Laserllama Compendium of Feats

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Laserllama Compendium of Feats

Laserllama Feats

The following Feats are presented in alphabetical order, with the compendium each Feat originally appeared in noted.

Alternate versions of official Feats are marked with an A, and are balanced to be used with all laserllama content.

Laserllama Feats

Classical Artist
Crossbow Expert A
Defensive Duelist A
Devious Training
Dual Wielder A
Dungeon Delver A
Helpful Insights
Intimidating Leader
Inventive Adept
Ki Warrior
Lifelong Learner
Mage Slayer A
Martial Arts Initiate
Martial Training
Masterful Technique
Mental Acuity
Metamagic Adept A
Overwhelming Strength
Roguish Initiate
Savage Attacker A
Savage Training
Scholar of Lore
Sharpshooter A
Signature Technique
Signature Weapon
Skulker A
Sorcerous Spark
Spellsword Adept
Spell Scrivener
Spiritual Awakening
Survivalist Training
Totemic Spirit
War Caster A
Weapon Master A
Wild Companion
Wise One

Ability Score Feats

Lifelong Learner
Wise One

Alternate Feats

Crossbow Expert A
Defensive Duelist A
Dual Wielder A
Dungeon Delver A
Mage Slayer A
Metamagic Adept A
Savage Attacker A
Sharpshooter A
Skulker A
War Caster A
Weapon Master A

Archetype Feats

Devious Training
Inventive Adept
Ki Warrior
Martial Arts Initiate
Martial Training
Masterful Technique
Metamagic Adept A
Roguish Initiate
Savage Training
Scholar of Lore
Signature Technique
Sorcerous Spark
Spellsword Adept
Spiritual Awakening
Survivalist Training
Totemic Spirit

Classical Artist



Your great intellect has allowed you to master what many would consider the fine arts. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with both mason's tools and painter's supplies. Whenever you make an ability check with either tool, you can treat a roll of 9 or lower on the d20 as a 10.
  • You can use mason's tools or painter's supplies and the appropriate materials to create a work of fine art worth
    50 gp for each 8-hour workday you spend working on it.
  • You have advantage on checks to assess the value of art.

Crossbow Expert ALT



You have trained extensively with the crossbow and can use it more efficiently than most. You gain the following benefits:

  • You can ignore the loading property of all crossbows.
  • You can load a crossbow with a hand that is holding a
    one-handed weapon, shield, or another Tiny object.
  • Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls with crossbows.
  • When you take the Attack action and make an attack with a one-handed melee weapon, you can use a bonus action on that turn to make an attack with a hand crossbow.

Defensive Duelist ALT



When a creature you can see hits you with a melee attack while you are wielding a finesse weapon you are proficient with, you can use a reaction to add your Dexterity modifier (minimum of +1) to your Armor Class against that attack.

If this bonus to your Armor Class would cause the attack
to miss, you can make an attack with that finesse weapon against the attacker as part of the same reaction.

Devious Training

Class Archetype Feat: Rogue



You have studied dastardly techniques to perform Devious Exploits. You gain the following benefits:

  • You learn two 1st-degree Devious Exploits of your choice from those available to the Alternate Rogue. If a Devious Exploit requires a saving throw the DC is equal 8 + your proficiency bonus + your Strength or Dexterity modifier.
  • When you gain a level, you can replace one of the Exploits from this Feat with another 1st-degree Devious Exploit.
  • You gain two d4 Exploit Dice for your Exploits, which are expended when you use an Exploit. You regain expended Exploit Dice when you finish a short or long rest.
  • If you already have Exploit Dice, you only gain a single Exploit Die, but it is equal to your other Exploit Dice.

Dual Wielder ALT



You have trained extensively to effectively fight wielding two melee weapons at once. You gain the following benefits:

  • You gain a +1 bonus to your Armor Class while you are wielding a separate melee weapon in each hand.
  • You can engage in two-weapon fighting even if the one-handed melee weapons you are wielding are not light.
  • You can draw or stow two one-handed weapons when
    you would normally be able to draw or stow only one.
  • When you make an opportunity attack while engaging
    in two-weapon fighting you can make an attack against
    the creature with both melee weapons you are wielding.

