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Homebrew Feats

his section contains a compiled list of


homebrew feats. Keep in mind that the
following content is entirely experimental and
subject the change at the DMs slightest desire.

Axe master
Youre a master of the axe and your heavy blows cleave
through your foes. The following benefits apply only to the
hand axe, battle axe, and great axe
When you reduce a creature to 0 hit points or score a
critical hit with an axe, you can use your bonus action to
make a single attack with an axe.
When the weapon damage die results of an attack made
with an axe deals maximum damage, roll it's weapon
damage die again and add the total to the first roll. Keep
doing this until a number is rolled that is not the
maximum value. (Exploding Dice)

Blunt Weapon Master


Youre a master of blunt weaponry and know exactly where to
land heavy blows. The following benefits apply to only the
club, great club, mace, flail, maul, and Warhammer
When you damage a creature with any of the listed
weapons, their speed is reduce by 5 feet until they regain
hit points. The effects of this feature is not cumulative with
itself.
When you deal damage to a creature with non-magical or
natural armor, you reduce it's AC by 1 until the target uses
an action to repair the damage. The effects of this feature
is not cumulative with itself.

Brawler
You have fists of iron and your enemies wont be forgetting
any time soon
Your unarmed strikes deal 1d6 + your Strength modifier
damage, rather than 1 + your Strength modifier
After initiative is rolled, you gain advantage when
attacking with your unarmed strikes. You lose this benefit
after you hit a creature with your unarmed strike or 1
minute has passed.

Brutal Killer
Youre piss ugly and thats scary.
You gain proficiency in Charmisma (Intimidation)
A negative Charisma modifier functions as a positive
Charisma Modifier on Charisma (Intimidation) Checks.
For example, a -1 becomes a +1, and a -2 becomes a +2.
When an attack you make reduces a creature to hit points
less than or equal to twice your proficiency bonus, it is
instead reduced to 0 hit points

Caller
Prerequisite: The ability to cast 3rd-level spells
Youre well-studied in the varieties of conjuration magic.
You add the spell Conjure Animals to the list of spells you
know or can prepare.
You can expend your bonus action to teleport an
unattended object you can see within 30 feet, weighing 5
pounds or less, to your hand.
Creatures summoned by you gain a +1 bonus to attack
rolls.

Charismatic
Rooms never go unalerted to your presence. Spells and other
effects infrequently override your force of will
Your charisma score increases by 1, to a maximum of 20.
When you would make a Wisdom saving throw, you can
instead make a Charisma saving throw. You can use this
feature a number of times equal to your Charisma
Modifier. You regain all expended uses of this feature
when you complete a long rest.

Deadly Illusionist
Prerequisite: The ability to cast at least one spell
Your illusions invade the deepest crevice of your enemies
minds and leave them scarred.
You add one Illusion spell of a level you can cast, from
your class spell list to the list of spells you can prepare of
cast.
Creatures who fail their initial saving throw or ability
check against an illusions spell of 1st level or higher you
can take psychic damage equal to the spells level + your
spell casting ability modifier, if the spell does not already
deal damage.

Dervish
Standing still is boring! Your always on the move.
Your speed increases by 5 feet
When you hit a creature with a melee attack, you can
move 5 feet at no movement costs as part of the attack.
When you hit a creature with a melee attack that you have
not already attacked on your current turn, you deal 2
additional points of damage.

Dexterous Grappler
You dont waste any time when apprehending criminals,
monster or a combination of the two.
When you attempt to grapple a creature on your turn, you
can use a bonus action to attempt to grapple the target.
Your speed increases by 10 feet while you are grappling
another creature
You can use Dexterity (Acrobatics) to grapple, not just to
resist or escape a grapple.

Diehard

Expert Grappler

Its never quite your time. You refuse to die

Prerequisite: Proficiency in Strength (Athletics)

You gain a +1 bonus to death saving throws.


When you are reduced to 0 hit points, you can
immediately move half your speed. Movement due to this
feature does not provoke attacks of opportunity.

Duelist
One on one is the name of the game and when you excel.
You gain a +2 to melee damage rolls when only one
creature (excluding yourself) is within 5 feet of you.
Your dueling prowess is apparent or known and many are
willing to settle their disputes with you by duel.
Once between rests, when a creature misses you with a
melee attack they provoke an attack of opportunity from
you.

