A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. You can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.
When you gain the Ability Score Improvement feature from your class, you can also replace one feat with another feat, provided they both have the same ability score bonuses.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
The feats in this section either grant proficiency with a certain type of armor or shield, or improve how you use them.
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor.
‐ Increase your Strength score by 1.
‐ You gain proficiency with heavy armor.
Prerequisite: Proficiency with heavy armor
You can use your armor or to deflect strikes that would kill others.
‐ Increase your Strength score by 1.
‐ While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
You have trained to master the use of light armor.
‐ Increase your Strength or Dexterity score by 1.
‐ You gain proficiency with light armor.
Prerequisite: Proficiency with light armor
You are able to nimbly duck and dodge, and use your armor’s light protection to cover your mistakes, deflecting blows that would have only barely hit you.
‐ Increase your Strength or Dexterity score by 1.
‐ While you are wearing light armor, if you are subjected to an effect that allows you to make a Dexterity saving throw, you may use your reaction to gain advantage on the save.
‐ While wearing light armor, opportunity attacks against you suffer disadvantage
Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor.
‐ Increase your Strength or Dexterity score by 1.
‐ Wearing medium armor doesn’t impose disadvantage on your Stealth checks.
‐ When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields.
‐ Increase your Strength or Dexterity score by 1.
‐ You gain proficiency with medium armor and shields.
Prerequisite: Proficiency with shields
You use shields not just for protection but also for offense. You gain the following benefits while wielding a shield:
‐ Increase your Strength or Dexterity score by 1.
‐ If you take the Attack action on your turn, you can use a bonus action to try to shove an adjacent creature with your shield.
‐ 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 that targets only you.
‐ 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.
If your character is extra athletic, strong or tough, this section collects feats suitable for you.
You are very nimble, and have learnt to perform acrobatics at high speed.
‐ Your Dexterity score increases by 1.
‐ You have advantage whenever you make an Acrobatics check.
‐ Standing up from prone uses only 5 ft of your movement.
‐ If you spend 1 minute stretching and limbering up, you gain advantage on one Strength check.
‐ As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
Whenever you take the Dash action, you gain the following benefits:
‐ You may safely fall a number of feet equal to your Dexterity modifier x5.
‐ The first jump you make while dashing in a turn does not use your movement.
‐ You may climb up to 10 ft of shear wall without using any additional movement, if you traveled at least 10 ft toward it before you began your climb. You cannot end your movement there without falling.
‐ When climbing you may do a high or long jump. (This pairs with the previous benefit).
You follow extensive physical training routines to become bigger and stronger.
‐ Increase your Strength score by 1
‐ You have advantage whenever you make a Strength check.
‐ When trying to intimidate someone, you can back your words up with your bulk. Use Strength instead of Charisma for this check.
‐ You count as if you were one size larger for the purpose of determining your carrying capacity.
‐ You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Armies, merchants, refugees or convicts; many people push themselves farther than they could naturally go, and some who are regulars at this have adapted to this way of life.
‐ Increase your Constitution score by 1.
‐ You have advantage on saving throws against exhaustion from extensive travel.
‐ You can comfortably travel 10 hours in a day, without making saving throws against exhaustion.
‐ When you are moving at travel pace, you contribute your Perception to noticing threats even when you are engaged in another activity (such as foraging, navigating, or tracking).
‐ After you finish a long rest, you gain temporary hit points equal to your proficiency bonus.
You excel at climbing everything from trees to scaling cliffs.
‐ Your Strength or Dexterity score increases by 1.
‐ You have advantage on saving throws to avoid falling while climbing, and all climbing checks.
‐ You gain a climbing speed equal to your movement speed.
‐ You can spend 5 minutes instructing, pointing out handholds, and guiding other creatures before making a climb. When you do so, choose up to six friendly creatures (which can include yourself) who payed attention to you. Each creature can add a 1d6 to one check or saving throw they make for that climb.
You’ve trained at diving and swimming for so long that you can move through the water like a fish.
‐ Increase your Strength or Constitution score by 1.
‐ You have advantage on all Swimming checks.
‐ You gain a swimming speed equal to your walking speed, and can Dash while swimming.
‐ While wearing armor in water, you may treat it as a category lighter.
‐ You are an expert diver. Whenever you land in the water, you may decide if you make no splash, an average splash, or a large distracting splash.
‐ You can hold your breath for four times as long as normal, and also have advantage on constitution saving throws against airborne dangers such as gas clouds.
Prerequisite: Wisdom 8 or lower
Some people wonder whether you’re really physically tough, or if you’re just too oblivious to notice you’ve been wounded. Who needs mental fortitude when you’ve got a skull thick enough to stop evil magic! You gain the following benefits:
‐ Increase your Constitution by 1.
‐ You may make an unarmed strike with your head for 1d4 bludgeoning damage as a bonus action. You are proficient with this attack.
‐ Whenever you take damage, you can use your reaction to reduce the damage you take by 1d4, to a minimum of 1 damage.
‐ You have advantage on saving throws to avoid being socially manipulated or magically mind-controlled. This does not extend to illusions, where you instead have disadvantage.
Hardy and resilient, you gain the following benefits:
‐ Increase your Constitution score by 1.