Dungeon Delver ALT



You are as skilled as one can be at exploring dungeons and disarming deadly traps. You gain the benefits listed below:

  • You gain proficiency in your choice of either Perception, Investigation, or thieves' tools. Moreover, when you make an ability check using any of these proficiencies, you can treat a roll of 7 or lower on the d20 as an 8.
  • You have advantage on saving throws to avoid or resist traps and are resistant to the damage dealt by traps.
  • Traveling at a fast pace in a dungeon doesn't impose a penalty on your passive Investigation or Perception.

Helpful Insights



You always seem to have helpful advice for any situation. You gain the benefits below:

  • You increase either your Intelligence or Wisdom score by 1, up to a maximum of 20.
  • You can take the Help action as a bonus action.
  • If you use a Help action to give advantage on an ability check with a skill or tool you are proficient in, the target can treat a result of 7 or lower on the d20 as an 8.

Intimidating Leader

Skill Proficiency Feat: Intimidation



You use fear and intimidation to rally those who follow you into battle. You gain the following benefits:

  • You increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
  • When a creature, other than yourself, that can see or hear you within 30 feet of you fails a saving throw to resist being charmed or frightened, you can use a reaction to make a Charisma (Intimidation) check against the save DC of the triggering effect. On a successful check, the target is no longer charmed or frightened.

Inventive Adept

Class Archetype Feat: Artificer



You have spent many days tinkering with various inventions, tool sets, and arcane forces. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with tinker's tools. If you are already proficient, then whenever you make an ability check with tinker's tools you treat a d20 roll of 9 or lower as a 10.
  • You learn one Infusion of your choice from those available to the Alternate Artificer. At the end of each long rest, you can infuse this Infusion into one object, following the Infusion rules outlined in the Alternate Artificer class.

Ki Warrior

Class Archetype Feat: Monk



You have studied and mastered monastic Techniques which allow you to perform supernatural feats of spiritual power.

  • You learn two Techniques from those available to the Alternate Monk. If a Technique requires a Martial Arts die, you use a d4 unless your Marital Arts Die is higher.
    If a Technique forces a saving throw, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
  • You gain 2 Ki Points to spend on your Techniques, and you regain all expended Ki Points when you finish a short or long rest. If you have Ki from another feature, these Ki Points are added to your total pool of Ki Points.

Lifelong Learner

Ability Score Feat: Intelligence



You have made a vow to never stop learning, no matter how educated you are. You gain the benefits from the table below that correspond to your Intelligence modifier and lower.

If your Intelligence modifier increases, the benefits you gain from this Feat also increase with your modifier:

Modifier Benefit
+1 You learn to speak, read, and write one
additional language of your choice.
+2 You can make Intelligence (Persuasion) checks
in place of Charisma (Persuasion) checks.
+3 You gain proficiency in either
Arcana, History, or Religion.
+4 Whenever you make an Intelligence check
to recall your knowledge of something, you
treat a d20 roll of 7 or lower as an 8.
+5 Whenever you are forced to make a Wisdom
saving throw, you can choose to make an
Intelligence saving throw instead.

Mage Slayer ALT



You have trained extensively to counter sinister spellcasters and foil their arcane abilities. You gain the following benefits:

  • When you can see or hear a creature within the reach of a melee weapon you are wielding cast a spell, you can make an opportunity attack against it. On hit, the creature must succeed on a Constitution saving throw as if it were doing so to maintain concentration. On a failure, its spell fails to take effect, and its slot or use of that ability is wasted.
  • If you damage a creature concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain its concentration. This does not stack with the first bullet.
  • You have advantage on saving throws against spells cast by creatures you can see or hear within 5 feet of you.

Martial Arts Initiate

Class Archetype Feat: Monk



You have some basic martial arts training, giving you some skill in both unarmed combat and unarmed defense.

  • So long as you aren't wearing armor or a shield, your Armor Class equals 13 + your Dexterity modifier.
  • Your unarmed strikes deal bludgeoning damage equal
    to 1d4 + your Strength or Dexterity modifier on hit.
  • When you take the Attack action on your turn and only make unarmed strikes, you can make a single unarmed strike as a bonus action on that same turn.

