Feats

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General Feats

New feats have been introduced while others have been modified to remove trap options. If a feat has a ᴴᴮ denotation, that means that they are different than the PHB counterpart, please read them carefully.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on 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:

  • You gain a +5 bonus to initiative.
  • 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.

Armor Master ᴴᴮ

(New) You have practiced moving in all kinds of armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light, medium and heavy armors, and with shields.
  • The time it takes for you to don or doff armor is reduced by half.
  • Wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.

Athlete ᴴᴮ

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing uses no movement.
  • You have a swimming speed and a climbing speed equal to your normal speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Charger ᴴᴮ

You are adept at rushing headlong into the fray, gaining the following benefits:

  • As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
  • Once per turn if you move at least 10 feet in a straight line immediately before making a weapon attack, you gain the following benefits:
  1. Add +1d6 to the attack’s damage roll if you chose to make a melee attack or a ranged attack with throw weapon. This damage increases to +2d6 if you make a melee attack with a Lance while mounted.
  2. Push the target up to 10 feet away from you if you chose to shove and you succeed.

Crossbow Expert ᴴᴮ

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • You ignore the loading quality of weapons with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to 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.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver ᴴᴮ

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • 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.

Durable ᴴᴮ

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • 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, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Elemental Adept ᴴᴮ

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain the following benefits:

  • Spells you cast ignore resistance to damage of the chosen type.
  • When you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can change the damage type to that type (no action on your part). You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Grappler ᴴᴮ

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 score by 1, to a maximum of 20.
  • 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, the creature becomes restrained and you become grappled until the grapple ends.

Great Weapon Master ᴴᴮ

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Healer ᴴᴮ

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • Increase your Wisdom score 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 1d6 + 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 short or long rest.

Heavily Armored (Removed) Replaced by #Armor Master

Heavy Armor Master (Removed) Replaced by #Armor Master

Inspiring Leader ᴴᴮ

Prerequisites: Charisma 13 or higher

  • Increase your Charisma score by 1, to a maximum of 20.
  • You can spend 2 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to half your level (round down) + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Lightly Armored

(Removed) Replaced by #Armor Master

Keen Mind ᴴᴮ

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence 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 have advantage on Intelligence checks related to recalling knowledge.
  • You can accurately recall anything you have seen or heard within the past month.

Light Weapon Master ᴴᴮ

(New) Your chosen weapon may be short, but few dare to enter your range. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • You may draw a throwing weapon with the Light property as part of the attack.
  • When you use the Dodge action, you may use a bonus action to make an attack with a weapon with the Finesse or Light property.

Linguist ᴴᴮ

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 may learn a new language after being exposed to it for a week.
  • Whenever you are exposed to a language you do not know you may make a DC 15 Intelligence check. On a success, you understand enough to enable basic comprehension and conversation.
  • 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.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

Once per short rest, when you make an attack roll, an ability check, or a saving throw, you can roll an additional d20. You can choose to do so after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also use this ability when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.

If more than one creature uses this ability to influence the outcome of a roll, theycancel each other out; no additional dice are rolled. You regain this ability when you finish a short rest

Mage Slayer

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 within 5 feet of you.

Magic Initiate

Choose a class: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Your spellcasting ability for these spells depends on the class you chose: Charisma for Bard, Sorcerer; Wisdom for Cleric or Druid; or Intelligence for Wizard or Warlock.

Martial Adept ᴴᴮ

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain one more; otherwise, you have two superiority die, which are d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Master

(Removed) Replaced by #Armor Master.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • 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.

Moderately Armored

(Removed) Replaced by #Armor Master.

Mounted Combatant

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 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.
  • 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.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom 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 a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Polearm Master ᴴᴮ

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • While you are wielding a glaive, halberd, pike, spear or trident, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

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.

Ritual Caster

Prerequisites: 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 spells of your choice. Choose one of the following classes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. Your spellcasting ability for these spells depends on the class you chose: Charisma for Bard, Sorcerer; Wisdom for Cleric or Druid; or Intelligence for Wizard or Warlock.

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 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.

Savage Attack ᴴᴮ

Your ferocity grant you an edge in combat. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per attack when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • 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 (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharp Shooter ᴴᴮ

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • The short range of your ranged weapon attacks is doubled.
  • Your ranged weapon attacks ignore half cover and treat three-quarters cover as half-cover.