‐ Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
‐ When you roll a Hit Die to regain hit points, you regain 2 additional hit points.
If you are charismatic, deceptive, diplomatic or just a natural leader, these are the feats for you.
Skilled at mimicry and dramatics, you gain the following benefits:
‐ Increase your Charisma score by 1.
‐ You gain proficiency with the Performance skill. If already proficient, you gain advantage on all checks you make with it.
‐ You have advantage on Deception checks when trying to pass yourself off as a different person.
‐ While performing, you can try to distract a humanoid who can see and hear you. Make a Charisma (Performance) check contested by the target’s Insight check. If your check succeeds, you grab its attention enough that it makes Perception checks with disadvantage (and can be backstabbed) until you stop performing.
‐ 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 Insight check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
You’re always quick to shy away from danger, and desperate to keep your blood in its proper place, whether that takes covering your head and sobbing, “Dear god, don’t hurt me! I’m too pretty to die!” or by vigorously pointing a beast toward an ally who is a bit ‘meatier’, you’re quick to save your skin.
‐ Increase your Charisma score by 1.
‐ You gain proficiency with the Persuasion skill. If already proficient, you gain advantage on all checks you make with it.
‐ Whenever you roll for initiative, you gain the benefits of the Dodge action until the start of your next turn.
‐ While you have the benefits of the Dodge action, you may add your Charisma modifier to your AC.
You have mastered the arts of diplomacy.
‐ Increase your Charisma score by 1.
‐ You gain proficiency with the Diplomacy and Persuasion skills. If already proficient, you gain advantage on all checks you make with them.
‐ If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet and for 1 minute thereafter.
You possess keen insight into how other people think and feel.
‐ Increase your Wisdom score by 1.
‐ You gain proficiency with the Insight skill. If already proficient, you gain advantage on all checks you make with it.
‐ You can observe one humanoid to try to get uncanny insight about it. Make a Wisdom (Insight) check contested by the target’s Deception check. If your check succeeds, you have advantage on ability checks against the target until the end of your next turn.
As a natural leader you can inspire your companions, shoring up their resolve to fight.
‐ Increase your Charisma score by 1.
‐ You gain proficiency with the Leadership skill. If already proficient, you gain advantage on all checks you make with it.
‐ On your turn, when you reduce a creature down to 0 hit points, allies that see you do it gain 1d4 temporary hit points.
‐ You can spend 10 minutes holding an inspiring speech. When you do so, choose up to six friendly creatures (which can include yourself) who can understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a long rest.
You develop your conversational skill to better deceive others.
‐ Increase your Charisma score by 1.
‐ You gain proficiency with the Deception skill. If already proficient, you gain advantage on all checks you make with it.
‐ When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid that can see and hear you. Make a Charisma (Deception) check contested by the target’s Insight check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
Feats that affect combat, like how you attack and how you move.
If you can’t protect your friends, you can be damn well sure you’ll avenge them.
‐ Increase one ability score by 1.
‐ Whenever an enemy causes a member of your party to become blinded, frightened, incapacitated, paralyzed, restrained or to suffer a critical hit, you gain advantage on your next attack roll.
‐ Whenever a creature causes one of your party members to drop to 0 hit points, you can use your reaction to make a weapon attack against that creature.
You master fighting with two weapons, gaining the following benefits:
‐ You gain a +1 bonus to AC while wielding a separate melee weapon in each hand.
‐ You can use two-weapon fighting even when the weapons you are wielding aren’t light.
‐ You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
‐ When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
‐ 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.
‐ You have advantage on saving throws against spells cast by creatures adjacent to you.
You are exceptionally speedy and agile.
‐ Your speed increases by 10 feet.
‐ When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
‐ When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
‐ You have advantage on checks handling a mount.
‐ You have advantage on melee attack rolls against any unmounted creature smaller than your mount.
‐ You can force an attack targeted at your mount to target you instead.
‐ 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.
You have mastered techniques to take advantage of every drop in any enemy’s guard.
‐ When you hit a creature with an opportunity attack, the creature’s speed is halved for the rest of the turn.
‐ Adjacent creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
‐ When an adjacent creature makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Feats for those who are very devout in their faith, no matter their class.
Prerequisite: Follower of Balder, Calistria, Hanali Celanil, Hathor, Sheyanna Flaxenstrand or Shelyn
Your faith blooms, giving you a fierce devotion, beauty and free spirited passion. You gain fiery and irrepressible strength of soul and a breath catching grace of form.
‐ Increase your Charisma by 1.
‐ You share a deep bond with your companions, driving them forward with your fiery passion and spirit. When you and at least one allied creature within 20 feet make a saving throw against the Frightened condition at the same time, they can use your saving throw instead of theirs if yours is higher. A creature can only replace their roll with yours once, and must complete a long rest before they can do so again.
‐ You can draw upon your faith to unleash the magnetic fiery soul within you with the effect of the spell enthrall, which you can cast once without expending a spell slot. When you cast it in this way, the spell does not require verbal or somatic components. You regain the ability to cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
‐ When you cast enthrall using this feat, in addition to the normal effects of enthrall, you additionally gain the effect of sanctuary and advantage on all Persuasion and Performance ability checks on creatures that failed their saving throw for the duration. All effects end if you break the effects of sanctuary by making an attack or casting a spell.
