proficiency in Survival.
  • Bushcraft. You have Advantage on any Wisdom (Survival) checks made to find food or a suitable shelter while within wilderness.
  • Pathfinder. You always know what direction is north, as well as how many hours there are before the next sunset or sunrise.

Trader

Prerequisite: Intelligence and Charisma 10+.
You've spend spent your life trading for, and learning about, adventurer's wares, and are knowledgeable on just about any loot your party may run into.

  • Appraiser. You have Advantage on Intelligence checks made to appraise the value of an item.
  • Merchant. You have Advantage on any Charisma (Persuasion) checks made to haggle for prices.

Vagabond

Prerequisite: Wisdom or Charisma 11+.
You've spend spent your life wandering the lands, traversing the elements and encountering different cultures.

  • Wayfarer You gain proficiency in Insight or Survival, and learn an additional language of your choice.
  • Cultural Insight. For the first 24 hours while visiting a new town, village or city, you have Advantage on Charisma (Deception & Persuasion) skill checks made to gather information while interacting with townsfolk.

4th Level+ Feats

This section contains a list of Feats that can be picked up at 4th lever or higher. You must meet any prerequisite specified within the feat's description to take the Feat. Most Feats can improve ability scores, however, you can't increase an ability score to above 20 this way. You can choose the same Feat multiple times, unless it states otherwise.

Subfeatures. Certain feats provide access to several subfeatures. When you pick such a Feat, you may typically choose three subfeatures, but some Feats differ. Each named subfeature may only be chosen once, unless the description states otherwise. As you pickup a Feat with subfeatures, you may spend two of your choices to pick the same subfeature twice, if the subfeature allows for it. Note that a Feats attribute increase option is not considered named, and can be chosen once each time you pick the Feat.


Ability Score Improvement

Prerequisite: Character level 12+

  • You increase one Ability Score of your choice by 2, or you increase two Ability Scores of your choice by 1.

Alchemist

Prerequisite: Intelligence or Wisdom 13+
You are specialized in the craft and use of alchemical liquids, such as potions and poisons. Choose four among the following subfeatures to gain:

  • Increase an ability score other than Strength by 1.

  • Alchemical Brilliance. When you use a Potion on yourself, in addition to its normal effects, you may also have it manifests the Enhance Ability spell, except it lasts for 10 minutes and does not require your concentration.

  • Distilled Perfection. When you make a damage roll, you ignore resistance to Poison damage. If you select this subfeature a second time, creatures with immunity to Poison damage take half damage from you instead.

  • Natural Remedies. When you use a Potion of Healing on yourself or another creature, it also removes the Poisoned condition.

  • Master Brewer. You gain proficiency in the Herbalist’s Kit. If you already have proficiency, you gain expertise instead, and the time and cost you need to craft a Potion are halved. You may select this subfeature a second time.

  • Master Toxicist. You gain proficiency in the Poisoner’s Kit. If you already have proficiency, you gain expertise instead, and the time and cost you need to craft a Poison are halved. You may select this subfeature a second time.

  • Poison Swap. You can coat a weapon in Poison as a Bonus Action, instead of an Action.

  • Potent Concoctions. When you use a Potion of Healing on yourself, you regain a Hit Dice. If you select this subfeature again, you may immediately use the regained Hit Dice to recover Hit Points.


Art: Jin Xiaodi

Anomalous Bloodline

Prerequisite: Intelligence, Wisdom, or Charisma 13+.
You have an unnatural bloodline that provides you with unusual powers. Choose three among the below subfeatures to gain.


When you gain one of the subfeatures from this feat for the first time, choose Intelligence, Wisdom, or Charisma, to determine the DC for spells and abilities gained through this feat. Secondly, choose Cleric, Druid, or Wizard to determine the Spell List from which you can select spells.

Any spells gained through subfeatures can be cast without expending a spell slot or components, up to the given amount of times per Long Rest. You can also cast such spells using spell slots you have of the appropriate level.

  • Increase the chosen ability score by 1.

