D D General Feats

Last 3 Edits

15th Oct, 2020

  • New Feat: Animal Companion.

14th Oct, 2020

  • New Feat: Warden of the Dead

Sept 30th, 2020

  • Added feats from Midgard Heroes Handbook & Deep Magic.

5th Sept, 2020

  • Added new feats from Grim Hollow.

1st July, 2020

  • Reformatted the elemental feats and reworded some parts. Replace with new ones if doing PDFs. added to Unkaged - BHG Races & Feats v1.2.docx Shane updated to July 3rd, 2020

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GENERAL FEAT LIST

  1. Aberrant Dragonmark (Eberron Rising from the Last War p52). For anyone with inherent magical abilities.
  2. Alchemical Artillerist (EN5ider, Scientific Sorcery, Matt Roth).
  3. Alert (PHB p165)
  4. Animal Companion (House, see below)
  5. Athlete (PHB p165)
  6. Actor (PHB p165)
  7. Careful Dragon Mask. (Midgard Heroes Handbook p95, Kobold Press).
  8. Blackpowder Expert (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  9. Bladesinger (Masters of the Wild EN5ider, Thiago Rosa)
  10. Blood Hound (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  11. Brutal Combatant (House, see below)
  12. Cavalry Charge (House, see below)
  13. Charger (PHB p165)
  14. Circle Spellcaster. (Midgard Heroes Handbook p97, Kobold Press; Deep Magic p234, Kobold Press). Gives access to Dwarven Ring Magic.
  15. Couatl Crest (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  16. Crossbow Expert (PHB p165)
  17. Defensive Duelist (PHB p165)
  18. Deva Wings (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  19. Dragonrider. (Midgard Heroes Handbook p95, Kobold Press).
  20. Dragonsmith. (Midgard Heroes Handbook p95, Kobold Press).
  21. Dual Dragon Aspect. (Midgard Heroes Handbook p96, Kobold Press).
  22. Dual Wielder (PHB p165)
  23. Dungeon Delver (PHB p166)
  24. Durable (PHB p166)
  25. Earth Magic (House, see below)
  26. Elemental Adept (PHB p166)
  27. Expeditious Alchemy (EN5ider, Scientific Sorcery, Matt Roth)
  28. Extra Fighting Style (House, see below)
  29. Fearsome Dragon Mask. (Midgard Heroes Handbook p96, Kobold Press).
  30. Find the Titan's Weakness. (Midgard Heroes Handbook p96, Kobold Press).
  31. Fire Magic (House, see below)
  32. Flexible Combatant (House, see below)
  33. Fortifying Healer. (Midgard Heroes Handbook p96, Kobold Press).
  34. Grappler (PHB p167)
  35. Great Weapon Master (PHB p167)
  36. Healer (PHB p167)
  37. Heavily Armored (PHB p167)
  38. Heavy Armor Master (PHB p167)
  39. Holy Drive (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  40. Hulking Figure (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  41. Iaijutsu Master (Masters of the Wild EN5ider, Thiago Rosa)
  42. Inspiring Leader (PHB p167)
  43. Iron Gut (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  44. Keen Mind (PHB p167)
  45. Ley Initiate. (Midgard Heroes Handbook p97, Kobold Press).
  46. Ley-Bound. (Midgard Heroes Handbook p97, Kobold Press).
  47. Lightly Armored (PHB p167)
  48. Lightning Caster (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  49. Linguist (PHB p167)
  50. Lucky (PHB p167)
  51. Maculele (Masters of the Wild EN5ider, Thiago Rosa)
  52. Mage Slayer (PHB p168)
  53. Magic Initiate (PHB p168)
  54. Martial Adept (PHB p168)
  55. Medium Armor Master (PHB p168)
  56. Metabolic Control (Unearthed Arcana)
  57. Mobile (PHB p168)
  58. Moderately Armored (PHB p168)
  59. Mounted Combatant (PHB p168)
  60. Multi-Talented (House, see below)
  61. Negotiator. (Midgard Heroes Handbook p96, Kobold Press).
  62. Nimble Physique (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  63. Nocturnal (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  64. Observant (PHB p168)
  65. Pack Mule (House, see below)
  66. Pernicious Poisoner (EN5ider, Scientific Sorcery, Matt Roth).
  67. Planetar Visage (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  68. Polearm Master (PHB p168)
  69. Precision Shooter (House, see below)
  70. Radiant Dragon Heart. (Midgard Heroes Handbook p96, Kobold Press).
  71. Remarkable Recovery (House, see below)
  72. Resilient (PHB p168)
  73. Ring Bound. (Midgard Heroes Handbook p97, Kobold Press; Deep Magic p234, Kobold Press). Gives access to Dwarven Ring Magic.
  74. Ritual Caster (PHB p169)
  75. Rune Knowledge. (Midgard Heroes Handbook p98, Kobold Press).
  76. Rune Mastery. (Midgard Heroes Handbook p98, Kobold Press).
  77. Savage Attacker (PHB p169)
  78. Scatter Weapon Master (Grim Hollow - The Campaign Guide Ghostfire Gaming).
  79. Script Carver. (Deep Magic p214, Kobold Press). Gives access to Hieroglyph Magic.
  80. Script Sage. (Deep Magic p215, Kobold Press).
  81. Sentinel (PHB p169)
  82. Sharp Shooter (PHB p170)
  83. Shield Master (PHB p170)
  84. Skilled (PHB p170)
  85. Skulker (PHB p170)
  86. Solar Gaze (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  87. Soul of Light (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  88. Spell Sniper (PHB p170)
  89. Star & Shadow Casting. (Midgard Heroes Handbook p97, Kobold Press).
  90. Steady Shooter (House, see below)
  91. Survivor. (Midgard Heroes Handbook p96, Kobold Press).
  92. Tactical Maneuver. (Heroes of the Blade EN5ider, John Lynch).
  93. Tavern Brawler (PHB p170)
  94. Telekinetic (Unearthed Arcana)
  95. Telepathic (Unearthed Arcana)
  96. Thrown Weapon Master (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  97. Tough (PHB p170)
  98. Tower of Iron Will (Unearthed Arcana)
  99. Unicorn Horn (Celestial Grafts: Angels & Avatars EN5ider, Mike Mylers)
  100. Unthreatening. (Midgard Heroes Handbook p96, Kobold Press).
  101. War Caster (PHB p170)
  102. Warden of the Dead (House, see below)
  103. Water Magic (House, see below)
  104. Weapon Master (PHB p170)
  105. Weaver of Maledictions (Grim Hollow - The Campaign Guide Ghostfire Gaming)
  106. Wild Survivor (House, see below)
  107. Wild Talent (Unearthed Arcana)
  108. Witch Hunter (Grim Hollow - The Campaign Guide Ghostfire Gaming)
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NEW GENERAL FEAT DESCRIPTIONS