Prerequisite: Follower of Bes, Calistria, Corellon Larethian or Shelyn
Each step is an expression of your faith, graceful and flowing, as if about to burst into dance at any moment, your movements take on a bewildering elegance that makes others seem plodding in comparison.
‐ Increase your Charisma by 1.
‐ You gain proficiency with the Performance skill. If already proficient, you gain advantage on all checks you make with it.
‐ You gain the ability to take a Dancer’s Step as a bonus action. You can move up to 5 feet, and select one additional effect: (a) Your Dancer’s Step movement does not provoke opportunity attacks, (b) the next attack from one creature within 5 feet of where you end the Dancer’s Step against you before the start of your next turn has disadvantage against you, or (c) You can make one melee weapon attack with a melee weapon that has the light property after your Dancer’s Step movement as part of the same action.
Prerequisite: Follower of Arawn or Torag
Your faith helps you persevere through anything, taking the suffering of others onto yourself and offering relief to those that need it most.
‐ Increase your Constitution by 1.
‐ As an action, you can touch a creature that is Blinded, Charmed, Deafened, Frightened , Paralyzed, Petrified, Poisoned, Stunned or suffering from one or more levels of Exhaustion, and immediately end that condition on the target creature, but suffer that condition yourself (as it affected the target creature) yourself. When relieving Exhaustion this way, you take only 1 level at a time. If that condition has a save against its ongoing effect, you can immediately make a save against the effect to end it as part of taking the condition onto yourself. You can do this a number of times equal to your proficiency bonus, and regain all uses when you complete a long rest.
‐ You can use the above feature on a creature that is unconscious due to having 0 hit points, when you do so, you can expend a hit die taking damage equal to the roll and granting the target creature hit points equal to the damage taken.
‐ Each time you take on the suffering of another creature with this feat, you gain temporary hit points equal to your proficiency bonus.
Prerequisite: Follower of Desna, Lugh or Marthammor Duin
Your faith gives a drive and curiosity that drives you to go beyond and press further.
‐ Increase your Constitution by 1.
‐ You have advantage on saving throws against exhaustion from extensive travel.
‐ You can cast augury without expending a spell slot as long as the question asked relates to a path, trail, or route, and only the consequences of taking it. The normal restrictions of using augury multiple times a day still applies.
‐ Little can stop you. As a bonus action you can gain temporary hit points equal to your proficiency bonus and be under the effect of freedom of movement until the end of your turn. Once you do this, you must complete a long rest before you use this feature again.
These feats improve or change the way you cast spells. These feats all have the requirement that you are a spellcaster already.
Your illusions invade the deepest crevice of your enemies’ minds and leave them scarred.
‐ Increase your spellcasting ability score by 1. If you have multiple, you choose which one to increase.
‐ You learn one illusion spell from your class spell list. This spell does not count against the number of spells you can prepare each day.
‐ Creatures who fail their initial saving throw against one of your illusion spells of 1st level or higher take psychic damage equal to the spell’s level + your spellcasting ability modifier.
Prerequisite: Must have a familiar
Your familiar gains the following benefits:
‐ Magic sponge. Your familiar is able to use a magical item, even attuning to one. As the familiar cannot speak, it cannot activate most items that require a command.
‐ Master of its kind. The familiar can speak to other animals of its kind, trying to influence them to act according to its wishes and those of its master, using the Persuasion skill.
‐ Relentless Service. When the familiar is reduced to 0 hit points but not killed outright, it drops to 1 hit point instead. If the master is within 100 feet, they can spend one of their own hit dice as a reaction to heal the familiar. Once a familiar uses this feature, it can’t use it again until their master finishes a long rest.
‐ Skilled Familiar. The familiar gains proficiency with two skills or tools of your choice.
‐ Superior Telepathy. The distance over which the familiar can maintain telepathic contact (and share its senses) increases to a number of feet equal to 100 × the master’s spellcasting ability modifier.
‐ Warded Familiar. The familiar gains advantage on saving throws against spells and other magical effects.
Prerequisite: Ability to cast the mage armor spell
You’ve learned how to empower the mage armor spell.
‐ Increase your Intelligence or Charisma score by 1.
‐ When you cast mage armor, the target’s base AC can be either 13 + Dexterity modifier or 16 (your choice).
‐ You can cast the spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.
Thanks to rigorous discipline in practicing magic, you gain the following benefits:
‐ Increase your Constitution by 1.
‐ When you cast a spell that restores hit points to an ally, you gain temporary hit points equal to the highest die value that you roll. These temporary hit points last for up to 1 hour.
‐ You have advantage on saving throws made to maintain concentration on a beneficial effect you have cast on yourself or an ally.
‐ When you fail a saving throw to maintain concentration, you may choose to gain a level of exhaustion and treat the saving throw as a success instead.
You’ve learned to harness offensive magics and recycle its energy for use on your weapons.
‐ Increase your spellcasting ability score by 1. If you have multiple, you choose which one to increase.
‐ When you cast a spell of 1st level or higher that does damage, the next time you hit a creature with a weapon attack within 1 minute you deal 1d6 additional damage, the type of which is the same as the spell’s.