Einhander
The hot blood of a duelist flows through your veins. Even your
misses are placed with intention and you slowly but surely
lure your opponent into the perfect position for the perfect
strike.
You become more mobile and can present a narrower
profile with one hand empty. When wielding a longsword
or rapier in one hand, and nothing in the other, you gain a
+2 bonus to armor class.
You deal 1 additional point of damage when you hit for
every attack you miss before hitting a single creature,
while wielding a longsword or rapier in one hand and
nothing in the other. If you attack a different target,
damage your target or spend your turn not attacking the
target, you lose any accumulated bonus damage. The extra
damage cannot exceed your proficiency bonus.

Enchanting Illusionist
Prerequisite: The ability to cast at least one spell
Youve unlocked the true potential of mixing illusions and
Enchantment magic.
When you make a Charisma (Persuasion) or Charisma
(Intimidation) ability check, you can replace your
Charisma Modifier with your spellcasting ability modifier.
A creature charmed or frightened by a spell you cast gains
disadvantage on the next saving throw or ability check
made to resist an Illusion spell of equal or higher level you
cast.

Escape Artist
If you add your proficiency bonus to an ability check made
to end the grappled or restrained condition on yourself,
you can instead add twice you proficiency bonus.
When you escape a creatures grapple on your turn you
can immediately use your bonus action to attack the
creature you escaped.

When you add your proficiency bonus to an ability check


made to grapple, you can instead add twice your
proficiency bonus.
You benefit from half cover while you grapple a creature.
You can expend your bonus action to deal your Strength
modifier in damage to any creature you currently grapple.

Field Medic
Youre an expert of saving people in the direst of
circumstances.
Allies within 50 feet of you must fail an additional death
saving throw to die.
You can use your bonus action to move half your speed
towards an unstable creature. This movement does not
provoke attack of opportunity.
You automatically succeed on the Wisdom check to
stabilize a dying creature, even if you do not have a
healers kit.

Hemophobic
Prerequisite: Not immune to fear effects
You have a large number of phobias and fears but your
greatest is seeing your own blood.
When you take damage, you can use your reaction to move
5 feet away from the source. This movement does not
provoke attacks of opportunity
Your speed is increased by 10 feet while you are at or
below half hit points.

Light Armor Master


Prerequisite: Proficiency with light armor
You know how best to use the thin armor that protects you
While wearing light armor, you gain a +1 bonus to armor
class whenever you are at least 20 feet from where you
started your turn. This bonus last until the start of your
next turn.
One attacker of your choice per turn has disadvantage on
it's Attack of Opportunity against you .
You have advantage on Acrobatic checks made to break or
contest a Grapple
You can conceal light armor under your cloths or robe,
making yourself appeared unarmored.

Light Weapon Master


Light weapons are weightless in your hands, allowing them to
be exactly where you need them.
When you make a weapon attack, you can immediately
draw a light weapon and make the attack with it, without
expending your interaction to draw the weapon.
When the result of a light weapon damage die is 1, you can
roll it's weapon damage die again and add the total to the
first roll. Keep doing this until a number is rolled that is
not the maximum value. (Exploding Dice)

Master Swordsman

Necromantic

Your expertise with the blade is unmatched; few rival your


skill.

Prerequisite: The ability to cast at least one spell


Youve recently got in touch with your dead side. Aside from
slowly rotting, things are pretty great.

While wielding a sword, when you take the dodge action,


you can use your bonus action to make a single melee
attack at disadvantage.
While wielding a sword and attacking at disadvantage, you
can choose to ignore the disadvantage and instead attack
with advantage. Once you use this feature, you must
complete a long rest before you can use it again.
When attacking with a sword, you can choose to deal
bludgeoning, piercing, or slashing damage, rather than the
normal damage type. You must choose the damage type of
the attack before making the attack roll.

You add 1 Necromancy Spell from your class spell list, of a


spell level you can cast, to the list of spells you know or
can prepare.
When below one quarter of your maximum hit points, you
can reduce incoming damage by half the spell level of
highest level Necromancy spell you know or have
prepared.
As an action, you can detach or reattach one of your
hands. While detached, your hand functions as a Crawling
Claw (Monster Manual, pg. 44) that obeys your commands.