ANIMAL COMPANION

You have a strong bond with a beast of the world. You gain the following benefits:

  • You gain an animal companion. This work's in all ways like the Beast Master ranger's Animal Companion feature, including our House Rule adjustments on the 5E Ranger Page. If you are a ranger and gain the Ranger's Companion feature, you gain two companions.

BRUTAL COMBATANT

You fight hard and hit hard. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You learn one stunt of your choice from those available to the Brutal Fighter. You gain raises the same way as a brutal fighter, but can only spend them on this stunt.

CAVALRY CHARGE

You are trained to mow down the enemy from horseback. You gain the following benefits:

  • If you are mounted and move at least 30 feet and then successfully hit a creature with a weapon that does piercing damage and has the Reach property, you double the damage die of the weapon. So if used with a standard lance, your damage becomes 2d12.

EARTH MAGIC

You have a strong magical connection to the earth. Perhaps it is your heritage, the deity you worship or a magical place or event affected you. You can now channel more earth-based magic into your spells, and your earth magic is more potent. You gain the following benefits:

  • If you cast an existing earth-based spell of 1st level or higher that already does bludgeoning damage, increase the damage by 1 die, once only. If the spell makes multiple attacks, only one damage roll can be increased. This applies to spells with the words earth, rock or stone in their titles, such as erupting earth or 'transmute rock' (both in Xanathar's Guide to Everything). Check with your GM for each spell.
  • When you learn a new spell: you can change some existing spells by adding the earth template to them. This decision is not made at the time of casting, but when you learn new spells. You are essentially creating new spells, so check with your GM before applying the earth template. The earth template can be applied to spells that normally deal cold, fire, lightning, piercing or slashing damage.
  • When you add the earth template to a spell: rename the spell something more appropriate. Instead of cloud of daggers, you learn cloud of pebbles. Cone of cold might become scree spray, etc. This should also indicate what the spell will look like. Change the spell's damage type to bludgeoning and if an area spell. Note that any spells you modify that have ongoing damage lose this feature when you apply the earth template. You can also choose to make the area of the spell difficult terrain, such as a line or cube/circle of upturned earth or strewn with rocks.
  • When you cast a spell with the earth template: for every 5 that a target fails their saving throw by, or for every 5 by which you exceed a target's AC, apply one of the following:

- target is knocked prone.
- target is knocked back 5 feet (can be applied more than once).
- target is dazed (-2 on all checks, saving throws and attacks until the end of its next turn).


