The Complete Feat Compendium
This is a complete list of feats except for racial feats since they are in a seperate document. Every single feat has been changed and they are now all full feats. However I prefer the flexability and customization that using feats brings so every single feat increases a stat by 1 to allow picking a few up earlier.
Optional Feat Rules
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At the DM's discression, when you take a feat instead of an ASI, you can forgo the stat increase a feat gives. Instead you gain the other benefits of the feat and increase two stats of your choice by 1, or one stat of your chouce by 2.
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If a feat allows you to increase a stat, but the stats it allows you to increase are all at their maximum, you can increase a different stat of your choice by 1, to a maximum of 20.
Feats List
Aberrant Dragonmark
Prerequisite: No existing dragonmark
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
- When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. You gain a number of temporary hit points equal to the number rolled, and one creature of your choice within 30 feet of you takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
- Greater Aberrant Powers: Upon reaching 10th level, you have a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master’s Guide. If you fail to gain a boon, you have an addition, cumulative, 10 percent chance for each level above 10th. If you gain this feat after 10th level, you can immediatly roll for each level above 10 to see if you would gain a boon. If you gain a boon, the DM chooses it or determines it randomly. You also permanently loose one of your Hit Dice, and your hit point maximum is reduced by an amount equal to a roll of that die plus your Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
Aberrant Dragonmark Flaws
d8 | Flaw |
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1 | Your mark is a source of constant physical pain |
2 | Your mark whispers to you. Its meaning can be unclear |
3 | When you’re stressed, the mark hisses audibly |
4 | The skin around the mark is burned, scaly, or withered |
5 | Animals are uneasy around you |
6 | You have a mood swing any time you use your mark |
7 | Your looks change slightly whenever you use the mark |
8 | You have horrific nightmares after you use your mark |
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in Charisma (Performance) checks. If you are already proficient with Charisma (Performance) checks, then you gain expertise with them.
- You gain proficiency in the Disguise Kit. If you are already proficient with the Disguise Kit, then you gain expertise with it.
- You have advantage on Charisma (Persuasion), Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Alert
Always on the lookout for danger, you gain the following benefits:
- Increase your Dexterity or Wisdom Modifier by 1, to a maximum of 20
- You gain a +5 bonus to initiative and passive perception.
- You can't be surprised while you are conscious.
- Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Animomancer
You have specialized in the magics used to harm those with psychic damage, even those who would be resistant to such damage. When you gain this feat, you gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Damage you deal ingnores resistance to psychic damage and damage you deal treats psychic immunity as resistance. In addition, when you roll damage for an effect that deals psychic damage, you can treat any 1 or 2 on a damage die as a 3.
- You learn a 1st level spell that deals psychic damage that you can cast once per short rest without expending a spell slot. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma.
Artificer Initiate
You’ve learned some of an artificer’s inventiveness:
- Increase your Constitution or Intelligence score by 1, to a maximum of 20.
- You learn two cantrips of your choice from the artificer spell list, and you learn two 1st-level spells of your choice from that list. Intelligence is your spellcasting ability for these spells.
- You can cast this feat’s 1st-level spells without a spell slot, and you must finish a short rest before you can cast it in this way again. You can also cast the spells using any spell slots you have.
- You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Athlete
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency in both Strength (Athletics) and Dexterity (Acrobatics) if you do not already posses them.
- When you are prone, standing up uses only 5 feet of your movement.
- You gain climbing and swimming speed equal to your walking speed.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Blunt Weapon Master
Prerequisite: Proficiency with at least one of the following: club, greatclub, light hammer, mace, quarterstaff, flail, maul, morningstar or warhammer
You're a master of blunt weaponry an know exactly where to land heavy blows. You gain the following benefits:
- Your Strength or Dexterity increases by 1, to a maximum of 20.
- When you take the Attack action and attack a club, greatclub, light hammer, mace, quarterstaff, flail, maul, morningstar or warhammer you can make the attack a dazing strike. On hit the target must make a Constitution Saving Throw or be unable to take reactions and have disadvantage on saving throws and ability checks until the end of its next turn. The saving throw is equal to 8+your proficiency bonus+your strength modifier. You can do this a number of times equal to your proficiency bonus times per short rest.
