The Feat Compendium

by Baelrog

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The Feat Compendium
Designed by u/Baelrog_
Art: Valeriy Vegera

Table of Content

  • Version 2.0 for 5E24, released Oct-24.
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 were poorly balanced and players often feel pigeon holed in a few common but powerful picks. Another common complaint was that taking a +2 ASI is superior to most feats, while ASI's are rather uninspiring. About 2 years ago, I started on reworking the feat system, which I released online last year (Oct-23). Meanwhile I kept working on it, attempting to polish it, and integrate One D&D changes as they were being released. Now, with the release of 5E24, it seemed like a natural moment to release the second version.


Specific Comments:

  • Fighting Styles: To make Fighting Style feature compatible with this system, I recommend the following: When a player gains a Fighting Style, instead allow the player to pick a single named subfeature from the respectively 4th level Feat.

  • ASI: A full ASI now requires a minimum character level of 12, forcing players to actually take Feats. It didn't make much sense to me that a character could max out a stat as early as level 4. Now instead, all level 4+ feats allow for a +1 ASI. My playgroup prefers this approach, but it might not be for everyone, and can be an issue for MAD classes (e.g. Monk & Paladin). Thus, feel free to adjust or remove this prerequisite.

  • Playtesting & Balance: A lot of damage calculations between the different weapon type mastery feats were done and those indicated that these are reasonably balanced damage-wise. My playgroup has been playtesting this system for well over a year without any issues (5E). Now with the 5E24 release, I tried to make appropriate adjustments but in certain area is tricky, such as the much changed two-weapon fighting mechanics.

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.

Acolyte

Prerequisite: Wisdom 13+.
Through religious teachings and religious dedication, you gain the following benefits.

  • You gain proficiency in Religion.
  • Spiritual Guidance. You learn the Guidance cantrip.

Animal Lover

Prerequisite: Wisdom 13+.
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 13+.

  • You gain proficiency in Athletics.
  • No Pain, no Gain. After you rolled a Strength (Athletics) check, you can expend one Hit Die to roll that die. Add the result to the ability check.
  • Strongman. You count as if you were one size larger for the purpose of determining your carrying capacity.

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 extra Hit Points equal to twice your proficiency bonus. This feat can only benefit a creature once per Short Rest.

Conscript

Prerequisite: Strength 13+.
You've spent a time 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.
  • Efficient Craftsman. The time and cost you require to craft or repair non-magical items is halved.
  • Engineer's Insight. You have Advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect or figure out traps and 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.
  • Light Jumper. You can make a running Long Jump or High Jump after moving only 5 feet.

Art: Castaguer93

Medic

Prerequisite: Wisdom 13+.
You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

  • You gain proficiency in Medicine.
  • First Aid. 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 expend a Hit Dice to 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 11+.
You have knack for studying and exploiting peoples mannerisms and thought patterns:

  • You may add half your Intelligence modifier, rounded up, to Wisdom (Insight) and Charisma (Deception, Intimidation & Persuasion) 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.
  • Lip Reader. 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.

Scholar

Requirements: Intelligence 13+.
Through your extensive teachings, you have sharpened your mind and acquired extensively:

  • Eidetic Memory. You can accurately recall anything you have seen or heard within the past month.
  • Lore Knowledge. You 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 solve a puzzle, decipher a code, or find clues and gain insights in what has transpired at a scene.
  • Keen Mind. You may take the Search action to make an Intelligence (Investigation) check as a Bonus action.

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 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. Most Feats provide access to several subfeatures. When you pick such a Feat, you may choose a given number of subfeatures. Each named subfeature may only be gained once, unless the description states otherwise. You may spend two of your choices to pick the same subfeature twice, given the subfeature allows for it. A Feats' ability score increase option is not considered named and can only be chosen once each time you pick the Feat.