EXTRA FIGHTING STYLE

Prerequisite: You must already have access to fighting styles through one of your classes.
You are a versatile combatant that has mastered multiple styles. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain another fighting style from those available to you.

FIRE MAGIC

You have a strong magical connection to fire. Perhaps it is your heritage, the deity you worship or a magical place or event affected you. You can now channel more fire-based magic into your spells, and your fire magic is more potent. You gain the following benefits:

  • If you cast an existing spell of 1st level or higher that already deals fire damage, increase the damage by 1 die, once only. If the spell makes multiple attacks, only one damage roll can be increased.
  • When you learn a new spell: you can change some existing spells by adding the fire template to them. This decision is not made at the time of casting, but when you learn new spells. You are essentially creating new spells, so check with your GM before applying the fire template. The fire template can be applied to spells that normally deal acid, cold, lightning or slashing damage.
  • When you add the fire template to a spell: rename the spell something more appropriate. Instead of cloud of daggers, you learn cloud of embers. Cone of cold might become cone of fire, etc. This should also indicate what the spell will look like. Change the spell's damage type to fire.
  • When you cast a spell with the fire template: for every 5 that a target fails their saving throw by, or for every 5 by which you exceed a target's AC, apply one of the following:

- target gains 1 level of exhaustion (from burns or breathing in hot air or smoke).
- target is set on fire and takes 1d6 fire damage at the start of each of its turns. The target can make a Dexterity saving throw against the caster's spell DC at the end of each of its turns to stop the ongoing fire damage or can do so automatically by spending their action to put out the flames. This option can be taken multiple times, each time increasing the ongoing fire damage by 1d6.


FLEXIBLE COMBATANT

Fortune favours you. You are able to twist fate a little when you fight. You gain the following benefits:

  • You learn two flexible maneuvers of your choice from those available to the Fortune Fighter.

MULTI-TALENTED

Prerequisite: You must have 3 levels in at least two different classes.
You are able to better combine the features of the different paths you have taken. You gain the following benefits:

  • Choose one class feature you already have from a class you have at least 3 levels in. (This feature cannot be Spellcasting or Pact Magic, which already have their own rules for multiclassing). Half your levels in a second class (chosen at the time you take this feat) contribute towards class levels for that one feature. You do not qualify for other class features that affect the chosen class feature. For example, if you choose your barbarian Rage feature, levels in another class do not contribute to you getting the Relentless Rage or Persistent Rage features, but they do contribute to how many times you can rage and your rage damage (all part of the Rage feature).

PACK MULE

You are able to carry more and do not tire easily. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • The number of item slots that you can carry is doubled.
  • You gain proficiency in Endurance.

PRECISION SHOOTER

You are able to perform several stunts with your ranged attacks. Only one of the following stunts can be applied to each attack. You gain the following benefits:

  • Ranged weapons used by you gain the disarming weapon property if you are proficient with them. (See our Weapon Properties Page).
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to make a crippling shot. If you hit a creature that relies on two to four legs for movement, you deal half damage, but their speed is reduced by 10 feet. A target of this attack can attempt a Strength saving throw at the end of its turn to remove the speed penalty. The DC equals 10 or half the damage they took from the crippling shot, whichever is higher. You can slow a creature with further crippling shots, but the DC to remove all speed penalties is equal to 10 or half the damage of the last lot of damage the target took. A success removes all speed penalties. You could also use this to target wings to reduce a target's flying speed, or an appendage to reduce climbing speed. You could also attempt to slow down creatures with more legs, but you need to target at least one quarter of the appendages to have any effect on speed.
  • Before you make an attack with a ranged weapon that you are proficient with that deals piercing damage, you can choose to make a pinning shot. There must be a suitable surface (typically wood) within 5 feet of the target and the surface needs to be further away from you than the target. On a successful hit, the target takes no damage, but is considered grappled. The DC to escape the grapple is equal to your attack roll total, but the target has advantage on their roll to escape (as they are not rolling against an active combatant). You can also attempt to pin a target to a second creature instead of a suitable surface. The attack roll must beat both target's AC. The initial target is still pinned and the creature acting as the surface takes half damage from the shot. Both are considered grappled, but if either breaks free, both creatures are free of the grapple.
  • If your initiative card is a Spade, you can choose to deal normal damage when you perform any of the stunts associated with this feat.