Martial Training

Class Archetype Feat: Fighter



You have studied combat techniques that allow you to perform Martial Exploits. You gain the following benefits:

  • You learn two 1st-degree Martial Exploits of your choice from those available to the Alternate Fighter. If a Martial Exploit requires a saving throw the DC is equal 8 + your proficiency bonus + your Strength or Dexterity modifier.
  • When you gain a level, you can replace one of the Exploits from this Feat with another 1st-degree Martial Exploit.
  • You gain two d4 Exploit Dice for your Exploits, which are expended when you use an Exploit. You regain expended Exploit Dice when you finish a short or long rest.
  • If you already have Exploit Dice, you only gain a single Exploit Die, but it is equal to your other Exploit Dice.

Masterful Technique

Class Archetype Feat: Fighter



You have learned to change your fighting stance to best meet the challenges you face. You gain the following benefits:

  • You increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You learn one Fighting Style of your choice from those available to the Alternate Fighter. However, you can only benefit from the effects of one Fighting Style you know.
  • As a bonus action, you can switch your current Fighting Style to another Fighting Style that you know.

Mental Acuity



Your mind is a wonderful thing, capable of bursts of insight and mental fortitude. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in two of the following skills: Arcana, History, Investigation, Medicine, Nature, or Religion.
  • Choose any two skills from the list above. Whenever you make an ability check with either of the chosen skills you can treat a roll of 7 or lower on the d20 as an 8.

Metamagic Adept ALT

Class Archetype Feat: Sorcerer



You have practiced and learned to manipulate your magic in strange and unique ways. You gain the benefits listed below:

  • Increase one ability score that you use as a Spellcasting Ability by 1, up to a maximum of 20.
  • You learn a Metamagic of your choice from those available to the Alternate Sorcerer. You can use this Metamagic once (as if you had spent the minimum number of Sorcery Points) without spending Sorcery Points. You regain the ability to do so when you finish a short or long rest.

Overwhelming Strength



Your sheer physical might dwarfs that of nearly all other mortal creatures. You gain the following benefits:

  • Increase your Strength by 1, up to a maximum of 20.
  • Whenever you make a Strength-based ability check you can treat a roll of 7 or lower on the d20 as an 8.
  • You count as one size larger for the purposes of carrying capacity, the weight that you can push, pull, lift, or drag, and for the size of creatures you can attempt to grapple.

Roguish Initiate

Class Archetype Feat: Rogue



You have spent time honing talents associated with the criminal underworld. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You learn to speak, read, write, and decode Thieves' Cant.
  • Choose one of the following actions: Dash, Hide, or Use an Object, and you can use that Action as a bonus action.

You can choose this Feat multiple times. Each time you do you must pick a different action from the list above, and you learn to speak, read, and write one language of your choice.

Savage Attacker ALT



Your savage battle instincts let you exploit even the smallest weakness. You gain the following benefits:

  • Once per turn when you make a melee weapon attack, you can roll the damage dice twice and use the higher total.
  • When you score a critical hit with a melee weapon attack you roll one additional weapon damage die.

Savage Training

Class Archetype Feat: Barbarian



You can draw upon the anger within your soul to perform Savage Exploits. You gain the following benefits:

  • You learn two 1st-degree Savage Exploits from those available to the Alternate Barbarian. If a Savage Exploit requires a saving throw the DC is equal 8 + your proficiency bonus + your Strength or Dexterity modifier.
  • When you gain a level, you can replace one of the Exploits from this Feat with another 1st-degree Savage Exploit.
  • You gain two d4 Exploit Dice for your Exploits, which are expended when you use an Exploit. You regain expended Exploit Dice when you finish a short or long rest.
  • If you already have Exploit Dice, you only gain a single Exploit Die, but it is equal to your other Exploit Dice.

Scholar of Lore

Class Archetype Feat: Savant



You have spent time learning everything there is to know about a specific area of study. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You master a Scholarly Pursuit of your choice from those available to the Savant. If the Pursuit requires an Intellect Die, you use a d4 unless your Intellect Die is higher.