‐ Your magic takes on a life of its own when it matters most. Your spells with a duration of concentration remain in effect after you lose concentration until the start of your next turn. This is true whether you lost concentration from taking damage, from being knocked unconscious, or even from being killed.
You have learned techniques to enhance your attacks with certain kinds of spells.
‐ When you cast a spell that requires an attack roll, 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. Choose the cantrip from the bard, cleric, druid, sorcerer or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard or sorcerer; Wisdom for cleric or druid; or Intelligence for wizard.
You have the ability to twist fate, avoiding the havoc you cause.
‐ Increase your Luck score by 2.
‐ When you roll a wild surge on the wild surge table, you can use your reaction to reroll. You can do so before the results of the roll are revealed. (However, you can use subtle hints from the DM.) When you reroll this way, reduce your Luck ability score by 1. You regain 1 Luck after each long rest.
‐ You can choose to have complete immunity to the effects of a wild surge even after you know the effects by describing the improbable chain of effects leading to this. You can use this feature freely once between each long rest. Each additional time you use it between rests, you permanently loose 2 Luck.
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
‐ You have advantage on saving throws 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.
‐ 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.
You have learned how to bolster your shields, barriers, and walls of magic beyond their normal capabilities in order to better control a battlefield and protect yourself and your allies.
‐ Increase your spellcasting ability score by 1. If you have multiple, you choose which one to increase.
‐ When one of your spells or class features grants a protective ward with hit points to a creature you grant that ward extra hit points equal to your proficiency bonus.
‐ When a spell you cast creates a wall or barrier with no creature as a target (ex. wall of stone you increase the hit points of that object by an amount equal to twice your proficiency bonus and its AC by 2.
‐ When a spell you cast grants a creature temporary hit points, you increase the temporary hit points by an amount equal to your proficiency bonus.
‐ Any creature that has its AC increased from a spell you cast or that has a protective ward with hit points granted by a spell you cast also has an additional + 1 bonus to AC. This bonus is not cumulative.
Are you a non spellcaster and want to learn a spell or two? Or are you a caster with interest in a different type of magic? Then this section is for you.
Prerequisite: Intelligence or Wisdom 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.
When you choose this feat, you acquire a ritual book holding two 1st-level ritual spells of your choice. Choose cleric, druid or wizard, and select your spells from that class’s spell list. The class you choose also determines your spellcasting ability for these spells: Wisdom for cleric or druid; or Intelligence for wizard.
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 must be on the spell list for the class you chose, 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 1 hour per level of the spell, and costs 10 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.
‐ Increase your spellcasting ability score by 1.
You can select this feat multiple times.
Feats that help you investigate, perceive and avoid detection.
You are always on the lookout for danger.
‐ You gain proficiency with Initiative, and always roll such checks with advantage.
‐ You gain proficiency with the Perception skill. If already proficient, you gain advantage on all checks you make with it.
‐ 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 hidden from you.
You are alert to the hidden traps and secret doors found in many dungeons.
‐ Increase your Dexterity, Intelligence or Wisdom score by 1.
‐ You have gain proficiency with finding and detecting the presence of secret doors and traps, and have advantage on all such checks.
‐ You have advantage on saving throws made to avoid or resist traps.
‐ You have resistance to the damage dealt by traps.
‐ You can search for traps while traveling at a normal pace, instead of only at a slow pace.
You have an eye for detail and can pick out the smallest clues.
‐ Increase your Intelligence score by 1.
‐ You gain proficiency with the Investigation skill. If already proficient, you gain advantage on all checks you make with it.
‐ You can take the Search action as a bonus action.
‐ 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 honed your senses until they become razor sharp.
‐ Increase your Wisdom score by 1.
‐ You gain proficiency with the Perception skill. If already proficient, you gain advantage on all checks you make with it.
‐ You can sense objects or creatures within 5 feet of you, even if they are invisible or make no sound
‐ Being in a lightly obscured area doesn’t impose disadvantage on your Perception checks if you can both see and hear.
You pride yourself on your nimble fingers, quickness and your close study of certain clandestine activities.
‐ Increase your Dexterity score by 1.
‐ You gain proficiency with Thieves’ tools and the Sleight of hand skill. If already proficient, you gain advantage on all checks you make with them.
‐ Taking a couple of minutes, you can use scavenged or acquired materials to build a temporary set of thieves’ tools for when you lack access to a permanent one. This temporary set ceases to function after 1 hour.
‐ You can use a bonus action, instead of an action, to drink or administer potions.
You know how best to hide. You gain the following benefits:
‐ Increase your Dexterity score by 1.
‐ You gain proficiency with the Stealth skill. If already proficient, you gain advantage on all checks you make with it.
‐ You can try to hide when you are lightly obscured from the creature from which you are hiding.
‐ If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
If you are smart and knowledgeable, or want to learn a new proficiency, this is the section for you.
Prerequisite: Intelligence or Wisdom 13 or higher
You have studied the secrets of alchemy and are an expert in its practice.
‐ Increase your Intelligence or Wisdom score by 1.
‐ You gain proficiency with Alchemist’s supplies. If already proficient, you gain advantage on all checks you make with it.