- When you hit a creature with a club, greatclub, light hammer, mace, quarterstaff, flail, maul, morningstar or warhammer, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When land a critical hit on a target with a club, greatclub, light hammer, mace, quarterstaff, flail, maul, morningstar or warhammer, all attacks made against that creature are done so with advantage until the start of your next turn.
Cantrip Master
Prerequisite: The ability to cast at least one cantrip, and a spellcasting ability of 15 or greater
You've spent countless hours mastering specialized ways to cast cantrips. This exhaustive study, coupled with constant training and optimization has given you an uncanny level of control over the cantrips you cast. You gain the following benefits:
- Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn two cantrip of your choice. Your spellcasting ability for these cantrip is Wisdom, Intelligence or Charisma (Your choice when you choose this feat).
- When you cast a cantrip, you may augment it causing an additional effect choosing from the list bellow: A cantrip may only receive one of these augments at a time.
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- The target of the cantrip takes additional damage equal to your proficiency bonus of the type the cantrip deals or force damage if the cantrip doesn't normally deal damage.
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- The target of the cantrip gains temporary hit points equal to your proficiency bonus.
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- The duration of the cantrip is doubled.
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- The range of the cantrip is doubled.
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- You may change the casting time from 1 action, to 1 bonus action, or vice versa, for this casting.
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- You may ignore the concentration requirement for the cantrip.
- You may augment a cantrip in these ways a number of times equal to your proficiency bonus, after which you must finish a short or long rest before you may do so again.
Charger
You are known for charging headfirst into battle. You gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20
- When you use the Dash action, you can make one melee weapon attack against a creature as apart of the same action.
- If you move at least 10 feet in a straight line before making an attack, you gain can add your proficiency bonus to the attack's damage roll and the target must make a strength saving throw of DC equal to the damage dealt or be knocked prone or 10 feet away from you (your choice), provided that the target is no larger than 1 size category larger than you.
Cheif
Time spent mastering the culinary arts has paid off , granting you the following benefits:
- Increase your Constitution or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with cook’s utensils if you don’t already have it.
- As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + 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.
- With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to 2d6 + your proficiency bonus.
Crossbow Expert
Prerequisite: Proficiency with hand crossbows, light crossbows, or heavy crossbows
Thanks to extensive practice with the crossbow, you gain the following benefits:
- Your Dexterity or Intelligence score increases by 1, to a maximum of 20
- You ignore the loading property of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When using hand, light, or heavy crossbows you gain a bonus for that type of crossbow as follows:
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- Hand: When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
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- Light: When you hit an attack with a light crossbow, you can treat any roll of 2 or lower on the damage dice as a 3.
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- Heavy: Once per turn, when you use the Attack action and attack with a heavy crossbow, you can use attack with the heavy crossbow again as apart of the same action. You can do this only if you haven’t moved during this turn, and after you do, your speed becomes 0 until the end of the current turn.
Cyromancer
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Damage you deal ignores resistance to cold damage and damage you deal treats cold immunity as resistance. In addition, when you roll damage for an effect that deals cold damage, you can treat any 1 or 2 on a damage die as a 3.
- You learn a 1st level spell that deals cold damage that you can cast once per short rest without expending a spell slot Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma.
Defensive Duellist
Prerequisite: Dexterity 13 or higher
You have learned to duel effectively with other creatures, and you have become better at defending yourself with your weapons. You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Your armour class increases by 1 while you are wielding a finesse weapon which you are proficient with, and no other weapon.
- When you are wielding a finesse weapon with which you are proficient, 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. If the Attack misses because of this, you can make an opportunity attack against the target as a part of the same reaction.
Divinomancer
You have specialized in the magics used to harm those with radiant damage, even those who would be resistant to such damage., When you gain this feat, you gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Damage you deal ignores resistance to radiant damage and damage you deal treats radiant immunity as resistance. In addition, when you roll damage for an effect that deals radiant damage, you can treat any 1 or 2 on a damage die as a 3.
- You learn a 1st level spell that deals radiant damage that you can cast once per short rest without expending a spell slot. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- Your Strength or Dexterity increases by 1, to a maximum of 20.
- You gain a +1 bonus to your AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- Whenever a creature provokes an opportunity attack from you, you can make an additional attack against that creature with your off hand as a part of the same reaction.
