D&D Feats

Last 3 Edits

Dec 14th, 2017.

  • Added racial feats:
  • Added other feats:
  • Adjusted PHB feats for our rules. Finished this - all my thoughts in brown

Dec 13, 2017.

  • Added racial feats: Dragon Senses, Font of Radiance, Powered Dragon Breath
  • Added other feats: Remarkable Recovery
  • Added racial feats from Xanathar's.
  • Adjusted PHB feats for our rules. Up to Mage Slayer

Dec 12, 2017. Changed Bladesinging Surge to Bladedancing Surge and made it an elf racial feat.

  • Added several racial feats: Giant Fighting, Heroic/Surging/Unwavering Destiny.

GENERAL FEAT LIST

  1. Alchemical Artillerist (EN5ider, Scientific Sorcery, Matt Roth).
  2. Alert (PHB p165)
  3. Athlete (PHB p165)
  4. Actor (PHB p165)
  5. Bladesinger (Masters of the Wild EN5ider, Thiago Rosa)
  6. Charger (PHB p165)
  7. Couatl Crest (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  8. Crossbow Expert (PHB p165)
  9. Defensive Duelist (PHB p165)
  10. Deva Wings (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  11. Dual Wielder (PHB p165)
  12. Dungeon Delver (PHB p166)
  13. Durable (PHB p166)
  14. Elemental Adept (PHB p166)
  15. Expeditious Alchemy (EN5ider, Scientific Sorcery, Matt Roth)
  16. Grappler (PHB p167)
  17. Great Weapon Master (PHB p167)
  18. Healer (PHB p167)
  19. Heavily Armored (PHB p167)
  20. Heavy Armor Master (PHB p167)
  21. Holy Drive (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  22. Iaijutsu Master (Masters of the Wild EN5ider, Thiago Rosa)
  23. Inspiring Leader (PHB p167)
  24. Keen Mind (PHB p167)
  25. Lightly Armored (PHB p167)
  26. Linguist (PHB p167)
  27. Lucky (PHB p167)
  28. Maculele (Masters of the Wild EN5ider, Thiago Rosa)
  29. Mage Slayer (PHB p168)
  30. Magic Initiate (PHB p168)
  31. Martial Adept (PHB p168)
  32. Medium Armor Master (PHB p168)
  33. Mobile (PHB p168)
  34. Moderately Armored (PHB p168)
  35. Mounted Combatant (PHB p168)
  36. Observant (PHB p168)
  37. Pack Mule (House)
  38. Pernicious Poisoner (EN5ider, Scientific Sorcery, Matt Roth).
  39. Planetar Visage (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  40. Polearm Master (PHB p168)
  41. Remarkable Recovery (House, see below)
  42. Resilient (PHB p168)
  43. Ritual Caster (PHB p169)
  44. Savage Attacker (PHB p169)
  45. Sentinel (PHB p169)
  46. Sharp Shooter (PHB p170)
  47. Shield Master (PHB p170)
  48. Skilled (PHB p170)
  49. Skulker (PHB p170)
  50. Solar Gaze (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  51. Soul of Light (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  52. Spell Sniper (PHB p170)
  53. Tactical Maneuver. (Heroes of the Blade EN5ider, John Lynch).
  54. Tavern Brawler (PHB p170)
  55. Tough (PHB p170)
  56. Unicorn Horn (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  57. War Caster (PHB p170)
  58. Weapon Master (PHB p170)

NEW FEAT DESCRIPTIONS

REMARKABLE RECOVERY

You are able to shake off debilitating effects in combat. You gain the following benefits:

  • Increase one ability score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat you can make a free saving throw against one effect you are suffering from that allows a saving throw each round to end.
  • If you get a particular suit for your initiative card, you automatically end one effect associated with that type of save at the start of your turn. Spade - Dexterity save; Heart - Wisdom & Charisma save; Diamond - Intelligence & Wisdom save; Club - Strength & Constitution save.

PACK MULE

You are able to carry more than those with even greater Strength.

  • Increase your Strength score by 1, to a maximum of 20.
  • You can carry 2 times the number of item slots as someone of the same creature size category.
  • You gain proficiency in Endurance.

ADJUSTMENTS TO EXISTING FEATS (from Player's Handbook)

ALERT

The following adjustment replaces the +5 to initiative in the Player's Handbook.