‐ You can identify potions by taste.
‐ During a long rest, you can attempt to create one alchemical item with a market price of up to 100 gp using appropriate tools. At the end of the rest, you make an ability check using the appropriate tools against a DC 10 + the price of the item divided by 5. On a success, you create the item. On a failure, you do not create the item, and if you rolled 1-5 on the die there is an alchemical mishap (see below). An alchemical item created in this fashion is unstable and spoils if you do not use it within 5 days. Most trained alchemists and vendors of alchemical items will recognize the item as unstable and will refuse to purchase it from you.
Alchemical Mishaps. Alchemy involves combining, heating and shaking volatile, toxic, and sometimes dangerous substances. Sometimes, things go wrong. If you suffer an alchemical mishap, roll a d20 below.
| Mishap | Description | |
|---|---|---|
| 1 | Befuddled | Your head is spinning and you cannot concentrate. You take 1d6 psychic damage, and you have disadvantage on all Intelligence ability checks until you complete a long rest. |
| 2 | Deadly ill | You take ill, teetering uncomfortably close to death. You take 1d6 necrotic damage, and you cannot regain hit points until you complete a long rest. Your tools are damaged or depleted. |
| 3 | Disoriented | You have trouble thinking clearly. You have disadvantage on Intelligence and Wisdom saving throws until you complete a long rest. |
| 4 | Nausea | You feel sick to your stomach. You have disadvantage on Constitution and Strength saving throws until you complete a long rest. |
| 5 | Dizziness | You feel lightheaded and unsteady on your feet. You have disadvantage on all Dexterity ability checks until you complete a long rest. |
| 6 | Upset Stomach | You feel very queasy. You have disadvantage on all Strength ability checks until you complete a long rest. |
| 7 | Poison exposure | You are exposed to toxins. You take 1d6 poison damage, and you are poisoned for 1 hour. |
| 8 | Headache | You develop a splitting headache. You have disadvantage on all Intelligence checks until you complete a long rest. Your tools are damaged or depleted. |
| 9 | Skin irritation | Your skin breaks out in an unsightly rash. You have disadvantage on all Charisma ability checks until you complete a long rest. |
| 10 | Coughing fits | You suffer fits of violent coughing. You have disadvantage on Dexterity and Charisma saving throws until you complete a long rest. |
| 11 | Euphoria | You feel giddy and content. You have disadvantage on all Wisdom ability checks until you complete a long rest. |
| 12 | Extreme nausea | You feel so sick you can barely stay on your feet. You take 1d6 poison damage. You have disadvantage on all Strength ability checks until you complete a long rest. Your tools are damaged or depleted. |
| 13 | Chills | You catch chills and shake uncontrollable. You take 1d6 cold damage. You have disadvantage on all Dexterity ability checks until you complete a long rest. Your tools are damaged or depleted. |
| 14 | Accidental fire | You are burned as your reagents catch fire. You take 2d6 fire damage. |
| 15 | Uncontrollable fire | Your reagents catch fire and begin to spread to the vicinity. You take 3d6 acid damage, and each creature within 10 feet of you takes 1d6 fire damage. Flammable objects within 10 feet of you catch fire. Your tools are damaged or depleted. |
| 16 | Acid spill | You are splashed with a caustic substance, taking 2d6 acid damage. |
| 17 | Large acid spill | A vat of acid bubbles over violently, corroding everything in the vicinity. You take 3d6 acid damage, and each creature within 10 feet of you takes 1d6 acid damage. Objects within 10 feet of you that cannot withstand corrosion take 1d6 acid damage. Your tools are damaged or depleted. |
| 18 | Explosive boom | Your reagents explode with a loud bang. You take 1d6 thunder damage, and you are deafened for 1 hour. |
| 19 | Explosive flash | Your reagents explode in a bright flash. You take 1d6 radiant damage, and you are blinded for 1 hour. |
| 20 | Massive explosion | Your reagents explode in spectacular fashion. You take 2d6 thunder damage, 2d6 radiant damage, and you are blinded and deafened for 1 hour. Additionally, each creature within 15 feet of you takes 1d6 thunder damage and 1d6 radiant damage. Flammable objects within 15 feet of you catch fire. Your tools are damaged or depleted. |
Your understanding of magic items allows you to better analyze and understand their secrets.
‐ Increase your Intelligence score by 1.
‐ Whenever you make a check concerning magical items, such as researching its history or deducing its use, you have advantage.
‐ Your superior understanding of magic items allows you to master their use, allowing you to attune to one additional magic item.
‐ You are good at recognising items that may be magical. If you examine an item or area for 10 minutes, treat it as is you had cast detect magic or identify.
You master the techniques needed to train and handle animals.
‐ Increase your Wisdom score by 1.
‐ You gain proficiency with the Animal Handling skill. If already proficient, you gain advantage on all checks you make with it.
‐ You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 10 minutes, such as to guard a particular area.
‐ If a creature who you’ve trained or which considers you its master can see and hear you, and makes an attack, skill check or saving throw, you may use your reaction to give that creature advantage on its roll.