Shield Master ᴴᴮ

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with shields.
  • 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 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.

Skilled ᴴᴮ

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 a skill using the chosen ability, or one tool proficiency of your choice.
  • If you are already proficient in the skill or tool you gain expertise with that skill or tool, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Skulker ᴴᴮ

Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Spell Sniper ᴴᴮ

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:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and treat three-quarters cover as half-cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from.

Versatile Weapon Master ᴴᴮ

(New) You have learned how to best use a versatile weapon to its full potential, switching stances as needed. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with simple and martial weapons.
  • When you are wielding a versatile 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.
  • When you are wielding a versatile weapon with which you are proficient in one hand and no other weapons and not using a shield, you quickly switch grips to benefit from the Versatile property while still counting as having one hand free for all other purposes.

Tactical Combat ᴴᴮ

(New) You are expert at advanced weapon tactics. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Choose either Grapple or Shove when taking this feat. If you take the Attack action on your turn, you can use a bonus action to use the chosen option against a creature within 5 feet of you. Note: If the DM uses the Climbing and Disarming rules from the DMG, those are also viable choices for this feat.
  • When you take the Attack action and attack with a melee weapon, you can use a bonus action to make a melee attack with another part of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.

Tavern Brawler ᴴᴮ

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strikes use a d4 for damage and have the Finesse property.
  • If you wear no armor nor shield your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Tough ᴴᴮ

You are a tough one to crack. You gain the following benefits:

  • Increase one chosen ability score by 1, to a maximum of 20.
  • You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.

War Caster

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:

  • 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.
  • 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.

Epic Feats

The following feats all have a level Prerequisite of 19th level, meaning they are available only during the final ASI selection in tier 4. The common theme of these feats is to give non-full casters the tools they need to compete with high level magic, truly leaving behind the realm of mere mortals to enter the world of superhuman that can defy magic and common sense alike.

These feats are available only at your DM’s discretion, and if playing a game with epic levels (beyond level 20), should instead be moved to epic levels. These represent transcendent powers that have left mortal limitations behind, like how high-level magic does.

World Breaker

Prerequisites: Strength 20 or higher, 19th level

Your strength is such that world shatters at your touch, you must be careful to not damage it with your actions. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 21.
  • Your grip shatters stone. While you are grappling a creature, you can crush it at as a bonus action, dealing damage equal to twice your Strength modifier.
  • You can cast thunderclap or mold earth as a bonus action without any components by stomping your foot.
  • You can jump up to your entire movement speed.
  • All weapons, objects, and medium or smaller creatures gain the thrown 30/90 property for you, and you are proficient in using them as weapons.
  • You can grapple creatures up to two sizes larger than you.

Rule Breaker

Prerequisites: Strength 20 or higher, 19th level

Your strength and resilience gain metaphysical presence, giving them the power to overcome magic with raw physical prowess. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 21.
  • When confronted with magical unpassable terrain as result of a spell (such as wall of force or force cage you can attempt to move through. Make a Strength saving throw against the caster’s Spell Save DC. On success, you can treat impassable magical barriers as difficult terrain.
  • At the start of your turn while you are under a magical effect you do not wish be that allows a save at the end of your turn, you can make a Constitution saving throw against its save DC, ending the effort on a success.
  • Your natural weapons and any weapon you are wielding counts as magical for the purposes of overcoming resistance or immunity to non-magical bludgeoning, piercing, and slashing damage.
  • Creatures you are grappling must succeed a DC 8 + your Strength modifier DC Spell Casting Check to teleport or magically escape your grasp.

Divine Celerity

Prerequisites: Dexterity 20 or higher, 19th level

You navigate the world with such speed and grace that other creatures struggle to even comprehend your movements. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 21.
  • While moving during your turn, you are under the effort of spiderclimb.
  • When you take the Dash action on your turn, you are Invisible while moving.
  • When in the area of effort of a spell, as a reaction to seeing the spell be cast, you can move out of the area of effort of the spell. Movement spent is subtracted for your next turn’s movement speed.
  • Your speed is such that when you make a saving threw against a spell at the end of your turn, you can make two saving throws against that spell, gaining advantage on the roll.