  • You gain a bonus initiative card every round.

I don't think this needs another feature - already has something that plays on cards.

ATHLETE

  • If your initiative card is a Spade, getting up from prone costs no movement at all and you can take the Dash action as a bonus action.

ACTOR

I don't think we add anything to this, unless at a later date we have some sort of social interaction rules.

CHARGER

Not sure at this stage. Will add something if I see ideas reading books.

CROSSBOW EXPERT

I don't think this needs another feature. Could make the ignore reload only on a Spade?

DEFENSIVE DUELIST

I don't think this needs another feature - I was thinking of adding a riposte on a miss, but that might be against the defensive nature of this feat.

DUAL WIELDER

I don't think this needs another feature - but will look at 2weapon ftg talents from YZE.

DUNGEON DELVER

I don't think this needs another feature - not combat anyway.

DURABLE

  • If your initiative card is a Club, you can gain the value of the card (all face cards count as 10) in temporary hit points. You cannot use this feature again until you take a long rest.

I felt this one needed a little more & good to have something during play for it. (I know Unforged crew actually combined this with Tough.

ELEMENTAL ADEPT

  • If you initiative card is a Diamond, you boost 1's rolled on damage dice to 3's rather than 2's.

GRAPPLER

  • If your initiative card is a Club, you are not treated as restrained whilst maintaining the pin. This means you can move with the target. To do so, you must make another opposed grappling roll. If you succeed you can move up to half your speed with the grappled target.

GREAT WEAPON MASTER

The second feature of this feat (the ability to take -5 to attack and +10 damage) can only be performed on a round when your initiative card is a Club.

A LOT of people have spoken about this feat being too powerful, so I think limiting the use of the feature with our cards is better than changing the numbers :)

HEALER

I don't think this needs another feature - will look out for something that fits, but prob does not need.

HEAVILY ARMORED

I don't think this needs another feature.

HEAVY ARMOR MASTER

  • If your initiative card is a Spade, increase the damage reduction feature from 3 to 4.

INSPIRING LEADER

I think this feat needs an 'in combat' effect & I will look at my talents from YZE b/c I know I have sev on this idea.

KEEN MIND

  • If your initiative card is a Diamond, you may choose one creature to observe at the start of your turn. If you succeed on an Intelligence check vs DC 10 + the creature's challenge rating, you learn one statistic about the creature. For example, you can discern their CR, a single ability score, vulnerabilities, bonus in a particular skill or specific attack, etc. (If you choose to share this information with your companions, this should of course be explain 'in character').

LIGHTLY ARMORED

I don't think this needs another feature.

LINGUIST

I don't think this needs another feature - not combat anyway.

LUCKY

Like Unforged, I actually think we could remove this feat. We already have so many rerolls etc, which step a LOT on a halfling's toes. We need to be clear if inspiration tokens can affect attacks directed at you. I say no normally, so maybe this is what this feat could do. Allow you to spend Inspiration on foes. That would be all it needed to do. No need for luck point pools as players already get enough rerolls etc. So, something like…
The following text replaces all the rules text in the Player's Handbook.
You can use your inspiration tokens against a foe that makes an attack roll against you. These are always applied in a negative way. So if you use an inspiration token that grants advantage, the foe rolls with disadvantage.

MAGE SLAYER

I don't think this needs another feature - will look out for something that fits, but prob does not need.

MAGIC INITIATE

I don't think this needs another feature - not combat anyway.

MARTIAL ADEPT

I don't think this needs another feature - not combat anyway.

MEDIUM ARMOR MASTER

  • If your initiative card is a Spade and you are wearing medium armor, you reduce bludgeoning, piercing and slashing damage that you take from non-magical weapons by 1.

MOBILE

I don't think this needs another feature - will look out for something that fits, but prob does not need.

MODERATELY ARMORED

I don't think this needs another feature.

MOUNTED COMBATANT

I don't think this needs another feature - will look out for something that fits, but prob does not need.

MODERATELY ARMORED

I don't think this needs another feature - maybe a free check to notice something about the fighting environment on a HEart?.

POLEARM MASTER

The ability to attack with a weapon's opposite ends applies to any weapon from the Polearms or Spears weapon groups that has the versatile or two-handed properties, but cannot be used with weapon that have reach (+10 feet).
The ability to make an opportunity when a creature enters your reach applies to all weapons from the Polearms and Spears groups with the versatile or two-handed properties.
These leaves out quarterstaves, which is fine as they get the 1st feature anyway now seems we have the double quality. Not sure if we need a card feature, but will add if I see something in other sources.