‐ You may train an animal in 1/4 the usual time (adding the “war-trained” template to a pet or mount in five weeks, rather than five months, for example).
| War-trained template |
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| *Can be added to any pet or mount.* |
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Add proficiency with all barding and with the Athletics skill. The animal uses the highest of its own, its trainer’s, or its current master’s proficiency bonus, and its minimum number of hit dice is twice that proficiency bonus. The training also conveys advantage on Intelligence, Wisdom and Charisma saves if the creature can see and hear its trainer/master when it makes the save. |
You care for animals and animals trust you. You gain the following benefits:
‐ Increase your Wisdom score by 1.
‐ You gain proficiency with the Animal Handling skill. If already proficient, you gain advantage on all checks you make with it.
‐ When you make a Medicine check to stabilize a beast that has been reduced to 0 hp, you can calm and soothe the animal under your care, gaining advantage on the check. If you succeed, the beast regains 1 hit point.
‐ Wild animals normally don’t grow aggressive if you approach them with the intent to help (free, heal etc).
‐ Whenever you spend an hour or more caring for a friendly beast, and it is still not at full hp, you can have it gain an amount of temporary HP equal to 5 times your Wisdom modifier (minimum 5). Once you use this feature on a creature, you cannot do so again until you finish a long rest.
You have studied the arcane arts and the processes of magic.
‐ Increase your Intelligence score by 1.
‐ You gain proficiency with the Arcana skill. If already proficient, you gain advantage on all checks you make with it.
‐ Whenever you see a creature cast a spell, you can learn certain information about its capabilities, like its approximate caster level and spellcasting ability.
‐ You understand precisely the amount of effort and concentration that goes into casting or maintaining spells. Whenever you cause a target to make a concentration check, it has disadvantage on that check.
‐ You have studied enough magic to understand the limitations and flaws of most spells. As a reaction, when you see a spell being cast, you gain advantage on any saves against that spell.
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight.
‐ Increase your Wisdom score by 1.
‐ You gain proficiency with the Medicine skill. If already proficient, you gain advantage on all checks you make with it.
‐ When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
‐ During a short rest, you can spend one use of a healer’s kit to tend to a creature and restore 1d8 + 4 hit points to it, 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.
Your study of history rewards you with the following benefits:
‐ Increase your Intelligence score by 1.
‐ You gain proficiency with the History skill. If already proficient, you gain advantage on all checks you make with it.
‐ By drawing on old snippets of lore and fragments of stories you can reroll any Wisdom or Intelligence check or save. You can do this a number of times equal to your Intelligence modifier and regain the ability to do so when you finish a long rest.
Your extensive study of nature rewards you with the following benefits:
‐ Increase your Intelligence score by 1.
‐ You gain proficiency with the Nature skill. If already proficient, you gain advantage on all checks you make with it.
‐ You learn the druidcraft cantrip, and detect poison and disease spell. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Great ideas come to you naturally; this often saves your life.
‐ Increase your Intelligence score by 1.
‐ When you would make a saving throw, you may instead make an Intelligence saving throw. You may use this feature a number of times equal to your Intelligence modifier and regain all expended uses of this feature when you complete a long rest.
Having solid ground beneath your feet will never feel as natural to you as the rolling deck of a ship.
‐ Increase your Dexterity score by 1.
‐ You gain proficiency with two of the following weapons: club, dagger, handaxe, light crossbow, net, shortbow, shortsword, spear, or whip.
‐ You gain proficiency with the Sailor skill. If already proficient, you gain advantage on all checks you make with it.
‐ You gain proficiency with any two of the following tools: carpenter’s tools, cook’s utensils, navigator’s tools, vehicles (water), or any one type of musical instrument. If already proficient, you gain advantage on all checks you make with them.
‐ You have advantage on Acrobatics checks made to keep your balance and on checks made to climb.
You gain proficiency with three skills or tools.
You can select this feat multiple times.
You master wilderness lore, gaining the following benefits:
‐ Increase your Wisdom score by 1.
‐ You gain proficiency with the Survival skill. If already proficient, you gain advantage on all checks you make with it.
‐ You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Your extensive study of religion rewards you with the following benefits:
‐ Increase your Intelligence score by 1.
‐ You gain proficiency with the Religion skill. If already proficient, you gain advantage on all checks you make with it.
‐ You learn the thaumaturgy cantrip, and the detect evil and good spell. You can cast detect evil and good once without expending a spell slot, and regain the ability to do so when you finish a long rest.
For fighting unarmed or with improvised weapons.
You are accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand.
‐ Increase your Strength or Constitution score by 1.
‐ You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
‐ You are proficient with improvised weapons and unarmed strikes.
‐ Your unarmed strike uses a 1d4 for damage, and improvised weapons deal 1d6 for one-handed/thrown weapons and 1d10 for two-handed weapons
‐ When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to make an additional unarmed strike.
‐ Attack rolls of your unarmed strikes and improvised weapons have advantage for 1 round, if the targeted creature has not been attacked by you since it last completed a long rest.
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling.
‐ You have advantage on attack rolls against a creature you are grappling.
‐ You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
‐ Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
Interceptor is a generic term for any article of clothing which is used to deflect or intercept attacks, such as a thick wool cloak, silk scarf, war fan or umbrella. These are not weapons in the traditional sense, just durable personal effects, but can be just as effective in a duel as steel.