  • Force of Will. You gain Resistance to Psychic damage. If you select this subfeature a second time, you gain proficiency in Intelligence, Wisdom or Charisma saving throws.

  • Fringe Magic. Choose one non-ritual 1st-level Spell from the chosen spell list. You always have that spell prepared. You can cast a spell gained this way without a spell slot once per Long Rest. If you select this subfeature a second time, you may learn a second 1st-level spell and gain an extra free cast per Long Rest. The two uses are shared between the spells.

  • Hedge Magic. You learn two cantrips of your choice from the chosen Spell list.

  • Telekinetic. As a Bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the chosen ability modifier) or be moved 10 feet toward or away from you. A creature can willingly fail this save. If you select this subfeature a second time, you learn the Mage Hand (Invisible) cantrip, and Catapult spell, which you can cast a number of times equal to your proficiency bonus per Long Rest.

  • Telepath. You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. If you select this subfeature a second time, you no longer need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. In addition, you learn the Detect Thoughts spell, which you can cast a number of times equal to your proficiency bonus per Long Rest.


Battle-Hardened

Prerequisite: Constitution 13+
You are exceptionally tough and recover surprisingly fast. Choose three among the following subfeatures to gain:

  • Increase your Strength or Constitution by 1.

  • Defy Death. You have Advantage on Death saving throws. If you select this feature a second time, when you accumulate three successful Death saving throws, you also immediately regain consciousness.

  • Resilience. When you take a Long Rest, your gain a number of additional Hit Die equal to your Constitution modifier. If you select this feature a second time, you gain proficiency in Strength or Constitution saving throws.

  • Sole Survivor. When an allied creature you can see or hear drops to 0 hit points, you gain Inspiration and regain Hit Points equal to your Hit Dice + your character level.

  • Tireless. Once per Short Rest, you may expend a Hit Die to remove a level of Exhaustion.

  • Tolerance. You gain Advantage on saving throws made to resist the Poisoned condition, and you gain resistance to Poison damage.

  • Tough. Your hit point maximum increases by an amount equal to your character level. You may select this subfeature twice.


Brawler

Prerequisite: Strength 13+, or the Martial Arts feature.
You’re an accomplished unarmed fighter. Choose four among the following subfeatures to gain:

  • Increase your Strength, Dexterity or Constitution by 1.

  • Athletic Warrior. You gain Proficiency in Athletics. If you already have Proficiency, you gain Expertise in it instead. If you have Expertise in Athletics, you may add you proficiency bonus to your saving throw DC for Grappling and escape attempts.

  • Clinch Hold. You have Advantage on attack rolls against a creature you are Grappling.

  • Fast Wrestler. You aren’t Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller.

  • Grappler. While you have both hands free, you may use a Bonus Action to Grapple or Shove a creature.

  • Pugilist. Your Unarmed Strike uses a die of a size equal to twice your proficiency bonus.

  • Stomp Down. You can Grapple up to one Prone creature even while you have no free hands.

  • Stranglehold. At the start of your turn, you can choose to deal Bludgeoning damage equal to your Strength or Dexterity modifier to one creature you are grappling.


Charger

Prerequisite: Strength 13+
You have trained to charge headlong into battle. Choose three among the following benefits to gain:

  • Increase your Strength or Constitution by 1.

  • Battering Ram. If you move at least 10 ft in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, you may push the target up to 10 feet in the same direction as part of that attack, provided the target is not Prone and no more than one size larger than you. If you select this subfeature a second time, if its pushed, the creature must make a Strength saving throw or be knocked Prone. The DC = 8 + your proficiency bonus + Strength modifier.

  • Charge Attack. If you move at least 10 feet in a straight line immediately before hitting with a melee attack, you gain a +1 bonus to the attack’s damage roll for every 5 feet you moved straight this way.

  • Fast. Your speed increases by 5 feet while wearing Heavy Armor, otherwise it increases by 10 instead.

  • Momentum. On your turn, after you take the Dash action and move, you may use your Bonus Action to make a melee attack.

  • Steady Footing. Moving through difficult terrain imposed by unusual ground doesn't cost you extra movement.