Metamagician

One Step Ahead

Prerequisite: The ability to cast at least one spell


You gain a deeper understanding of the functioning of
metamagic.

Your quick thinking often lets you react first; not only can you
predict your enemies movments but you can act on your
predictions to always get the upper hand.

You gain 1 sorcery point. You can only use this sorcery
point on metamagic unless you have another feature that
allows you to use sorcery points.
You gain one sorcerer metamagic option.

Mind Breaker
Prerequisite: The ability to cast at least one spell
Your enchantments scar their victims minds. The wound
left behind is easily recognizable by those who know where to
look.
You are aware of all creatures within 10 feet that have
been affected by a 1st level or higher Enchantment spell
you cast.
When the Effects of a 1st level or higher Enchantment
spell, with duration 1 minute or greater, end on a creature,
it takes psychic damage equal to the spells level + your
spellcasting ability modifier. You can choose not to inflict
the damage.
When all creatures affected by an Enchantment spell you
cast, succeed on a saving throw to resist the spell and the
spell has no effect, you do not expend the spell slot used to
cast the spell. Once you use this feature, you must
complete a long rest before you can use it again.

Mystic Reservoir
Prerequisite: The ability to cast at least one spell
You have tucked away a bit of extra magic in the back of
your mind, ready to be used in dire straits.
You gain an additional spell slot of second highest level
you can cast, to a maximum of 4th level. This bonus spell
slot changes as the highest level spell you can cast
changes. The spell slot given by this feature can only be
used to cast a single spell, designated when you regain
spell slots after a long rest.

You can choose to switch your initiative total with the


creature directly before you in the initiative order. Once
you use this feature, you must complete a long rest to use
this feature again.
You gain a +5 bonus to initiative rolls.
If another creature has the same initiative total as you, you
can choose to go before them.

Hooked Weapon Master


While unconventional weapons, you have found picks and
sickles suit your fighting style well.
You do not need a free hand to grapple while you are
wielding a war pick or sickle.
When you hit a creature with a war pick or sickle on your
turn, you can use your bonus action to attempt to grapple
the targeted creature.
If you successfully grapple the creature while wielding a
sickle or a war pick, the creature takes damage equal to
your Strength Modifier. The damage is slashing if you use
a sickle and bludgeoning if you are using a war pick.

Enhanced Transmutation
Prerequisite: The ability to cast a 3rd level spell
When you choose this feat, add Enhance Ability to your
spell list. If it is already there, choose another transmutation
spell of equal or lower spell level from your class spell list.
You always have Enhance Ability prepared
You can now cast Enhance Abilties once as a bonus action
without expending a spell slot or using concentration.
While the target is under the effects of the spell, you
cannot choose it to be the target of another transmutation
spell.
As a reaction to an ally within 5ft making a skill check, you
can cast Enhance Abilities on them by expending a 2nd
level spell slot, using the ability score related to the skill
check being performed. This casting uses concentration.
You can only use either of the features once, and regain the
ability on a short or long rest

Quick Witted

Scribe

Great ideas come to you naturally, often when they would


save your life.

You may not possess any spellcasting ability but you know
much of arcane scripture.

Your Intelligence score increases by 1, to a maximum of


20.
When you would make a Dexterity saving throw, you can
instead make an Intelligence saving throw. You can use
this feature a number of times equal to your Intelligence
modifier. You regain all expended uses of this feature
when you complete a long rest.

Reckless
You fight with reckless abandon, but not to your disadvantage.
Countless wounds have desensitized you to pain.
Your hit point maximum increases by an amount equal to
your level when you gain this feat. Whenever you gain a
level thereafter, your hit points maximum increases by an
additional 1 hit point
When another creature within 5 feet misses you with a
melee attack, you can use your reaction to subtract your
proficiency bonus from your AC, potentially causing the
attack to hit you. If the attack hits and deals damage, you
can make a melee weapon attack with advantage against
the creature who attacked you, after their attack is
resolved.