‐ Wielding an interceptor gives you +1 AC.
‐ You can use an interceptor to catch missile weapons in flight before they strike, even for an ally. When a creature you can see attacks you or a target adjacent to you, you can use your reaction to impose disadvantage
‐ Your interceptor has the Trip weapon property.
You always come prepared with a host of useful items to utilize against your enemy, and know how to maximize their effectiveness.
‐ You are proficient with throwing flasks and vials (ex. acid, alchemist’s fire, holy water, and oil), and do not have disadvantage when attacking an adjacent creature with them.
‐ When you use ball bearings, caltrops, hunting traps, or poison, you can choose to use a save DC of 8 + your proficiency bonus + your Intelligence modifier instead of the listed save DC.
‐ When a creature fails its save against your ball bearings, its speed is reduced to 0 until the start of its next turn.
‐ When you spread ball bearings, caltrops, or oil on a surface, you can choose to cover a 10 ft radius.
‐ When you use caltrops, oil, or a torch, you can cause them to deal 1d4 piercing damage, 2d6 fire damage, and 1d4 fire damage, respectively, instead of their listed damage.
‐ The damage of your acid, alchemist’s fire, caltrops, holy water, hunting traps, oil, poison, and torch increases by one damage die at levels 5, 11, and 17.
Feats for specialization with a specific weapon, or group of weapons. Any benefits from a weapon specific feat only applies if you are proficient, are wielding the weapon and only on attacks using that specific weapon.
You are trained at using various weapons rarely seen on battlefields and training manuals, grasping the full potential of their unorthodox nature.
‐ You gain proficiency with boomerangs, blowguns, darts and slings.
‐ Increase your Strength, Dexterity or Constitution score by 1.
‐ If you miss an attack with a boomerang, you may make one additional attack. If you miss all attacks, the boomerang returns to your hand.
‐ As a bonus action, choose up to three creatures within 30 ft of you and 10 feet from each other. If you hit the first target with a boomerang or sling, you may make an additional attack against the second, and if the second hit, you may attack the third target.
‐ You may use either Strength or Dexterity for the attack and damage rolls you make with a sling, and when you score a critical hit using a sling, the target can’t take reactions until the end of your next turn.
‐ As an action, you may make a single ranged weapon headcrack attack with a sling. If the attack hits, the target must make a Constitution saving throw against DC 8 + your proficiency bonus + the attribute you used for the attack, or be stunned until the beginning of its next turn. A target can only be affected once by this attack.
‐ You may use Constitution instead of Dexterity for all attack and damage rolls made with a blowgun.
‐ When you shoot a blowgun or throw a dart that have poisoned applied to them, you can attempt to aim for more sensitive points. You may take a -5 to the attack roll. If the attack still hits, the target has disadvantage on the saving throw against the poison.
‐ Your attacks ignore half and three-quarters cover.
Prerequisite: Strength 13 or higher
You can leverage the momentum and sweeping arcs of all kinds of Axes.
‐ When you miss an enemy, you may attack an adjacent enemy with the same weapon as a bonus action.
‐ When you score a critical hit, you may roll one extra damage die.
‐ On your turn, when you score a critical hit, or reduce a creature to 0 hit points with one, you can use a reaction to make a Charisma (Intimidation) check, contested by the Wisdom of any creatures that can see and hear you within 30 feet. If you succeed, the creatures are frightened of you until the end of your next turn.
You learn to put the heavy impact of the bludgeoning weapon to use by putting the enemy off-balance, gaining the following benefits when using a club, greatclub, mace, flail, maul, or warhammer:
‐ Before you make a melee attack with bludgeoning weapon on your turn, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. You can do this once per turn.
‐ Once per turn when you deal more than 10 damage to a creature with a bludgeoning weapon, you can either attempt to shove the creature, or daze the creature (target can’t take reactions until the start of its next turn).
Thanks to extensive practice with the Crossbow, you gain the following benefits:
‐ You ignore the loading quality of crossbows.
‐ Being adjacent to a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
‐ If using a hand crossbow, you can, as an action, make an attack with disadvantage and move up to half your base speed. If you do so, ranged attacks against you are made with disadvantage until the start of your next round.
Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon and a 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.
Prerequisite: Proficiency with martial weapons
Your master unwieldy weapons such as Flails and Whips, and can use them more effectively than most.
‐ Flexible weapons easily sweep over shields. Your attack rolls gain a +2 bonus against any target using a shield.
‐ When you hit with an opportunity attack, you may force the target to succeed with a Strength saving throw (DC 8 + your proficiency bonus + the attribute you use for the weapon) or be knocked prone.
‐ As an action, you may try to disarm a creature. If it fails a Strength or Dexterity saving throw (targets choice) against DC 8 + your proficiency bonus + the attribute you use for the weapon, it is disarmed.
‐ Whips are considered light weapons for you.
Prerequisite: Proficiency with martial weapons
You’ve learned to put the weight of a Heavy weapon to your advantage, letting its momentum empower your strikes.
‐ On your turn, when you score a critical hit or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
‐ When you score a critical hit, roll on the critical hit table with advantage.
‐ Before you make an attack, you can choose to take a penalty to the attack roll equal to your proficiency modifier. If the attack hits, you add the same amount to the attack’s damage.