Combat Acumen

Prerequisite: Dexterity 13+
You are especially reactive and nimble. Choose three among the following benefits to gain:

  • Increase your Dexterity or Wisdom by 1.

  • Agility. You gain proficiency in the Acrobatics skill, if you already have proficiency, you gain expertise instead. If you have expertise in Acrobatics, when you are Prone, standing up uses only 5 feet of your movement.

  • Alert. You can't be surprised while you are conscious and other creatures don’t gain Advantage on Attack rolls against you as a result of being unseen by you. If you select this subfeature a second time, you gain proficiency in Dexterity saving throws.

  • Fast to Act. When you roll Initiative, you can add your Proficiency Bonus to the roll. In addition, while not surprised, you may move up to half your speed immediately after initiative is rolled. This movement does not provoke opportunity attacks from creatures that have lower initiative than you.

  • Nimble Movement. You can move through a hostile creatures space, treating it as difficult terrain.

  • Opportunist. You have Advantage on opportunity attacks.

  • Six Sense. You have Blindsight with a range of 10 feet.

Dual Wielding Mastery

Prerequisite: Dexterity 13+, Proficiency with any Martial Weapon.
You mastered the art of fighting with two weapons at the same time. Choose three among the following subfeatures to gain:

  • Increase your Strength or Dexterity score by 1.

  • Ambidextrous. When two-weapon fighting you can add your ability modifier to off-hand melee weapon damage.

  • Martial Fluidity. While you wield a melee weapon in one hand it is treated as if it had the Finesse property.

  • Multistrike. When you attack with you main-hand melee weapon for the third time on your turn, you can also attack with your off-hand melee weapon as part of the same attack.

  • Steel Barrier. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. If you select this subfeature a second time, while two-weapon fighting, you are immune to flanking.

  • Strong Arms. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light (this also counts for other features).

  • Twin Fangs. When you make an opportunity attack while two-weapon fighting, you can attack with both you main-hand and off-hand weapon.

Art: WotC

Esoteric Prodigy

Prerequisite: Spellcasting or Pact Magic Feature.
You have an innate talent for magic. Choose three among the following subfeatures to gain:

  • Increase your Intelligence, Wisdom, or Charisma by 1.

  • Artificer. You can attune to up to four magic items at once. In addition, you learn the Identify spell, which you can cast once per Long Rest without using a spell slot or material components.

  • Channel Spell. On your turn, when you cast an instantaneous spell with a casting time of 1 Action, you can extend the casting time to 1 round. If you do, you must concentrate on the spell for 1 round. At the start of your next round, if you maintained concentration, the spell takes effect. It is treated as though a spell slot one level higher was used to cast it, to a maximum of the highest spell level you have excess to. If you select this feature a second time, the spell is cast at two levels higher instead.

  • Discern Arcana. You gain proficiency in the Arcana skill. If you already have proficiency, you gain expertise instead. If you have expertise in Arcana, you have Advantage on Intelligence (Arcana) checks made to identify spells.

  • Magic Aptitude. You learn a Metamagic option of your choice from the Sorcerer class, and you gain 2 sorcery points to spend on Metamagic. You regain all spent sorcery points when you finish a Long Rest. If you select this subfeature a second time, you regain 2 sorcery points on a Short Rest.

  • Ritualist. You learn a Ritual spell of up to 3rd level from any spell list. The Ritual spells' level may not exceed the highest level spell slot you can cast. Once per Short Rest, you can Ritual Cast a spell without extending the casting time.

  • Scroll Sage. You ignore spell list restriction when casting a spell from a scroll. In addition, when you cast a spell that has a casting time of 1 Action from a scroll, you may cast it using your Bonus action instead.


Great Weapon Mastery

Prerequisite: Strength 13+, Proficiency with any Versatile or Heavy Martial Melee Weapon.
You are specialized in fighting using unwieldy two-handed weapons. Choose three among the following subfeatures to gain:

  • Increase your Strength or Constitution by 1.

  • Glancing Blows. If your attack with a melee weapon you are holding in both hands misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can’t be increased in any other way.