Dual-Focused
Prerequisite: The ability to cast at least one spell
Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be. You gain the following Benefits:
- Increase your Constitution by 1, to a maximum of 20.
- If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously. At the start of your turn you can drop concentration on one, or both of the spells as a free action. While concentrating on both spells, you cannot cast any other levelled spells, nor take reactions. Any time you would be forced to make a Constitution saving throw to maintain concentration, the DC equals 10 + both spells’ levels combined, or half the damage you take, whichever number is higher. On a failure, you lose concentration on both spells.
Dunamantic Savant
Prerequisite: Intelligence, Wisdom or Charisma of 20 or higher, proficiency in Intelligence(arcana), the ability to cast at least one spell, and the approval of the DM.
Though vigorous dedicated study devoted to the arcane arts, you have begun to uncover the secrets of time, space, and fate. You have uncovered some of the lost secrets to casting dunamancy. You gain the following benefits:
- You learn the sapping sting cantrip.
- When you choose this feat, you acquire a dunamancy spell book. The book is an acumination of the countless hours of work you have put into researching these spells. The book contains the gift of alacrity and magnify gravity spells. You learn those spells, and can cast them with any spell slots that you have.
- If you come across a dunamancy spell in written form, such as a magical spell scroll or a wizard's spellbook, you may add it to your dunamancy spell book. The spell's level can be no higher than half your level (rounded up). The process of copying the spell into your ritual book takes 6 hours per level of the spell, and costs 250 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
- You may be able to experiment in down time to rediscover some dunamancy spells. When you do you must spend 24 hours per level of the spell you wish to try and rediscover. For each hour of study, you must spend 50gp for the resources required for the experimentation. At the end of each 8 hour period of study, you must make an Intelligence(Arcana) check of a DC equal to the spells level multiplied by 2 then plus 8. For every 1 you fail the check by, you lose that many hours of progress for that 8 hour period ( to a maximum of 8 hours of progress lost). Upon finishing the time required to research the spell you can add it to your dunamancy spell book and learn the spell. The spells level can be no greater than half your level (rounded up).
- Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma.
Eldritch Adept
Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself. You gain the following benefits:
- Your Charisma or Intelligence score increases by 1, to a maximum of 20
- You learn the eldritch blast cantrip or a different kind of eldritch blast if you already know it. When learning eldritch blast via this feat you are not bound to the version that a patron would normally gift upon you, and therefore you can choose your variant of eldritch blast. Your spell casting ability for this cantrip is charisma.
- If you are a warlock, when you cast eldritch blast and it creates multiple beams, you can choose what version of eldritch blast each beam takes choosing from the eldritch blast versions you know.
- You learn two Eldritch Invocation options of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can only choose that invocation only if you are a warlock who meets the prerequisite. If the prerequisite is the eldritch blast cantrip, then you do not need to be a warlock.
- Whenever you gain a level, you can replace the invocations with another one from the warlock class.
Elecromancer
You have specialized in the magics used to harm those with lightning damage, even those who would be resistant to such damage. When you gain this feat, you gain the following benefits:
- Your Wisdom, Intelligence, or Charisma score increases by 1, to a maximum of 20.
- Damage you deal ignores resistance to lightning damage and damage you deal treats lightning immunity as resistance. In addition, when you roll damage for an effect that deals lightning damage, you can treat any 1 or 2 on a damage die as a 3.
- You lean a 1st level spell that deals lightning damage that you can cast once per short rest without expending a spell slot. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma.
Fey Touched
Your exposure to the Feywild’s magic has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You gain advantage on saving throws against being charmed, and magic cannot put you to sleep.
- You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a short or long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Fighting Style Master
Prerequisite: At least one Fighting Style
Your mastery over a particular fighting style has enhanced your abelites and granted you the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- You gain proficiency with one weapon of your choice.
- When you finish a long rest, you may choose a fighting style you know, and replace it with a different one from the feature that grants it.
- Choose one Fighting Style that you know. You upgrade it, replacing it with the improved version from the Champion subclass for fighters. If you change the base fighting style, this upgrade changes to reflect the change.
Firearm Specialist
You are adept at using guns effectively.
- Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with Firearms.
- If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.
Gift of the Chromatic Dragon
You’ve manifested some of the power of chromatic dragons, granting you the following benefits:
- Increase your an ability score of your choice by one, to a maximum of 20.