Savant
Youve discovered a natural gift in a single skill
You gain proficiency skill of your choice.
You gain a +1 bonus to any ability check to which you
apply your chosen skills proficiency.
The ability score most relevant to the skill increases by 1,
to a maximum of 20.

School Specialist
Prerequisite: The ability to cast at least one spell
Youve spend most of your time researching a specific
school of magic. When you cast a spell of a chosen school of
magic at a higher level you get a benefit based on the type of
spell:
If the spell includes a spell attack, you gain a +1 bonus to
the attack roll
If the spell includes a saving throw, you increase the spell
save DC by 1
If the spell has neither, its range is increased by 10ft.
If the spell has a range of self, it has a range of touch.
If it normally recieves no benefit when casting at a higher
level, you can cast it at a higher level anyways and choose
one of the benefits listed above. Its range also increases by
10ft.
You can only benefit from one of these bonuses for each
spell. If it can be affected by more than 1, you can choose
which bonus it recieves as you cast it.

You learn two spells of 1st level or below. This does not
grant you the ability to cast spells.
You can inscribe a scroll of a spell you know by spending
hours equal to the spell level of the scroll being inscribed.
If the combined level of your scrolls exceeds one quarter
of your level (Rounded up), or the number of scrolls you
have exceeds your Intelligence modifier, the oldest scroll
you have turns to dust until the limit is reached.

Shadow Caster
Prerequisite: The ability to cast at least one spell
You draw your magic from the shadow weave and may have
pledged yourself to one of its dark patrons. Your physical
appearance shifts to mimic the plane of shadow.
When you cast a spell while in dim light or darker, you can
gain a +2 bonus to a single attack roll made as part of the
spell. Once you use this feature, you must complete a long
rest before you can use it again.
The bodies of creature slain by your spells are transported
to the shadow plane in tribute to your dread lord. You can
optionally send their equipment.
You can cause a spell you cast to require a Wisdom saving
throw, rather than its normal type. Once you use this
feature, you must complete a long rest before you can use
it again.
You can see normally in magical darkness out to 5 feet.

Shadow Rogue
You signed a pact with a Shadow Lord and at the charge of
ferrying him your victims you gain the powers of darkness.
You can see normally in magical darkness out to 5 feet
The bodies of creature slain by your spells are transported
to the shadow plane in tribute to your dread lord. You can
optionally send their equipment.
You can attempt to hide even in dim light.
You can use your action to extinguish a lantern or any
similarly or less bright light source that you can see within
50 feet.

Shadow Warrior
The bodies of creatures slain by you are transported to the
shadow plane in tribute to your dread lord. You can
optionally send their equipment
You gain 5 temporary hit points when you start your turn
in dim light or darker. These temporary hit points fade as
soon as you enter bright light.
You gain Darkvision out to 60 feet.

Shield Bearer
Sometimes others can benefit from your skill with a shield or
more than you could.
Your Strength or Constitution score increases by 1, to a
maximum of 20.
You can choose to impose disadvantage on any attack of
opportunity made against a creature within 5 feet of you.

Skirmisher
Your uncanny dexterity pervades throughout your combat
style
Your speed increases by 5 feet
When a creature misses you with a melee attack, they
expend 5 feet of movement. A creature does not expend
movement if it has none to expend.
If you are 20 feet from where you started your turn, any
melee weapons held by you gain the finesse property until
the start of your next turn. You cannot benefit from this
feature and the Great Weapon Fighting Fighting Style
simultaneously.

Sniper
Given the time to line up your shot, you inflict grievous
wounds
Attacking at long range with a ranged weapon does not
impose disadvantage on the attack roll.
At the start of your turn, you can reduce your speed to
zero and deal an additional 2 damage with your next
ranged weapon attack made before the start of your next
turn.

Spearman
You can make quick and accurate jabs with spears that often
catch your foes off guard.
When you make an attack of opportunity with a spear,
pike, or trident, you gain advantage on the attack roll.
When you attack a creature who expended movement on
its last or current turn, you deal an additional 2 damage.
You must attack with a spear, pike, or trident to benefit
from this feature.

Spell Breaker
Your tolerance to magic is notable and spells cant keep a grip
on you for long
You can add half your proficiency bonus to a saving throw
made against a spell if you do not already add your
proficiency bonus.