  • Run Through. Once on your turn, when you score a critical hit or reduce a creature to 0 hit points with a melee weapon you are holding with both hands, you can make an attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach.

  • Savage Attacker. You can roll one additional weapon damage die when determining the extra damage for a critical hit with an melee weapon you hold using both hands.

  • Surefooted Striker. When you hit a target with a weapon held in two hands, you roll the weapon’s damage dice twice and use the higher result.

  • Weighted Blows. On your turn, as you make a melee attack with a weapon you are holding in two hands, you can take a penalty up to your proficiency bonus to the attack roll. If the attack hits, you add twice the penalty taken to the attack’s damage roll.

Art: Yin Yuming

Light & Medium Armor Mastery

Prerequisite: Dexterity 13+
You can balance armor protection with agile movement. Choose three among the following subfeatures to gain:

  • Increase your Strength, Dexterity or Constitution by 1.

  • Armored Stealth. Wearing Light or Medium Armor which you are trained in doesn't impose Disadvantage on your Dexterity (Stealth) checks.

  • Light Armor Specialist. On your turn, you may add your proficiency bonus to your AC while moving. In addition, when you take the Disengage action your Speed is increased by 10 until end of turn. You must wear Light Armor that your are trained in to gain these benefits.

  • Light Armor Versatility. While wearing Light Armor you may also add the AC bonus it provides to your Strength and Dexterity saving throws.


  • Light & Medium Armor Training. You gain Light Armor Training. If you already have Light Armor Training, you gain Medium Armor Training instead. You may take this subfeature twice.

  • Medium Armor Specialist. Your maximum Dexterity bonus to AC while wearing Medium Armor increased by 1, and you gain a bonus to your Dexterity score equal to you Strength modifier for determining AC. If you select this subfeature a second time, the maximum Dexterity bonus to AC increases by 2 instead.

  • Shield Training. You gain Shield Training.


Heavy Armor Mastery

Prerequisite: Strength 13+, Medium Armor Training.
You can use your heavy armor to deflect strikes that would kill others. Choose three among the following subfeatures to gain:

  • Increase your Strength or Constitution by 1.

  • Efficient Plating. You ignore the minimum Strength requirement of Heavy Armor.

  • Heavy Armor Specialist. While you are wearing Heavy Armor you are Trained in, Bludgeoning, Piercing, and Slashing damage that you take from weapons is reduced by 2. If you select this subfeature a second time, the damage is reduced by an amount equal to your proficiency bonus instead.

  • Heavy Armor Training. You gain Heavy Armor Training.

  • Iron Clad. While you are wearing Heavy Armor that you are Trained in, when a creature scores a critical hit against you with an attack, it must reroll the attack. If it misses you with the reroll, the critical hit deals no extra damage. If you select this subfeature a second time, it also applies to magic attacks, and instead a critical hit against you deals no extra damage.

  • Shield Training. You gain Shield Training.


Master of None

Prerequisite: Character level 8+, each ability score 9+
Repeatable: No
You have picked up a wide variety of different skills and abilities. You gain the following benefits:

  • Increase two among your lowest three Ability Scores by 1.

  • Adaptive Skill Set. You gain proficiency in a skill of your choice. On a Long Rest, you may change the chosen skill proficiency to a different one.

  • Broad Interests. You gain up to three named subfeatures from different Feats of your choice you don't already have subfeatures from. You need to meet the prerequisites for each Feat you pick a subfeature from.

Art: Onthon Nikolaidis

Mage Slayer

Prerequisite: Proficiency with any Martial Weapon. An Intelligence, Wisdom or Charisma score of 13+.
You have mastered techniques to combat spellcasters in melee. Choose three among the following subfeatures to gain:

  • Increase any ability score by 1.

  • Disruption. When you damage a creature that is concentrating on a spell with an attack, that creature has Disadvantage on the saving throw it makes to maintain its concentration.

  • Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this subfeature, you can’t use it again until you finish a Long Rest.

  • Lucidity. You have Advantage on saving throws against Enchantment and Illusion spells,

  • Sense Magic. You learn the Detect Magic spell. You can cast the spell without expending a spell slot. Once you have cast this spell in this way, you can’t cast it in this way again until you finish a Short or Long rest.