- As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d6 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
- Choose acid, cold, fire, lightning, or poison damage. You gain resistance to the chosen damage type.
Gift of the Gem Dragon
You’ve manifested some of the power of gem dragons, granting you the following benefits:
- Increase your an ability score of your choice by one, to a maximum of 20.
- When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- You gain resistance to the chosen damage type.
Gift of the Metallic Dragon
You’ve manifested some of the power of metallic dragons, granting you the following benefits:
- Increase your an ability score of your choice by one, to a maximum of 20.
- You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat.
- You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Grappler
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- When you are grappling a creature you can attempt to shove it prone as a bonus action.
- You have Advantage on attack rolls against creatures you are grappling.
- When a creature you are grappling attempts to break your grapple and fails, you can use your reaction to make an attack of opportunity against them.
- You can attempt to grapple creatures 1 size larger than normal.
- When you make a grapple check to either grapple a creature, or to prevent a creature from escaping, you can add your proficiency bonus to the roll in addition to your athletics score.
Healer
Prerequisite: Wisdom of 13 or higher
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- Your Wisdom or Intelligence increases by 1, to a maximum of 20.
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d10 + your Wisdom(medicine) modifier, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a long rest.
Heavy Armour Master
Prerequisite: Proficiency with heavy armour
You can use your armour to deflect strikes that would kill others. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- When wearing heavy armour, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by an amount equal to your proficiency bonus.
- If you are wearing magical armour, the damage reduction extends to magical weapons.
Impetomancer
You have specialized in the magics used to harm those with force damage, even those who would be resistant to such damage. When you gain this feat, you gain the following benefits:
- Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.
- Damage you deal ignore resistance to force damage and damage you deal treats force immunity as resistance. In addition, when you roll damage for an attack that deals force damage, you can treat any 1 or 2 on a damage die as a 3.
- You learn a 1st level spell that deals force damage that you can cast once per short rest without expending a spell slot. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma.
Infectomancer
You have specialized in the magics used to harm those with poison damage, even those who would be resistant to such damage. When you gain this feat, you gain the following benefits:
- Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.
- Damage you deal ignore resistance to poison damage and your attacks treat poison immunity as resistance. In addition, when you roll damage for an attack that deals poison damage, you can treat any 1 or 2 on a damage die as a 3.
- You learn a 1st level spell that deals poison damage that you can cast once per short rest without expending a spell slot. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma.
Inner Focus
You have a strong inner tranquillity which strengthen your physical body. You gain the following benefits:
- Increase your Wisdom or Dexterity by 1, to a maximum of 20.
- If you are not wearing armour or wielding a shield, your movement speed increases by 5ft.
- Your unarmed attack dice changes to 1d4. You can use Strength or Dexterity for your unarmed strikes.
- You learn 2 martial arts manoeuvres from the following list:
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- Patient Defence: You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.
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- Fury of Blows: Immediately after you take the Attack action on your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.
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- Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.
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- Strength of the Earth: When you are subject to an effect that would move you or knock you prone, you can use your reaction and spend 1 Ki point to prevent this.
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- Quickened Grab: You can spend 1 Ki point to attempt a grapple as a bonus action.
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- Offensive Guard: When another creature misses you with an attack, you can use your reaction to spend 1 Ki point and make an opportunity attack against that creature.
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- Avoid the Storm: When you fail a Dexterity saving throw, you can use your reaction and spend 1 to 3 Ki points. For each Ki point expended, you can add 2 to the result of your dexterity saving throw, potentially changing the result.
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- Ki-Fueled Attack: If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike as a bonus action before the end of the turn.
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- Quickened Healing: As an action, you can spend 2 ki points and roll 1d4. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
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- Focused Aim: When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
- If you already have or gain Ki points as a class feature, this grants a more Ki points equal to your proficiency bonus; otherwise, you gain Ki points equal to your proficiency bonus that fuel your martial arts manoeuvres. You regain expended Ki points when you finish a short or long rest.
Inspiring Leader
Prerequisite: Charisma 13 or higher
You are a great leader who inspirers those around you. You gain the following benefits.
- Increase your Charisma score by 1, to a maximum of 20.