Sharpshooter ALT



You have trained extensively with ranged weapons to become a master marksman. You gain the benefits listed below:

  • Attacking a target within a ranged weapon's long range does not impose disadvantage on your attack roll.
  • Your attacks with ranged weapons can ignore half-cover, and treat three-quarters cover as half-cover.
  • You can use a bonus action to give yourself advantage on your next ranged weapon attack roll on your current turn.

Signature Technique

Class Archetype Feat: Fighter



You have practiced and mastered a single technique so you can use it at will. Choose one 1st-degree Exploit you know is on the Fighter's list of Martial Exploits that forces a creature to make a saving throw or deals damage.

Once on each of your turns, you can use this Signature Exploit, rolling a d4 in place of expending an Exploit Die.

You can choose this Feat more than once, however, you are always limited to one Signature Exploit per turn.

Signature Weapon



Rather then master many weapons you have chosen to hone your skills with one. You gain these benefits:

  • You can increase your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
  • Choose one type of weapon you are proficient with to be your Signature Weapon. When you roll a 1 on one of the damage dice for that weapon you can re-roll the die.
  • When you make an attack with a Signature Weapon, its damage dice are increased as shown on the table below.
Original Signature
1 1d4
1d4 1d6
1d6 1d8
Original Signature
2d4 / 1d8 1d10
1d10 1d12
2d6 / 1d12 2d6 +1

Skulker ALT



You are an expert at slinking through shadows and staying hidden. You gain the benefits listed below:

  • Whenever you are at least lightly obscured, you can take the Hide action as a bonus action on your turn.
  • If you are hidden from a creature and miss with a ranged attack you do not reveal your position.
  • Dim light doesn't impose disadvantage on your ability checks that rely on your sense of sight.

Sorcerous Spark

Class Archetype Feat: Sorcerer



While you may not be a true Sorcerer, within you dwells a small spark of arcane power. You gain the benefits below:

  • You learn two Cantrips and a single 1st-level spell of your choice from the Alternate Sorcerer spell list. Charisma is your spellcasting modifier for all three spells, unless you already have a spellcasting modifier, then you use it.
  • You gain two Sorcery Points which you can expend to cast any spells that you know, as if you were a Sorcerer. If you already have Sorcery Points, these are added to your pool of Sorcery Points. You regain your Sorcery Points from this feature each time you finish a long rest.

Spellsword Adept

Class Archetype Feat: Magus


  • Compendium: Magus: Expanded
  • Prerequisites: proficiency with a martial weapon

You have trained to combine your minor magics with weapon attacks. You gain the benefits listed below:

  • Increase your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
  • You learn two Cantrips of your choice from the Magus spell list, choosing Intelligence, Wisdom, or Charisma as your spellcasting ability for these Magus Cantrips. At least one of these Cantrips must deal damage.
  • Once on your turn when you make a melee weapon attack, you can imbue the magic of a Cantrip you know into your attack. On hit, you do not deal the damage of the Cantrip along with the damage of your weapon attack. Instead, the weapon attack deals the damage type dealt by the Cantrip, and it applies the additional effects of the Cantrip on hit.

Spell Scrivener


  • Compendium: N/A
  • Prerequisites: proficiency with a calligrapher's supplies and the ability to cast at least one spell.

Using calligrapher's tools, you can select one spell you know and spend the corresponding amount of gold and time from the table below to craft one Spell Scroll of that spell:

Spell Level Gold Cost Time Spent
1st-2nd 50 x level 1 hour x level
3rd-5th 100 x level 2 hours x level
6th-9th 1,000 x level 24 hours x level

    This gold and time expenditure does not need to happen consecutively. If this spell requires a material component that is consumed in casting, you must expend it in this process. At the end of the process, you must expend a spell slot of a level equal to the spell you are scribing the Spell Scroll for.