RESILIENT

I don't think this needs another feature.

RITUAL CASTER

I don't think this needs another feature - not combat anyway.

SAVAGE ATTACKER

This allows rerolls of damage with melee atts. We need to be clear if inspriation tokens can be used on damage or not. If it can then this REALLY treads on this feat..

SENTINEL

I don't think this needs another feature - it's pretty good. Perhaps the 2nd OR 3rd feature should only trigger on a card (Club).

SHARPSHOOTER

The third feature of this feat (the ability to take -5 to attack and +10 damage) can only be performed on a round when your initiative card is a Spade.

A LOT of people have spoken about this feat being too powerful, so I think limiting the use of the feature with our cards is better than changing the numbers :)

SHIELD MASTER

  • If you take the attack action with your shield, you do not lose its defensive quality.

I think we can just add this. No need to align with a card.

SKILLED

I don't think this needs another feature - not combat anyway.

SPELL SNIPER

For the first feature, a spell's range moves to the next highest range category (not double range).
I don't think this needs another feature.

TAVERN BRAWLER

Second feature simply grants proficiency with the Brawling (simple) weapon group and the fourth feature applies to all weapons from the Brawling weapon group.

Perhaps the last feature could be on a Club, but add choice of initiating grapple OR shove.

TOUGH

I think this could do with a combat use - will keep eye out for features.

WAR CASTER

This is pretty good too. Maybe the last feature dould be triggered on a Diamond.

WEAPON MASTER

Change second feature to 3 weapon group (simple) proficiencies. In place of another simple group, you could upgrade a group that you have simple proficiency with to martial.


RACIAL FEAT LISTS

Race Feat & Source
Aasimar Font of Radiance (House, see below)
Aasimar Heroic Destiny (House, see below)
Aasimar Unwavering Destiny (House, see below)
Dragonborn Dragon Fear (Xanathar's Guide to Everything)
Dragonborn Dragon Hide (Xanathar's Guide to Everything)
Dragonborn Dragon Senses (House, see below)
Dragonborn Powered Dragon Breath (House, see below)
Dwarf Dwarven Fortitude (Xanathar's Guide to Everything)
Dwarf Giant Fighting (House, see below)
Dwarf Squat Nimbleness (Xanathar's Guide to Everything)
Elf Bladedancing Surge (House, see below)
Elf Elven Accuracy (Xanathar's Guide to Everything)
Elf (drow) Drow High Magic (Xanathar's Guide to Everything)
Elf (high) Fey Teleportation (Xanathar's Guide to Everything)
Elf (wood) Wood Elf Magic (Xanathar's Guide to Everything)
Gnome Fade Away (Xanathar's Guide to Everything)
Gnome Squat Nimbleness (Xanathar's Guide to Everything)
Half-elf Elven Accuracy (Xanathar's Guide to Everything)
Half-elf Prodigy (Xanathar's Guide to Everything)
Half-elf Unwavering Destiny (House, see below)
Half-orc Orcish Fury (Xanathar's Guide to Everything)
Half-orc Prodigy (Xanathar's Guide to Everything)
Half-orc Unwavering Destiny (House, see below)
Halfling Bountiful Luck (Xanathar's Guide to Everything)
Halfling Second Chance (Xanathar's Guide to Everything)
Halfling Squat Nimbleness (Xanathar's Guide to Everything)
Human Heroic Destiny (House, see below)
Human Prodigy (Xanathar's Guide to Everything)
Human Surging Destiny (House, see below)
Human Unwavering Destiny (House, see below)
Tiefling Flames of Phlegethos (House, see below)
Tiefling Infernal Constitution (House, see below)
Tiefling Unwavering Destiny (House, see below)