- You can spend at least 1 minute inspiring your companions and underlings, shoring up their resolve to fight. All friendly creatures who can see or hear and who can understand you can gain temporary hit points equal to your level + your Charisma modifier multiplied by 2. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
- When you land a critical hit on a creature, you can choose an ally within 60 feet of you that can hear you. That ally can immediately use their reaction to make an attack at advantage.
Keen Mind
You have a mind with an uncanny knack for learning and keeping track of precise details. You gain the following benefits.
- Increase your Intelligence, or Wisdom score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
- You gain proficiency in one skill of your choice.
- It takes half the usual time and gold for you to learn a new proficiency or language.
Lancer
*Prerequisite: Proficiency with lances
You have trained in the art of using the lance as a formidable weapon, even when not atop a mount. You gain the following benefits:
- Your Strength or Constitution increases by 1, to a maximum of 20.
- You may wield a lance one-handed even when you are not mounted, provided you are holding a shield with the other hand. While wielding a lance in this way, your movement speed is decreased by 10 feet.
- While on foot and wielding a lance, you can use a bonus action to enter into a defensive stance that lasts until you end it as a bonus action on a subsequent turn. While in the defensive stance, you gain immunity to being shoved and to being knocked prone. Additionally, creatures provoke attacks of opportunity from you when the enter or move within you reach. While in this stance, your movement speed is reduced by half. If you have the polearm master feat, you do not suffer disadvantage on attacks against creatures within 5 feet of you while in this stance.
Light Armour Master
Prerequisite: Proficiency with Light Armour
You are agile and hard to pin down in your light armour and gain the following benefits:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
- While wearing light armour, your movement doesn't provoke opportunity attacks unless the attack would have advantage.
- If you aren’t incapacitated and wearing light armour, you can add a your armours AC bonus (The set AC of the armour -10) to any Dexterity saving throw you make against a spell or other harmful effect.
Light Weapon Master
*Prerequisite: Proficiency with at least one weapon with the 'Light' property
Light weapons are weightless in your hands, allowing them to be exactly where you need them. You gain the following benefits:
- Your Strength or Dexterity increases by 1, to a maximum of 20.
- Whenever you score a critical hit with a light weapon, you can roll an extra damage dice and add the result to the total damage.
- When you roll a 1 or 2 on a damage die for an Attack you make with a light weapon that you are wielding in one hand, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the light property for you to gain this benefit.
Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You gain advantage on Charisma(persuasion) checks when attempting to convince someone in their own language.
- You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Mage Slayer
- Your Strength, Dexterity, or Constitution increases by 1, to a maximum of 20.
- When a creature within your melee weapon reach casts a spell, you can use your reaction to make an opportunity attack against that creature. If you hit, you gain advantage on your next attack against that creature, providing it is made before the end of your next turn. Additionally that creature must make a concentration check or have the spell fail and be waisted.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Martial Adept
You have martial training that allows you to perform special combat manoeuvres. You gain the following benefits:
- Your Strength, Dexterity, or Constitution increases by 1, to a maximum of 20.
- You gain proficiency with a weapon of your choice.
- You learn two manoeuvres of your choice from the fighter's manoeuvre list. If a manoeuvre you use requires your target to make a saving throw to resist the manoeuvre’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- If you already have or gain Superiority as a class feature, this grants more usages equal to your proficiency bonus; otherwise, you have uses of Superiority equal to your proficiency bonus, which are a d8, and regain your expended uses when you finish a short or long rest.
Master Axeman
Prerequisite: Proficiency with at least one weapon with the 'Light' property
You are a master of the axe and your heavy blows cleave through your foes. You gain the following benefits:
- Your Strength or Dexterity increase by 1, to a maximum of 20.
- Once per turn, when you take the Attack action and attack with a handaxe, battleaxe or greataxe you can make an additional melee weapon attack as apart of the same action, with an axe, against a different creature within your reach that is within 5ft of the original target.
- Whenever you are wielding a handaxe, battleaxe or greataxe and hit an opportunity attack against a creature that you could grapple, as apart of the same reaction you can catch apart of the creatures, armour, clothing, body etc. and pull them back towards you. The creatures speed is reduced by 5ft and they must make a Strength Saving Throw with a DC of the damage they took from the opportunity attack, on a failed save they become grappled by you.