Spells from Feats. Spells gained through subfeatures are always considered prepared. You can cast such spells without expending a spell slot up to the given amount of times per Long Rest, or by using a spell slot of an appropriate level. A spell gained from a Feats does not require any material components to cast, unless its a Ritual spell.

When you gain a subfeature from a spell granting Feat for the first time, choose Intelligence, Wisdom, or Charisma. This becomes your ability modifier for all spells and abilities gained from spell granting Feats.

Ability Score Improvement

Prerequisite: Character level 12+* (See notes).

  • 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 beneficial 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 are already proficient, 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 are already proficient, 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 Cleric, Druid, or Wizard to determine the Spell List from which you can select spells.

You can cast spells gained through this feat without verbal or somatic components.

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

  • Manifest Magic. Choose a non-ritual 1st-level Spell from the chosen spell list. 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.

  • 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 5 feet toward or away from you. A creature can willingly fail this save. If you select this subfeature a second time, the distance you can move your target is increased from 5 to 10 feet. You also 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. If you already know these spells, their range is doubled.

  • 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 and the creature can respond back to you. Telepath can only affect creatures that understand at least one language. In addition, you learn the Detect Thoughts spell, which you can cast once 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 roll a Hit Die to regain hit points, roll the Hit Dice twice and use the higher result. 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 character level.

  • Tireless. You have Advantage on any saving throws made to resist falling asleep. Once per Short Rest, you may expend a Hit Die to remove a level of Exhaustion.

  • Tolerance. You have Advantage on saving throws made to prevent 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 are already proficient, you gain Expertise instead, and you gain a +2 Bonus to your saving throw DC for Grappling and escape attempts. You may select this subfeature a second time.

  • Clinch Hold. You have Advantage on attack rolls against a creature Grappled by you.

  • 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 damage die size equal to twice your proficiency bonus.

  • Stomp Down. You can Grapple up to one Prone creature even while you have no free hands. When you Grapple a creature this way, you cannot move it.

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


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 a Melee attack as part of the Attack Action, you may push the target up to 10 feet in the same direction as part of that attack hit, provided the target is not Prone and no more than one size larger than you. If you select this subfeature a second time, the pushed creature must make a Strength saving throw or be knocked Prone. The DC = 8 + your proficiency bonus + Strength modifier.

  • Blitz. On your first turn in combat, you may choose an enemy that you can see or hear. If you do, you freely gain the benefits of the Dash action and must use all your movement to move towards the chosen creature this turn.

  • Fast. Your Speed increases by 10 feet.

  • Momentum. 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.

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


Combat Acumen

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

  • Increase your Dexterity or Wisdom by 1.

  • Agile. You gain proficiency in the Acrobatics skill. If you are already proficient, you gain Expertise instead, and when you are Prone, standing up uses only 5 feet of your movement. You may select this subfeature a second time.

  • Alert. 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 has the Incapacitated condition.

  • Fast to Act. When you roll Initiative, you can add your Proficiency Bonus to the roll. If you select this subfeature a second time, you gain proficiency in Dexterity saving throws.

  • Grace. Opportunity attacks have Disadvantage against you.

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

  • Opportunist. You have Advantage with Opportunity Attacks.

  • Observant. You gain proficiency in the Perception skill. If you are already proficient, you gain expertise instead, and you may take the Search action to make a Wisdom (Perception) check as a Bonus action. You may select this subfeature a second time.

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 you make an extra attack by means of the Light property, you can add your ability modifier to the damage of that attack. If you select this subfeature a second time, when you make an Opportunity attack with a Light Melee weapon, you can make one extra attack with a different Light Melee weapon you wield.

  • 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 the same Light weapon for the third time on your turn, you may immediately follow with an extra attack using a different Light weapon you are wielding.

  • 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 unaffected by being Flanked.

  • Strong Arm. While you are wielding two Melee weapons, both are treated as if they had the Light property.