Stalwart
When you hold position, your defenses become near
impenetrable.
At the start of your turn, you can reduce your speed to
zero and impose disadvantage on the next melee attack
made against you before the start of your next turn.
When an effect causes you to move without expending
your movement, you can choose to move half of the
distance instead. Rounded down to the nearest 5-foot
interval.

Standard Bearer
Prerequisite: Past or current Affiliation with a notable
militant faction.
You hold the honor of carrying the flag of your unit,
regiment, or army. The flag inspires those who fight around it
with the tales of its loyal warriors. The standard has an AC of
10, 10 hit points and can be carried upright in one hand. A
creature can topple the standard or upright it as an action
While you or any of your allies are within 20 feet of the
upright standard, they can reduce incoming damage by 1.
If you are within 5 feet of the upright standard, you can
reduce incoming damage by 2, rather than 1.
You can plant your standard in the ground as a bonus
action and it remains upright until removed as an action
or destroyed.
Creatures cannot damage or topple your standard while
you are within 5 feet of it and not incapacitated.

Studied Warrior
Your devotion to fighting transcends simple practice. You
have studied the masters and learned their techniques.
You learn one fighting style that you do not already know.

Telekinetic
The natural world bends slightly to your will. You can apply
minor forces with your mind.
Your natural reach is considered 15 feet for the purpose of
using your interactions. Should an interaction require an
action to perform, you do not benefit from this feature.
You can cast Shield as a 1st level spell. You can cast shield
twice as part of this feature before you must complete a
long rest to regain all uses. When you expend the second
use of this feature, you take 10 necrotic damage (this
damage cannot be reduced), immediately before you cast
the spell.

Thesis Spell

Powerful Attacker

Prerequisite: The ability to cast at least one spell


Youve spend a good portion of your time researching and
perfecting a single spell. Designate a single spell of 3rd level
or lower that you can cast as your thesis spell.

Prerequisite: 13 Strength or Dexterity

You can reroll an attack roll or cause a creature to reroll a


saving throw against your thesis spell after you have seen
the result. Once you use this feature, you must complete a
long rest to use it again.
You can cast your thesis spell at its lowest level once after
completing a long rest without expending a spell slot if you
have casted your thesis spell twice after the same rest.
You can always recognize a casting of your thesis spell
should you have the sensory ability to do so.

Thrown Weapon Master


You have an uncanny knock for throwing things to deadly
effect
Being within 5 feet of a hostile creature does not impose
disadvantage on your ranged attacks made with thrown
weapons.
When you miss a creature within 20 feet with a thrown
weapon, you can cause the weapon to immediately bounce
back into or return to your hand.
When you take the attack action and attack with a thrown
weapon, you can draw the weapon as part of the attack
made with it, without expending your interactions.
The Short/Long range of your thrown weapons increase
by 10 feet.

Whip Master
A whip in your hands become a deadly weapon. You gain
proficiency in whips when you choose this feat.
When you hit a large or smaller creature with a whip, the
creatures speed is reduce by 10 feet until the start of your
next turn.
Whips you wield gain the light property & the damage die
of whips you wield increases from 1d4 to 1d6 while using
two of them.
When using a single whip and your off-hand is empty, the
damage die of whips you weild increases from 1d4 to 2d4

Slick Tongue
Prerequisite: Proficiency in either Persuasion or Deception
Choose either Persuasion or Deception, You must be
proficient in the skill you choose. You now can add your
proficiency bonus twice to any checks made using this
skill
You learn two additional languages of your choice.

Performance Master
Prerequisite: Proficiency in Performance
Increase your Charisma score by 1, to a maximum of 20.
Your proficiency bonus is doubled for any ability check you
make that uses Performance.
Any money earned from your performance is doubled.

Increase your Strength or Dexterity score by 1, to a


maximum of 20.
When you deal damage using a Weapon that adds your
Strength or Dexterity Ability Score modifier to the
damage dealt, add 2 more damage of the same type.

Powerful Caster
Prerequisite: 13 Intelligence, Wisdom, or Charisma
Increase your Intelligence, Wisdom, or Charisma by 1, to a
maximum of 20
When you deal damage with a spell or cantrip of the
chosen Ability score, add 2 more damage of the same type.