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.

STEADY SHOOTER

Prerequisites: Proficiency with the Insight or Perception skill.
When performing ranged weapon attacks, you rely more on a careful eye or ability to anticipate your foe's movements, than manual dexterity. You gain the following benefits:

  • Increase your Wisdom ability score by 1, to a maximum of 20.
  • You can use your Wisdom modifier in place of your Dexterity modifier for ranged weapon attack and damage rolls.

WARDEN OF THE DEAD

Through a strong divine connection, you are able to defeat undead creatures and ward off their various attacks. If you are a dwarf you are likely known to be a member of an elite order of tomb guardians. You gain the following benefits:

  • You have resistance to necrotic damage.
  • You deal critical hits against undead creatures on a 19-20.
  • You have advantage on saving throws made to resist any power cast or initiated by an undead creature.

WATER MAGIC

You have a strong magical connection to water. Perhaps it is your heritage, the deity you worship or a magical place or event affected you. You can now channel more water-based magic into your spells, and your water magic is more potent. You gain the following benefits:

  • If you cast an existing water-based spell of 1st level or higher that already does bludgeoning damage, increase the damage by 1 die, once only. If the spell makes multiple attacks, only one damage roll can be increased. This applies to spells with that clearly describe water (not cold) being the source of the magic, such as encircling waters (see our House spells on the D&D Spells page) or 'tidal wave' (in Xanathar's Guide to Everything). Check with your GM for each spell.
  • When you learn a new spell: you can change some existing spells by adding the water template to them. This decision is not made at the time of casting, but when you learn new spells. You are essentially creating new spells, so check with your GM before applying the water template. The water template can be applied to spells that normally deal acid, cold, fire, lightning, or bludgeoning damage.
  • When you add the water template to a spell: rename the spell something more appropriate. Instead of acid spray, you learn water gout. Fireball might become water burst, etc. This should also indicate what the spell will look like. Change the spell's damage type to bludgeoning and you have the option of dealing half as much damage to automatically apply one of the conditions below under casting a spell with the water template. Note that any spells that you modify that have ongoing damage lose this feature when you apply the water template. All fires of 5 feet on a side or smaller are extinguished if in the area of your water spells and creatures made of fire (usually those that are immune to fire) have disadvantage on saving throws versus your water spells.
  • When you cast a spell with the water template: for every 5 that a target fails their saving throw by, or for every 5 by which you exceed a target's AC, apply one of the following:

- target is knocked prone.
- target is moved to the edge of the area of the spell.
- target is vulnerable to cold damage until the end of their next turn.
- if the target is a fire creature, it takes double damage.
- all fires, including magical ones, are extinguished by the spell.


WILD SURVIVOR

You have spent a lot of time alone in the wild and know how to survive there. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Survival skill. If you are already proficient in this skill, you gain expertise and can add double your proficiency bonus to all Survival checks. (This does not stack if you gain expertise from other sources).
  • You gain the Mask of the Wild trait as detailed under wood elf in the Player's Handbook chapter 2. If you already have this feature and are proficient in the Stealth skill, you add double your proficiency bonus to Stealth checks made in natural terrain.

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ADJUSTMENTS TO EXISTING GENERAL 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.
  • You may throw back an initiative card up to double your Dexterity bonus.

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.

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.

ELEMENTAL ADEPT

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

HEAVY ARMOR MASTER

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

INSPIRING LEADER

  • If your initiative card is a Heart, then one ally within Short range that can hear and understand you can also act on your initiative card instead of its own. Their turn takes place immediately after yours.

KEEN MIND

  • If your initiative card is a Diamond you gain advantage on your first Intelligence, Wisdom or Charisma save made this round.

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.

OBSERVANT

  • If your initiative card is a Heart, 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 explained 'in character').

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 attack when a creature enters your reach applies to all weapons from the Polearms and Spears groups with the versatile or two-handed properties.


SHARPSHOOTER

Changed features and others adjusted to suit out house rules

  • You increase the range by one step for your ranged weapons. (This replaces the first feature in the PHB to suit our House Rules range increments).
  • You ignore half and three-quarter static cover or the cover provided by one moving creature. (You cannot shoot through multiple moving creatures without risk).
  • (The ability to reduce attack rolls by 5 to increase damage by 10 remains unchanged).

SHIELD MASTER

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

SPELL SNIPER

For the first feature, a spell's range moves to the next highest range category (not double range).


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.


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.


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