Art: WotC

Esoteric Prodigy

Prerequisite: Spellcasting or Pact Magic Feature.
You have an innate talent for the arcane arts. 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.

  • 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 of two levels higher was used to cast it, to a maximum of the highest spell level you have excess to.

  • Discern Arcana. You gain proficiency in the Arcana skill. If you already have proficiency, you gain expertise instead, and you have Advantage on Intelligence (Arcana) checks made to identify spells. You may select this subfeature a second time.

  • 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 up to three spell levels worth of Ritual spells. These may not exceed the highest level spell slot you can cast. You may change your selection when you level up. Once per Long Rest, you can cast a Ritual spell you have prepared without using a spell slot or 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. When you attack and miss with a Melee weapon you are holding in both hands as part of the Attack action, 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.


  • Guarded Stance. While wielding a Melee Versatile weapon in two hands, you gain a +1 bonus to AC.

  • Run Through. Immediately after you score a Critical Hit with a Melee weapon held in both hands or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.

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

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

  • Weighted Blows. When you attack a creature with a Melee weapon you are holding in two hands as part of the Attack action, 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.

  • Cloth and Chain. 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.

  • Insulation Specialist. While you are wearing Light Armor you are Trained in, Acid, Cold, Fire, and Lightning damage that you take is reduced by your proficiency bonus. If you select this subfeature a second time, the damage is reduced by twice your proficiency bonus instead.


  • Light Armor Versatility. While wearing Light Armor you may 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.

  • Shield Training. You gain Shield Training.

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


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. In addition, donning and doffing Heavy Armor only requires you 1 minute.

  • Heavy Armor Training. You gain Heavy Armor Training.

  • Impenetrable. While you are wearing Heavy Armor that you are Trained in, when a creature scores a Critical Hit against you, the extra damage you take is halved. If you select this subfeature a second time, you instead take no extra damage from Critical Hits.

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

  • Shield Training. You gain Shield Training.


Master of None

Prerequisite: Character level 8+
Repeatable: No
You have picked up a wide variety of different skills and abilities. You gain all 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, it 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. You must be wielding a Melee weapon in one hand and nothing in the other to benefit from these subfeatures, except for Martial Fluidity. Choose three among the following subfeatures to gain:

  • Increase your Strength or Dexterity by 1.

  • Deflection. When 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. This bonus to your AC lasts until the end of the current turn.

  • Duelist. When you attack with a one-handed Melee weapon, its damage die increases by one size. In addition, when another creature enters your reach, it provokes an opportunity attack from you.

  • Hit and Run. When you hit a creature in Melee with a Light weapon as part of the Attack action, your next 5 feet of movement doesn’t provoke opportunity attacks from that creature this turn.

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

  • Skirmisher. After you make a Melee attack with a weapon on your turn, 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 Melee weapon, you may immediately use your Bonus Action to make another Melee attack with the same weapon.


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. You cannot benefit from this feature while dual wielding.

  • Fast Loader. You ignore the Loading property of all crossbows weapons that you are proficient with. You do not need a free hand to load a piece of ammunition for crossbows.

  • Flinger. The damage die of any Thrown weapons you wield is increased by one, 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 a creature enters your normal range of a one-handed Thrown weapon you wield, you can make an opportunity attack against that creature with that weapon.

  • 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.

  • Zenith Shot. Once per creature on your turn, when you hit that creature with a Ranged weapon attack at exactly maximum normal range, you roll the weapon damage die twice, instead of once, and use the combined total.

Rich History

Repeatable: No
You have experienced many things in a past life. You gain the following benefits:

  • You increase one Ability Score of your choice by 1.
  • You gain two Origin Feats of your choice. You must meet the prerequisites for those Origin Feats and cannot gain the same Feat twice.

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 named subfeatures. Choose three among the following subfeatures to gain:

  • Increase your Strength or Constitution by 1.

  • Advancing Fortress. When a creature misses you with a Melee attack, you have Advantage with your next Melee attack against that creature before the end of your next turn.