- When attacking with a handaxe, battleaxe or greataxe, and you reduce a creatures hitpoints to 0, you gain temporary hit points equal your level plus the number of hit dice the target had.
Master Caster
Prerequisite: The ability to cast at least one spell, and a spellcasting ability of 17 or greater
You have spend time perfecting your spells to do more than the average caster could accomplish. You gain the following benefits:
- Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- Your spell DC increases by 1.
- Your spell to-hit modifier increases by 1.
- Chose a 1st level spell that you know that doesn't restore hit points. You can cast the chosen spell at will at 1st level. You must have the spell prepared to be able to cast the spell in this way.
Master Swordsman
Prerequisite: Proficiency with greatswords, longswords, shortswords, scimitars, or rapiers
Your expertise with the blade is unmatched and few rival your skill
- Your Strength or Dexterity increases by 1, to a maximum of 20.
- Once per turn, when you take the Attack action and hit an attack with a greatsword, longsword, shortsword, scimitar, or rapier you can make a second attack against the same target as apart of the same action. You can use this a number of times equal to your proficiency modifier and you regain all expended uses when finishing a short, or long rest.
- When you are hit with a melee attack and you are wielding a greatsword, longsword, shortsword, scimitar, or rapier; you can use your reaction to attempt and parry the blow. Roll the weapons hit dice and add your to-hit modifier of your weapon to the roll. You then reduce the incoming damage by that number, if you reduce the damage to 0 in this way, you parry the attack causing the attack to miss and you can make an opportunity attack against the attacker as apart of the same reaction. You can use this a number of times equal to your proficiency modifier and you regain all expended uses when finishing a short or long rest.
- When doing damage with a greatsword, longsword, shortsword, scimitar, or rapier; you can choose do deal either slashing or piercing damage.
Medium Armour Master
Prerequisite: Proficiency with medium armour
You have practiced moving in medium armour to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Wearing medium armour doesn’t impose disadvantage on your Dexterity (stealth) checks.
- When you wear medium armour, you can add up to your proficiency bonus to your AC depending on your Dexterity, instead up to 2.
Metamagician
Prerequisite: The ability to cast at least 1 spell and an Intelligence, Wisdom, or Charisma of 17 or higher
You gain have studied the weave and learned how to influence it to augment your spells. You gain the following benefits:
- Your Constitution, Intelligence, Wisdom, or Charisma increases by 1, to a maximum of 20.
- You learn a 1st level spell of your choice from the Sorcerer spell list that doesn't count against your number of known/prepared spells. You can cast this spell once per long rest without expending a spell slot and your spell casting ability for this is Intelligence, Wisdom, or Charisma.
- You learn 2 metamagic options of your choice from the sorcerer metamagic options list. You can use only one metamagic option on a spell when you cast it, unless otherwise noted. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
- If you already have or gain Sorcery Points as a class feature, this grants a more Sorcery Points equal to 2 plus your proficiency bonus; otherwise, you gain Sorcery Points equal to 2 plus your proficiency bonus that fuel your metamagic. You regain expended Sorcery Points when you finish a long rest.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your Dexterity increases by 1, to a maximum of 20.
- Your speed increases by 10 feet.
- Difficult terrain doesn't cost you extra movement.
- When you hit with a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn.
Mounted Combatant
You are a dangerous foe to face while mounted. Your Strength or Dexterity increases by 1, to a maximum of 20 and while you are mounted and aren't incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- When you make a melee weapon attack against a creature, you and your mount don't provoke opportunity attacks from that creature for the rest of the turn.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Mystic Clarity
Prerequisite: The ability to cast at least one spell
Thanks to rigorous discipline in practicing magic, you gain the following benefits.
- Your Constitution, Intelligence, Wisdom, or Charisma increases by 1, to a maximum of 20.
- When you cast a spell that restores hit points to an ally, you gain temporary hit points equal to the hit points restored. These temporary hit points last until you take a short or long rest.
- When you make a Constitution saving throw to maintain Concentration on a beneficial effect cast on yourself or an ally, you have advantage.
- When you fail a Constitution saving throw to maintain Concentration, you may choose to gain a level of exhaustion and treat the saving throw as a success instead.