Powerful Healer
Prerequisite: 13 Wisdom or Charisma
Increase your Wisdom or Charisma by 1, to a maximum of
20.
When you heal an ally with a spell that uses the chosen
Ability score as its spellcasting ability, they heal 2
additional points of Health.

Helper
You can use your Reaction to use the Help action on an
ally within 10 feet as they perform any Action, granting
them advantage. This cannot be used on an ally's
Reaction.

Expert Scout
Increase your Wisdom score by 1, to a maximum of 20.
You gain advantage on Wisdom (Perception) and
Intelligence (Investigation) checks made to spot and locate
strategic vantage points or other areas of interest such as
enemy camps, cave entrances, or ideal hunting grounds.
You can move at full travel speed when traveling stealthily.
Others traveling with you also gain this effect.

Idiot Savant
Prerequisite, Intelligence or Wisdom of 8 or lower.
Choose Intelligence or Wisdom, then choose 2 skills
based off of that Ability score. If that Ability score is ever
raised above 8, you lose the benefit of this feat.
You have Advantage on any Ability Checks made using
those skills. You gain proficiency with and can add your
proficiency bonus twice to any checks made using these
skills. If you roll a Natural 1 on the dice when making an
ability check using those skills, you can reroll the die, and
must use the new roll.

Two Weapon Expert


You gain the Two-Weapon fighting style.
When you use the Attack action on your turn, and all of the
attacks hit or miss, when you use your Bonus Action to
make an offhand attack using Two Weapon fighting, you
can have advantage on the attack roll.

Duelist

Controller

When wielding a single one-handed Melee Weapon and no


shield, you gain the following benefits.

You excel at spells that control the battlefield. You gain the
following benefits:

You gain +1 to your Armor Class


As a Bonus Action, you can strike with your hilt, acting as
an improvised weapon dealing 1d4 bludgeoning damage.
You can add your proficiency bonus to the attack roll, but
cannot add your Strength or Dexerity modifiers to the
damage.
When an opponent misses an attack against you, you can
make a single Melee Weapon attack against them as a
reaction.

Commander
As an Action, you can direct one of your companions to
strike. When you do so, choose a friendly creature who
can see or hear you. That creature can immediately use its
reaction to make one weapon attack.
When you direct one of your companions to strike, you can
use your reaction to grant them advantage on the attack,
but once you use your reaction to do so, you must finish a
short or long rest before you can use it again.

Blind Fighting
You are exceptionally good at fighting opponents you cannot
see. You gain the following benefits:
When you attack a target that you cant see you do not
have disadvantage on the attack roll.
When fighting a creature you are aware of and have seen
at least once in the last minute, you know its general
direction, a rough idea of its distance from you, and it
cannot get advantage against you due to visibility.
If you do not have Darkvision, you gain normal Darkvision.
If you already have Darkvision, you gain Improved
Darkvision

Inheritance
You can choose a single uncommon magical item from a
list provided by your DM. This item is delivered to you as
an inheritance from a character from your background.
You cannot take this feat more than once. You do not have
access to every item available in the DMG, only a
predefined list supplied by your DM. This feat is
unavailable to Variant Humans at level 1.

Savage Healer
When you roll Healing for a level 1 spell or higher that
targets only a single creature, you can reroll the Healing
dice and use either total.

When using a spell that does not deal damage, you can
use your Bonus Action to choose one creature within the
area of effect who automatically succeeds the saving
throw.
When using a spell that does not deal damage, you can
choose one creature who passes the saving throw and
cause them to be forced to attempt the save again. You
cannot do this again until you have completed a short or
long rest.

Slippery Archer
As an Action, you can use a ranged weapon to make a
single Ranged Weapon Attack against a target within 5 ft
without Disadvantage. If the attack hits, the target may not
take Reactions until the start of its next turn. If it misses,
you may use disengage as a Bonus Action.

Battle Hardened
Prerequisite: Character level 5 or higher
Your reflexes have been honed by years of conflict, and you
dont scare or go down easily. You gain the following benefits:
You gain a +2 bonus to initiative
You gain Advantage on Saving Throws to avoid being
frightened.
When your required to make a death saving throw, you
only die if you fail your forth save, rather than your third.