  • Safeguard. When a creature you can see attacks another ally adjacent to you, you can use your Reaction to impose Disadvantage on the attack rolls made against that ally. This lasts until the start of your next turn, or until that ally is no longer adjacent to you.

  • 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 dark and dangerous locations. Choose four among the following subfeatures to gain:

  • Increase your Dexterity or Wisdom by 1.

  • Eyes in the Dark. You gain Darkvision out to 60 feet or Blindsight with a range of 10 feet. You may select this subfeature a second time.

  • 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.

  • Hidden Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location. In addition, you do not suffer Disadvantage on Ranged attacks while being Prone.

  • 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, and 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.

  • Spelunker. You gain Climbing speed equal to your Speed.

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


Specialist

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

  • Increase one of your highest two ability scores by 1.
  • You gain expertise in a Skill you are already proficient in.
  • You may select up to two named subfeatures from among Feats you already have.
Art: Kai Carpenter



























Spell Power

Prerequisite: The ability to cast at least one spell.
You have mastered the destructive potential within magic. Choose three among the following subfeatures to gain.

When you gain one of the subfeatures from this Feat for the first time, choose Acid, Cold, Fire, Lightning, or Thunder. This choice determines the damage type to which the abilities gained from this Feat apply.

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

  • Catalyst. When you cast a spell that deals damage of the chosen type using a higher level spell slot, it is treated as if a spell slot of one additional higher level was used to cast it, to a maximum level equal to the highest spell level you have excess to.

  • Destructive Mastery. When an instantaneous spell you cast deals damage of the chosen type to a single creature, you may add your spellcasting ability modifier to the damage roll. This subfeature does not allow you to add the same ability modifier to a spells damage more than once.

  • Energy Resistance. You gain Resistance to the chosen damage type.

  • Pierce Resistance. When you make a damage roll, you ignore resistance to damage of the chosen type.

  • Volatile Power. Your attack rolls with attacks that deal damage of the chosen type score a Critical Hit on a roll of 19 or 20.



























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 Constitusion, 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, and you do not need a free hand to access a spell's material components.

  • Focus. You have Advantage on Constitution saving throws you make to maintain your Concentration.

  • Melee Casting. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with Spells. In addition, whenever a creature provokes an opportunity attack from you, you instead can use your Reaction to cast a cantrip at the creature. The cantrip 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 that has a casting time of an Action. A spell cast this way must have a duration of at least 1 minute and only target you or allied creatures.

Art: Kekai Kotaki

Weapon Focus

Prerequisite: Character level 8+, Proficiency with any Martial Weapon.
After extensive training you have mastered a weapon type. Choose three among the following subfeatures to gain.

When you gain one of the subfeatures from this Feat for the first time, choose Bludgeoning, Piercing, or Slashing. This choice determines the damage type to which some abilities gained from this Feat apply.

  • Increase your Strength or Dexterity score by 1.

  • Crusher. Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can push the creature up to 5 feet horizontally to any unoccupied space if it is no more than one size larger than you. If you score a critical hit, it also gains the Prone condition.

  • Improved Critical. Your attack rolls with unarmed or weapon attacks that deal damage of the chosen type score a Critical Hit on a roll of 19 or 20.

  • Overwhelm. Damage dealt by your attacks ignore Resistance to damage of the chosen type.

  • Piercer. Once per turn, when you hit with an attack that deals Piercing damage, you have Advantage on your next attack roll against that creature before the end of your next turn. In addition, any time you score a critical hit with a Piercing weapon, the base weapon damage is also considered a maximum roll.

  • Slasher. Once per turn, when you hit a creature with an attack that deals Slashing damage, the creatures speed is reduced by 10 feet. If you score a critical hit, the creature can only take a single Action, Bonus Action or Reaction. These effects last until the start of your next turn.

Art: Heonhwa Choe