Mystic Conflux
Through your repeated exposure to the natural flow of arcane magic throughout the land, you’ve adapted to attune with additional enchantments, though the process can be physically taxing. You gain the following benefits:
- Choose an ability score to increase by one, to a maximum of 20.
- You have advantage on Intelligence (arcana) checks when investigating the nature of magical objects or devices.
- When you roll to recharge the charges of a magic item, you can roll twice and choose which total you wish to use.
- Your limit for the number of magical item you can be attuned to increases by 1.
Necromancer
You have specialized in the magics used to harm those with necrotic damage], even those who would be resistant to such damage. When you gain this feat, you gain the following benefits:
- Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.
- Damage you deal ignores resistance to necrotic damage and damage you deal treats necrotic immunity as resistance. In addition, when you roll damage for an effect that deals necrotic damage, you can treat any 1 or 2 on a damage die as a 3.
- You learn a 1st level spell that deals necrotic damage that you can cast once per short rest without expending a spell slot. Your spellcasting ability for this spell is Intelligence.
Poisoner
You can prepare and deliver deadly poisons, granting you the following benefits:
- Your Constitution or Intelligence increases by 1, to a maximum of 20.
- When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
- You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
- You gain proficiency with the poisoner's kit if you don’t already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 hour or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned for one minute.
- You can create more potent poisons by spending more time and gold creating the poison. For every additional hour of work and 50gp of materials, the DC increases by 1 and the damage increases by 1d8. You can create a potency of poison equal to your proficiency bonus.
Polearm Master
Prerequisite: Proficiency with quarterstaffs, spears, glaives, halberds, lances, pikes or tridents
You can keep your enemies at bay with reach weapons. You gain the following benefits:
- Your Strength or Dexterity increases by 1, to a maximum of 20.
- When you take the Attack action and attack a quarterstaff, spear, glaive, halberd, lance, pike or trident, that you are proficient with, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding a quarterstaff, spear, glaive, halberd, lance, pike or trident, other creatures provoke an opportunity attack from you when they enter your reach.
- When attacking with a quarterstaff, spear, glaive, halberd, lance, pike or trident, you have advantage on attack rolls made against creatures that are atop a mount.
Pyromancer
You have specialized in the magics used to harm those with fire damage, even those who would be resistant to such damage. When you gain this feat, you gain the following benefits:
- Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.
- Attacks you make ignore resistance to fire damage and your attacks treat fire immunity as resistance. In addition, when you roll damage for an attack that deals fire damage, you can treat any 1 or 2 on a damage die as a 3.
- You learn one 1st level spell that deals fire damage that you can cast once per short rest without expending a spell slot. Your spellcasting ability for this spell is Intelligence.
Resilient
Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
- If you fail a saving throw with the chosen ability, then you may reroll the save. You must take the new roll. You can use this once per long rest.
- You can select this feat multiple times.
Revenant Blade
You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:
- Increase your Dexterity or Strength score by 1, to a maximum of 20.
- While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to armour class.
- A double-bladed scimitar has the finesse property when you wield it.
Ritual Caster
Prerequisite: Intelligence, Wisdom or Charisma of 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
- Your Intelligence, Wisdom, or Charisma modifier increases by 1, to a maximum of 20
- When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. The spells you choose must have the ritual tag. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma.
- If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- Your Strength or Dexterity increase by 1, to a maximum of 20.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. This ability does not effect creatures that are more than 1 size category larger than you.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make an attack of opportunity against the attacking creature.
Shadow Touched
Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You gain resistance to necrotic damage.
- You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is Intelligence, Wisdom, or Charisma.
Sharpshooter
Prerequisite: Proficiency with a ranged weapon
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Your Dexterity or Wisdom increases by 1, to a maximum of 20.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack's damage.
Shield Master
Prerequisite: Proficiency with shields
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- Your Strength, Dexterity, or Constitution score increases by 1, to a maximum of 20.
- Once per turn, If you hit with an attack, you can try to make a shield bash against a creature within 5 feet of you. When you do, make an attack roll using your Strength modifier and adding your proficiency bonus. On a hit the shield deals 1d4 + your Strength modifier bludgeoning damage and you can shove the target.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Skilled
You are proficient in more tasks and skills than the average person. You gain the following benefit:
- Increase one ability score by 1, to a maximum of 20.