  • Slip Through. Moving through magical difficult terrain doesn't cost you extra movement. In addition, your actions or movement won't set off the Alarm spell.

  • Spell Break. When a creature adjacent to you casts a spell, you can use your Reaction to first make a melee attack against that creature before the spell takes effect. If you kill the creature this way, the spell fails and has no effect.

  • Suppression. You have Advantage on saving throws against spells cast by creatures that are within a range of 5 times your proficiency bonus of you.


One-Handed Weapon Mastery

Prerequisite: Proficiency with any Martial Weapon.
You mastered the art of fighting with a one-handed weapon, gaining unparalleled control to strike with deadly precision. Choose three among the following subfeatures to gain:

  • Increase your Strength, Dexterity or Constitution by 1.

  • Deflection. While you are wielding a melee weapon in one hand and nothing in the other, 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.

  • Duelist. While you are wielding a melee weapon in one hand and nothing in the other, you may add your proficiency bonus to weapon damage rolls.

  • Fencing. When you hit a creature with a melee weapon attack while you have a free hand, it has Disadvantage on its next attack roll against you before the start of your next turn.

  • Hit and Run. When you take the Disengage action, while you are wielding a light melee weapon in one hand and nothing in the other, you may make a weapon attack as part of that same action.

  • Martial Fluidity. While you use a melee weapon in one hand it is treated as if it had the Finesse property.

  • Skirmisher. After making an melee attack with a weapon you are holding in one hand, while holding nothing in the other, you may use your Bonus Action to make a Grapple or Shove attack with your free hand.

  • Weapon Artistry. When you miss a creature with a Light or Finesse melee weapon, you have Advantage on your next attack roll against that creature before the end of your next turn.


Ranged Weapon Mastery

Prerequisite: Proficiency with any Martial Weapon.
You are specialized in using weapons at range. Choose three among the following subfeatures to gain:

  • Increase your Strength, Dexterity or Constitution by 1.

  • Aimed Shot. On your turn before you move, you can use your Bonus Action to take aim. For the current turn your Speed becomes 0, but your Ranged weapon attacks are made with Advantage and ignore any partial cover. You can't take aim when a hostile creature is adjacent to you.

  • Far Shot. Once per creature on your turn, when you hit that creature with a ranged attack at exactly maximum normal range, you roll the weapon damage die twice and use the total.

  • Fast Loader. You ignore the loading property of ranged weapons with which you are proficient.

  • Flinger. The damage die of any Thrown weapons you wield are treated as one size category larger, and attacking at long range doesn't impose Disadvantage on your thrown weapon attack rolls.

  • Point Blank. Being within 5 feet of a hostile creature doesn’t impose Disadvantage on your ranged attack rolls.

  • Precision. You gain a +1 bonus on your ranged attack rolls with Weapons, and such attacks ignore half cover and treat three-quarters cover as normal half cover.

  • Quick Shot. When you use the Attack action to attack with a one-handed Light weapon, you can use your Bonus Action to attack at range with a one-handed ranged or thrown weapon that you are holding in the other hand.

  • Split Shot. By using your Bonus Action, you can nock a second arrow. When you make your next Short- or Longbow attack this turn, you lose your proficiency bonus to attack, but may attack two different targets within the weapons normal range.

Shield Mastery

Prerequisite: Strength 13+, Shield Training.
You are a master of fighting with a weapon and shield. You must be trained in Shield and wielding a Shield to benefit from these subfeatures. Choose three among the following subfeatures to gain:

  • Increase your Strength or Constitution by 1.

  • Safeguard. 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.

  • Shield Bash. You can use your Bonus Action to make a melee bash attack using your Shield, dealing 1d4 bludgeoning damage + your Strength modifier.

  • Shield Press. Once on your turn, when you hit a creature with a melee attack, you can use your Shield to push the creature 5 feet horizontally away from you if it is no more than one size larger than you.