Spiritual Awakening

Class Archetype Feat: Shaman



You have spent many quiet hours learning to commune with the invisible world of Spirits. You gain the following benefits:

  • Increase either your Wisdom or Charisma score by 1, up to a maximum of 20.
  • You learn the mage hand and seance LL Cantrips, but they do not count against your number of Cantrips Known.
  • You learn the unseen servant spell, and you can cast it
    at-will without expending a spell slot. When you do so, Wisdom is your spellcasting modifier, and the servant takes the shape of a local Spirit. you can only have one unseen servant conjured at a time. Should you conjure another, the first servant is instantly dispelled.

Survivalist Training

Class Archetype Feat: Ranger



You have been trained to survive, track, and explore in the wild, much like a Ranger. You gain the benefits listed below:

  • Increase either your Strength, Dexterity, Constitution, or Wisdom score by 1, up to a maximum of 20.
  • You learn one Knack of your choice from those available to the Alternate Ranger. If the Knack requires a Quarry Die, you use a d4 unless your Quarry Die is higher. If the Knack forces a saving throw, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier.

Totemic Spirit

Class Archetype Feat: Shaman



You have formed a connection with one of the minor Spirits bound to the material world. You gain the following benefits:

  • Increase your Wisdom, Charisma, or Constitution score by 1, up to a maximum of 20.
  • You gain the benefits of one Totem Spirit of your choice from those available to the Shaman class. You must meet all prerequisites in order to learn that Totem Spirit.
  • Whenever you gain a level, you can replace your Totem Spirit with another Totem Spirit of your choice that you also meet all the prerequisites for.

War Caster ALT


  • Compendium: Magus: Expanded
  • Prerequisites: 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:

  • When you make a Constitution saving throw to maintain concentration on a spell, you can use a reaction to add
    your Spellcasting modifier (minimum of +0) to your roll.
  • You can perform the somatic components of spells even when you have weapons or shields in one or both hands.
  • When you make an opportunity attack, you can cast a
    spell instead. It must have a casting time of 1 action or
    1 attack, and this spell can only target that creature.
  • When you hit a creature with an opportunity attack,
    you can cast a spell with a casting time of On Hit.

Weapon Master ALT



You have trained to use the most potent armaments and weapons of war. You gain the benefits listed below:

  • You increase either your Strength or Dexterity score
    by 1, up to a maximum of 20.
  • You gain proficiency in all simple and martial weapons.
  • If you are already proficient with all simple and martial weapons, you can instead choose four types of weapons. Whenever you make a weapon attack with one of those weapons, you can treat a roll equal to your proficiency bonus or lower on the d20 as your proficiency bonus.

Wild Companion



You have forged a bond with an animal companion that will adventure by your side. Choose a beast of CR 1/8 or lower to be your Wild Companion. This Companion is friendly to you, and it obeys your commands to the best of its abilities.

Your Companion uses its normal stat block, but it learns to understand one language of your choice that you speak. You and your Companion can communicate simple ideas to each other using a series of clicks, whistles, and gestures. It gains all the normal benefits of both short and long rests.

In combat, your Wild Companion acts during your turn. It can move and use its reaction on its own, but it will only take the Dodge action on its turn unless you use a bonus action to command it to take an action from its stat block or another action. If you are incapacitated, your Companion will defend itself to the best of its ability. If you die, your Companion will do everything in its power to flee and return to its home.

If your Companion dies, you can spend 8 hours tracking and training a new Wild Companion, but only if a suitable beast of CR 1/8 or lower can be found in your local area within an 8-hour period.

Wise One

Ability Score Feat: Wisdom



You find ways to learn from every experience in life, always growing in wisdom. You gain the benefits on the table below that correspond to your current Wisdom modifier and lower.

Should your Wisdom modifier increase, the benefits that you gain from this Feat also increase with your modifier:

Modifier Benefit
+1 You gain proficiency with one set
of artisan's tools of your choice.
+2 You can make Wisdom (Persuasion) checks
in place of Charisma (Persuasion) checks.
+3 You gain proficiency in either
Insight, Medicine, or Perception.
+4 When you make a Wisdom (Insight) check,
you treat a d20 roll of 7 or lower as an 8.
+5 You have advantage on saving throws to
resist enchantment and illusion spells.
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