You only need the smallest of blades to deal crippling wounds, and are skilled at making sudden rapid strikes when an opportunity is presented. You gain the following benefits when using Knives and Concealed weapons:
‐ Increase your Dexterity score by 1.
‐ You gain proficiency with all types of knives.
‐ Drawing this weapon does not expend your item action.
‐ Attacks score critical hit on a roll of 19-20.
‐ You gain +1 bonus to AC while wielding a weapon in one hand and nothing in your other hand.
‐ When wielding a weapon and a creature misses you with a melee attack, you can use your reaction to make an attack against that creature.
‐ When you attack a creature during your turn and miss, you can use your bonus action to make another attack with the weapon against the same creature.
Prerequisite: Proficiency with martial weapons
In your hands, a Sword is a truly versatile weapon. Your expertise with the blade is unmatched and few rival your skill.
‐ When you take the dodge action, you may use your bonus action to make a single melee attack at disadvantage.
‐ When attacking during your turn, you can deliver your choice of either bludgeoning, slashing or piercing damage.
‐ You may attempt to daze an enemy with the pommel of your blade. Make an attack as a bonus action. On a hit, you deal damage equal to your Strength modifier, and your target cannot take reactions until the end of your next turn.
‐ When attacking with disadvantage, you may choose to ignore the disadvantage and instead attack with advantage. Once you use this feature you must complete a long rest before you may use it again.
As an expert with Thrown weapons, you gain the following benefits:
‐ You can draw or stow these weapons as part of an attack.
‐ You can treat any one-handed or versatile weapon as a thrown weapon with a range of 10/30 feet.
‐ Your thrown weapon attacks ignore half cover and three-quarters cover.
‐ Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
You have learnt a style of fighting focusing on swift slashes with Light Finesse weapons.
‐ Increase your Dexterity score by 1.
With a bonus action, you can enter or leave the Oncoming Storm stance. While in this stance, the following applies.
| Oncoming Storm stance |
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Cloud of Razors You gain +1 to attack rolls, but -2 penalty for damage rolls. If you use an attack action, you can make an extra attack with your bonus action. If you are fighting two weapons with these kind of weapons, you can make two attacks with the same bonus action with your off-hand. Lightning Slash If an opponent provokes an attack of opportunity, you can use your reaction to make two attacks instead of one. Once you use this feature, you must finish a short rest before you can use it again. Storm’s Edge When you activate this ability as a free action, and until the start of your next turn, all your attacks have 19-20 critical range. At the start of your next turn, all the opponents you successfully hit while in this feature take 1d6 damage for each attack it took. Once you use this feature, you must finish a short rest before you can use it again. |
You can keep your enemies at bay with Reach weapons.
‐ When you take the Attack action, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
‐ Creatures provoke an opportunity attack from you when they enter your reach.
‐ You have advantage on attack rolls against mounted creatures.
‐ As an action, you can choose to spin your polearm around you with great force. Make an attack roll against every creature within 5 feet of you. Every creature hit takes half damage and must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be pushed back 5 feet.
‐ You can use your weapon to gain advantage on a Jump check.
You have mastered ranged weapons and can make shots that others find impossible.
‐ 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, you can choose to take a penalty to the attack roll equal to your proficiency modifier. If the attack hits, you add the same amount to the attack’s damage.
Though One-handed Spears and Tridents are simple weapons to learn, it rewards you for the time you have taken to master it.
‐ You may use these weapons as finesse weapons.
‐ Their damage dice changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands.
‐ As a bonus action on your turn, you can increase your reach by 5 feet for the rest of your turn.
‐ You can set your weapon to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within reach on its next turn, you can make a melee attack against it as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the weapon with two hands. You can’t use this ability if the creature used the Disengage action before moving.
You have practiced extensively with a variety of weapons, gaining the following benefits:
‐ Increase your Strength or Dexterity score by 1.
‐ You gain proficiency with four weapons of your choice.
You can select this feat multiple times.
Miscellaneous feats that do not fit any other section.
You have cheated death so often that even Pharasma now deems it part of your fate.
‐ You may reroll any roll if failure has a chance of killing you (whether from hit point damage, ability damage, or some instant effect). You must decide to use this ability before the results are revealed.
‐ You can use this once, and regain its use when you finish a long rest.
Prerequisite: Dexterity 8 or lower, Charisma 13 or higher
Though your clumsiness often interferes with routine tasks and you spend as much time on the ground as you do standing up, you always stay positive! It’s important to do your best every day.
‐ Any creature that makes a melee attack against you while you are prone does not gain advantage.
‐ Whenever you roll 1 on an ability check or attack roll, you can use your reaction to gain some forgiveness. The next attack roll made against you before the beginning of your next turn has disadvantage.
‐ You can take the object action to break one non-magical, manufactured object you are touching. The object cannot be larger than 5 feet in any dimension.
‐ People forgive you quickly for your mistakes. You have advantage on any Charisma check that you make to gain favor with a creature you’ve accidentally wronged.
Choose one ability score. You gain the following benefits:
‐ Increase the chosen ability score by 1.
‐ You gain proficiency with saving throws using the chosen ability.