  • Raise Shield. As a Bonus Action, you can raise your shield to increase your Shields AC bonus by 1 and gain half cover until the start of your next turn.

  • Rapid Ready. You may equip or stow a Shield with the same free interaction you use to equip or stow a weapon.


Skulker

Prerequisite: Dexterity 13+, Proficiency in Stealth
You are expert at slinking through shadows, scouting in dangerous locations, like dungeons, dark hallways in an enemy lair, or caverns. Choose three among the following subfeatures to gain:

  • Increase your Dexterity, Wisdom or Intelligence by 1.

  • Eyes in the Dark. Dim light doesn't impose Disadvantage on your Wisdom (Perception) checks relying on sight. If you select this subfeature 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.

  • Fog of War: You have Advantage on any Dexterity (Stealth) check you make as part of the Hide Action during combat.

  • Inventive Sneaking. You can try to Hide when you are lightly obscured from the creature from which you are hiding.

  • Hidden Sniper. If you make an Attack while Hidden but miss, the Attack Roll doesn’t end the Hidden Condition on you. In addition, you do not suffer Disadvantage on ranged attacks while being Prone. If you select this subfeature a second time, you may use your Reaction to make another Hide check if your position is revealed after hitting with a weapon attack at range.

  • Trap Specialist. You have Advantage on skill checks made to detect or disarm traps. In addition, you have Advantage on saving throws made to avoid or resist traps, and resistance to damage dealt by traps.

  • Scouting. You gain proficiency in the Perception skill. If you already have proficiency, you gain expertise instead. If you have expertise in Perception, traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception). You may select this subfeature a second time.

  • Stalker. You gain expertise in the Stealth skill. In addition, you can move stealthily while moving at normal Speed.


True Specialist

Prerequisite: Character level 8+, any ability score 17+
With single minded focus you further hone your skills and abilities. You gain the following benefits:

  • Increase one of your highest two ability scores by 1.

  • Expert. You gain expertise in a Skill you are already proficient in.

  • Specialization. You may select up to two named subfeatures from among Feats you already have.

Art: Kai Carpenter



























Spell Power

Prerequisite: Spellcasting or Pact Magic Feature.
You have mastered manipulating with magical energy. Choose three among the following subfeatures to gain:

  • Increase your Intelligence, Wisdom, or Charisma by 1.

  • Catalyst. When you cast a damage dealing spell using a higher level spellslot, it is treated as if a spellslot of one additional higher level was used to cast it, to a maximum of the highest spell level you have excess to.

  • Destructive Mastery. When you cast an instantaneous spell that targets a single creature dealing Acid, Cold, Fire, Lightning, or Thunder damage, you may add your spellcasting ability modifier to damage. This subfeature does not allow you to add the same ability modifier to a spells damage more than once.

  • Energy Resistance. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You gain Resistance to the chosen damage type.

  • Pierce Resistance. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore resistance to damage of the chosen type. You may select this subfeature multiple times. When you do, you may choose a different damage type, or have creatures with immunity to the damage type selected previously take half damage instead.



























War Caster

Prerequisite: Spellcasting or Pact Magic Feature.
You have mastered the use magic during and for battle. Choose three among the following subfeatures to gain:

  • Increase your Intelligence, Wisdom, or Charisma by 1.

  • Battle Caster. You can perform the somatic components of spells even when you have weapons or a Shield in one or both hands.

  • Melee Casting. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with Spells.

  • Mental Focus. You have Advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

  • Reactive Blasting. Whenever a creature provokes an opportunity attack from you, you instead can use your Reaction to cast a spell at the creature. The spell must have a casting time of one action and must target only that creature.

  • Spell Shaper. When you cast an instantaneous spell that covers an area, you may use your Reaction to exclude one creature you can see from its effects.

  • Spell Sniper. When you cast a ranged spell that requires you to make an attack roll, the spell’s range is doubled, and the spell ignores half cover and treat three-quarters cover as normal half cover.

  • Sudden Enhancement. On your first turn in combat, you may use your Bonus Action to cast a spell with a duration of at least 1 minute that only affects you or your allies.

Art: Kekai Kotaki