Glib Tongue
Yours is the face that suckers like to trust, and you have a
pretty way with words; youve probably sold someone a
bridge, and you might do it again. You gain the following
benefits:
Increase your Charisma score by 1, to a maximum of 20
You reduce the cost of equipment purchased after
character generation by 20%. This only applies to smaller
purchases, worth a standard market value of 100gp or
less.
On your turn, you can use your Action to thoroughly
distract a creature you can see within 60 feet that can
hear you. Provided that you or your companions arent
fighting the creature, make a Charisma (Deception) check,
contested by the Wisdom (Insight) of the creature. If you
succeed, the target has disadvantage on Wisdom
(Perception) checks made to perceive any creature or
unusual occurrence, other than you, for up to 1 minute.
This effect ends if you are incapacitated or can no longer
speak.

Rebalanced Feats
Alert

Defensive Duelist

Always on the lookout for danger, you gain the following


benefits:

Prerequisite: Dexterity 13 or higher


When you are wielding a finesse weapon with which you
are proficient and another creature hits you with a melee
attack, you can use your reaction to add your proficiency
bonus to your AC for that attack, potentially causing the
attack to miss you.

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 hidden from you.

Athlete
You have undergone extensive physical training to gain the
following benefits:
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
When you are prone, standing up uses only 5 feet of your
movement.
Climbing doesn't cost you extra movement.
You can make a running long jump or a running high jump
after moving only 5 feet on foot, rather than 10 feet.

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.

Charger
If you move at least 15 feet in a straight line immediately
before making an attack, you either gain a +5 bonus to the
attack's damage roll (if you chose to make a melee attack and
hit) or push the target up to 10 feet away from you (if you
chose to shove prone and you succeed).

Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the
following benefits:
You ignore the loading quality of crossbows with which
you are proficient. This requires a two handed crossbow
or a free hand.
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a
onehanded weapon, you can use a bonus action to attack
with a loaded hand crossbow you are holding.

Dual Weilder
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
onehanded 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
Alert to the hidden traps and secret doors found in many
dungeons, you gain the following benefits:
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
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of
20.
When you roll a Hit Die to regain hit points, regain double
the amount rolled.

Elemental Adept
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.
Spells you cast ignore resistance to damage of the chosen
type. In addition, 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.
You can select this feat multiple times. Each time you do
so, you must choose a different damage type.

Grappler
Prerequisite: Strength 13 or higher You've developed the
skills necessary to hold your own in close-quarters grappling.
You gain the following benefits:
You have advantage on attack rolls against a creature you
are grappling.
You can grapple creatures 1 size larger than normal.
You can use your bonus action to pin a creature grappled
by you. You and the creature are both restrained until the
grapple ends. You do not have disadvantage on attack rolls
from being restrained against the creature you are
grappling.

Great Weapon Master


You've learned to put the weight of a weapon to your
advantage, letting its momentum empower your strikes. You
gain the following benefits:
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.
Once per turn, before you make a melee attack with a
heavy weapon that you are proficient with, you can choose
to take a -5 penalty to the attack roll. If the attack hits, you
add +10 to the attack's damage.

Healer
You are an able physician, allowing you to mend wounds
quickly and get your allies back in the fight. You gain the
following benefits:
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
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining
the following benefits:
Increase your Strength score by 1, to a maximum of 20.
You gain proficiency with heavy armor.

Heavy Armor Master


Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill
others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing,
and slashing damage that you take from non-magical
weapons is reduced by an amount equal to your
proficiency bonus.

Inspiring Leader
Prerequisite: Charisma 13 or higher

You can spend 10 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 your level + your Charisma modifier. A creature can't
gain temporary hit points from this feat again until it has
finished a short or long rest.

Keen Mind
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 of20.
You always know which way is north.
You always know the number of hours left before the next
sunrise or sunset
You can accurately recall anything you have seen or heard
within the past month.

Lightly Armored
You have trained to master the use of light armor, gaining the
following benefits:
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You gain proficiency with light armor.

Linguist
You have studied languages and codes, gaining the following
benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can understand the general concept behind basic
statements you can hear that are in a language you can't
understand. Your DM can have you roll a d20 + your
Intelligence modifier to determine if you understand more
complex statments, with a DC equal to its level of
complexity.