NEW RACIAL FEAT DESCRIPTIONS

BLADEDANCING SURGE

Prerequisites: Elf, Dexterity 13 or higher; ability to cast expeditious retreat or freedom of movement spells.
Bladedancing an elven fighting style that blends with their bladesinging style. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You have enhanced your combat mobility with magic and weave your way through your enemies, leaving a path of ruin in your wake. To gain the following benefits, you must be wielding a weapon from the Long Blades or Short Blades weapon groups that must be held in one hand. You also must be wearing no armor or light armor and not using a shield. As an Attack action, you can move up to your speed. If you pass within 5 feet of a creature during your move, you can make a melee weapon attack roll against that target. There is no limit to the number of attacks you can make, but you cannot attack the same target twice. Any target hit by you whilst bladedancing makes opportunity attack against you with disadvantage. Targets that you miss get opportunity attacks as normal, but you may end the bladedancing attack whenever you like. So if you miss a target, you can choose to end the bladedancing attack and remain within 5 feet of the missed target. You cannot use this feature again until you complete a short or long rest.
  • If your initiative card is a Spade, targets hit cannot make opportunity attacks at all.

DRAGON SENSES

Prerequisites: Dragonborn.
Your senses become more attuned to your draconic heritage. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20. ( Not sure this one needs an ability rise. Darkvision = pretty good)
  • You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
  • You gain proficiency in the Insight or Perception skill.

FONT OF RADIANCE

Prerequisites: Aasimar.
Your connection to and use of radiant damage is poweful. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • As a bonus action, choose one target that you dealt radiant damage to. That target now glows with radiance. It sheds bright light out to 30 feet radius. The target takes radiant damage equal to half your level (minimum 1) at the start of each of its turns. Any creature that enters or starts its turn within Close range of the target takes radiant damage equal to your Charisma modifier (minimum 1). The initial target can make a Constitution saving throw at the end of each of its turns. On a successful save all radiant effects end. The saving throw for this is 8 + your proficiency bonus + your Charisma bonus. Once you use this feature, you cannot do so again until you finish a short or long rest.
  • If your initiative card is a Diamond, the initial target is also blinded until they make their saving throw.

GIANT FIGHTING

Prerequisites: Dwarf.
You are from a clan that had to deal with regular giant attacks. You gain the following benefits:

  • Increase your Constitution, Dexterity or Strength score by 1, to a maximum of 20.
  • You can add your proficiency bonus to your AC when attacked by a creature of the giant type with a melee or ranged weapon attack.
  • If your initiative card is a Spade, you can add your proficiency bonus to AC when attacked by any creature of a size larger than you (not just of the giant type) with a melee or ranged weapon attack.

HEROIC DESTINY

Prerequisites: Aasimar or human.
You are here for a reason and have a destiny to fulfill. You gain the following benefits:

  • Increase any one ability score by 1, to a maximum of 20.
  • When you fall to 0 hit points or less, you instead go to 1 hit point. You cannot use this feature if the damage was enough to kill you outright. You cannot use this feature again until you complete a long rest.
  • If your initiative card is a King or Queen, you gain one inspiration token. You must use the token by the start of your next turn or it is lost. You cannot use this token to turn into XP.

POWERED DRAGON BREATH

Prerequisites: Dragonborn.
Your breath weapon is lethal. You gain the following benefits:

  • Increase your Strength, Constitution or Charisma score by 1, to a maximum of 20.
  • All dice rolled for your Breath Weapon trait are d8's.
  • If your initiative card is a Club, you can expand the area of your dragonbreath if used this round. You can choose to double the length or width of a line attack. You double the length of a cone attack.

SURGING DESTINY

Prerequisites: Human.
Your time is now! You gain the following benefits:

  • Increase any one ability score by 1, to a maximum of 20.
  • You double any bonus granted by a Joker. You cannot use this feature again until you complete a long rest.
  • If your initiative card is a King or Queen, you treat it as a Joker (and can therefore use the above feature with that card).

UNWAVERING DESTINY

Prerequisites: Aasimar, half-elf, half-orc, human, or tiefling.
You cannot fail now. That is not your destiny. You gain the following benefits:

  • Increase any one ability score by 1, to a maximum of 20.
  • When you fail a saving throw, you may reroll the save with advantage. You cannot use this feature again until you complete a long rest.
  • If your initiative card is a King or Queen, you may reroll any 1's showing on any dice you roll before the start of your next turn. All rerolls, including 1's, must be accepted.

ADJUSTMENTS TO EXISTING RACIAL FEATS (from Xanathar's Guide to Everything)

FADE AWAY

Add the following feature to this feat from Xanathar's Guide to Everything.

  • If your initiative card is a Diamond, any willing ally within close range can be granted the same benefits of this feat.

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