- You gain proficiency in any combination of three skills or tools of your choice.
- Choose two skills or tools that you are already proficient in to instead gain expertise in them.
Skulker
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
- Your Dexterity or Intelligence score increases by 1, to a maximum of 20.
- You have advantage on Dexterity (stealth) checks when you are at least heavily obscured, and can attempt to hide if you are only lightly obscured.
- When you are hidden from a creature and miss it with an attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (perception) checks relying on sight.
- Attacking an enemy that is not aware of your presence grants a damage bonus equal to twice your proficiency bonus, provided you are proficient with the weapon.
Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- Your Intelligence, Wisdom, or Charisma increases by 1, to a maximum of 20.
- When you cast a spell that has a range greater or equal to 5ft, the spell’s range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma.
- Before you make an attack with a spell attack, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack's damage.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength, Constitution or Dexterity by 1, to a maximum of 20.
- You can use 1d4+Str when determining the damage your unarmed strikes deal.
- You can use Strength or Dexterity for your unarmed attacks and attacks with improvised weapons.
- You are proficient with improvised weapons.
- On each of your turns, you can use a bonus action to make an unarmed strike, improvised weapon attack, or attempt to grapple a creature.
Telekinetic
You learn to move things with your mind, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence, Wisdom, or Charisma.
- 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 your Intelligence, Wisdom, or Charisma) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the message cantrip and can cast it without requiring any components. Additionally you can cast it with no action required by you. When you cast the cantip you convey the message telepathically, as does the target when they reply to the it. If you already know this cantrip, the range increases by 60 feet when you cast it. Its spellcasting ability is Intelligence, Wisdom, or Charisma.
- You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a short or long rest before you can cast it this way again. Your spellcasting ability for the spell is Intelligence, Wisdom, or Charisma. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Tempestomancer
You have specialized in the magics used to harm those with thunder damage, even those who would be resistant to such damage. When you gain this feat, you gain the following benefits:
- Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.
- Damage you deal ignores resistance to thunder damage and damage you deal treats thunder immunity as resistance. In addition, when you roll damage for an effect that deals thunder damage, you can treat any 1 or 2 on a damage die as a 3.
- You learn a 1st level spell that deals thunder damage that you can cast once per short rest without expending a spell slot. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma.
Tough
Hardy and durable, you gain the following benefits:
- Your Constitution Score increases by 1, to a maximum of 20.
- You regain all your Hit Dice when you finish a long rest instead of half.
- When you roll a Hit Dice to regain hit points, you can add your proficiency bonus to the amount healed.
- Your hit point maximum increases by an amount equal to three times your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 3 hit points.
Toxomancer
You have specialized in the magics used to harm those with acid damage, even those who would be resistant to such damage. When you gain this feat, you gain the following benefits:
- Your Intelligence, Wisdom or Charisma score increases by 1, to a maximum of 20.
- Damage you deal ignores resistance to acid damage and damage you deal treats acid immunity as resistance. In addition, when you roll damage for an attack that deals acid damage, you can treat any 1 or 2 on a damage die as a 3.
- You learn a 1st level spell that deals acid damage that you can cast once per short rest. Your spellcasting ability for this spell is Intelligence.
Veteran Delver
Alert to the hidden traps and secret doors found in many dungeons, as well as being quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- 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.
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors and traps.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- Increase your Dexterity, Wisdom, Intelligence or Charisma by 1, to a maximum of 20
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- Being within 5ft of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- You learn one Fighting Style from the Fighter list.
- You gain proficiency with 2 weapons of your choice.
- You can add half your proficiency bonus (round up) to the damage of weapons you are proficient with.
- You have advantage against being disarmed when wielding only weapons that you are proficient with.
Whip Master
Prerequisite: Proficiency with whips
A whip in your hands becomes a deadly weapon. You gain the following benefits:
- Your Strength or Dexterity increases by 1, to a maximum of 20.
- Whips you wield gain the light property.
- The damage die for whips that you wield increases to 1d6.
- When you hit a large or smaller creature with a whip, the creature's speed is reduced by 10 feet until the start of your next turn.
- If you are at least 10 feet away from a target and hit them with an attack from a whip, your critical hit range increases by 1.
- If you land a critical hit with a whip, the total damage is multiplied by 2.