Lucky
You have 2 luck points. Whenever you make an attack roll,
an ability check, or a saving throw, you can spend one luck
point to roll a second d20. You can choose to spend one of
your luck points 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. If
you were already rolling a second d20, you cannot use this
feature.
You can also spend one luck point 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 spends a luck point to influence the outcome
of a roll, the points cancel each other out; no additional
dice are rolled.
You regain your expended luck points when you finish a
long rest.

Mage Slayer
You have practiced techniques useful in melee combat
against spell casters, 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 c1ass: bard, c1eric, druid, sorcerer, warlock, or
wizard. You learn two cantrips of your choice from that
c1ass'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. The feats limit on casting the 1st level spell applies
only to the casting given by the feat. Your spellcasting ability
for these spells depends on the class you chose: Charisma for
bard, sorcerer, or warlock: Wisdom for cleric or druid: or
Intelligence for wizard.

Martial Adept
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 c1ass. 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).
The superiority die is added to any others you have, no
matter when you gain them: otherwise, you have one
superiority die, which is a d6. This die is 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


Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the
following benefits:
Wearing medium armor doesn't impose disadvantage on
your Dexterity (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.

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

Moderately Armored
Prerequisite: Proficiency with Light armor
You have trained to master the use of medium armor and
shields, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You gain proficiency with medium armor and shields.

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 score by 1, to a
maximum of 20.
If you can see a creature's mouth while it is speaking a
language you understand, you can interpret what it's
saying by reading its lips.
When making a Wisdom (Perception) check, you may add
your proficiency bonus twice. You also gain +5 to your
Passive Perception.

Polearm Master
You can keep your enemies at bay with reach weapons. You
gain the following benefits:
When you take the Attack action and attack with only a
glaive, halberd, or quarterstaff, 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.
While you are wielding a glaive, halberd, pike, or
quarterstaff, other creatures provoke an opportunity attack
from you when they enter your reach.

Resilient
Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of20.
You gain proficiency in saving throws using the chosen
ability.

Ritual Caster
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 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. The
c1ass you choose also determines your spellcasting ability for
these spells: Charisma for bard, sorcerer, or warlock; 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 spell book, 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 Attacker
When you roll damage for a melee weapon attack, you can
reroll the weapon's 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 O 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 makes an attack against a creature other
than you (and the target doesnt have this feat), you can use
your reaction to make a melee weapon attack against the
attacking creature.

Sharpshooter
You have mastered ranged weapons and can take shots that
others find impossible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on
your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and threequarters cover.
Once per turn, before you make an attack with a ranged
weapon that you are proficient with, you can choose to
take a -5 penalty to the attack roll. If the attack hits, you
add +10 to the attack's damage.

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

If you take the Attack action on your turn, you can use a
bonus action to try to shove a creature within 5 feet of you
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 you can see.
lf you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you can
use your reaction to take no damage if you succeed on the
saving throw, interposing your shield between yourself and
the source of the effect.

Skilled
You gain proficiency in any combination of four skills,
languages, weapons or tools of your choice

Skulker
Prerequisite: Dexterity 13 or higher
You are an expert at slinking through shadows. You gain
the following benefits:
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 doesnt impose disadvantage on your Wisdom
(Perception) checks relying on sight.

Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with
certain kinds of spells, gaining the following benefits:
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 threequarters 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 chose from: Charisma for
bard, sorcerer, or warlock; Wisdom for cleric or druid;
Intelligence for wizard.

Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever
weapons happen to be at hand, you gain the following
benefits:
Increase your Strength or Constitution score by 1, to a
maximum of 20.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an
improvised weapon on your turn, you can use a bonus
action to attempt to grapple the target.

Tough
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.

War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat,
learning techniques that grant you the following benefits:
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 creatures movement provokes an
opportunity attack from you, you can use your reaction to
cast a spell at the creature, rather' than making an
opportunity attack. The spell must have a casting time of 1
action and must target only that creature.

Weapon Master
You have practiced extensively with a variety of weapons,
gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You gain proficiency with martial weapons.

Created By c0re

Created By c0re
You can add me on discord @ c0re#0999

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