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13 Feats + Feat Fixes

While most of the feats included in the Dungeons and Dragons 5th Edition Player's
Handbook are useful in their own right, variety in options can never hurt! In this
supplement you will find 13 brand new feats you might include in your game, as well
as suggested changes to �current feats you may choose to employ in your own
campaign to make certain overlooked options more appealing.

If you are a player, be sure to always ask your DM before using any new material
for your character. However, if you like the feats or fixes found here, try asking
them if they would like to include the option, whether as-written or with their own
personal twist!

New Feats

Adapted to Darkness
You have learned to cope with the darkness to the extreme, honing your senses to
supernatural levels and gaining the following benefits:
* Increase your Wisdom score by 1, to a maximum of 20.
* You gain Darkvision out to 30 feet. If you already have Darkvision or gain it
later from another source, increase the range of that Darkvision by 30 feet
instead.

Adept Spellcraft
Prerequisite: The ability to cast at least one spell
Through hard work and dedication to the craft of spellcasting, you have learned to
alter the effects of your spells, gaining the following benefits:
* You learn a Metamagic option from the �Metamagic list in the Sorcerer class
except for Empowered Spell, Heightened Spell, or Quickened Spell. Replace Charisma
in the Metamagic�s description with the spellcasting ability of the spell used, if
different, and you may choose to spend the appropriate amount of Spellcraft Points
(instead of Sorcery Points) to apply the effects of your Metamagic.
* You gain 2 Spellcraft Points, which you regain each time you complete a long
rest. You may use these Spellcraft Points to fuel your Metamagic option chosen by
this feat.

Bully
You�ve mastered the brutal art of kicking your opponent while they�re down and
taking advantage of any and every opening you can find, gaining the following
benefits:
* You have advantage on opportunity attacks.
* You are granted an opportunity attack when a creature within your reach attempts
to stand up from being prone.
* When you are granted an opportunity attack against a creature, instead of a melee
attack you may choose to perform a attempt against that creature, with advantage on
your roll.

Deadeye
Prerequisite: Strength 13 and Dexterity 13
Knives, darts, and javelins are playtoys to you, and you make it apparent with how
easily and mind-boggling well you use them. You gain the following benefits:
* The normal range of your thrown weapon attacks is increased by 10, and the
maximum range is increased by 30.
* You may draw a weapon with the thrown property with a free hand after each attack
you make with a weapon.
* You may choose to treat a ranged attack you make with a thrown weapon as a ranged
weapon attack, applying the benefits of any racial, class, or feat abilities you
have which affect your ranged attacks.
* Once on each of your turns when you hit with an attack made with a weapon with
the thrown property, you may choose to make it a special ricochet attack, bouncing
your weapon off the first target to hit another. Select another creature within the
weapon�s normal throwing range of the original target of your attack, and if the
original attack roll would have also hit that target, deal damage to it equal to
the damage dice of the weapon, of its type. You must release the weapon from your
hand if the triggering attack was a melee attack.

Element-Touched
You�ve become innately attuned to a certain elemental force, perhaps by distant
blood, or perhaps due to a supernatural pact or event. Select acid, cold, fire,
thunder, lightning, poison, radiant, or necrotic damage, and gain the following
benefits based on your choice:
* You have resistance to the chosen type of damage.
* When you score a critical hit with an attack roll, you deal an additional 1d4
damage of the chosen type.

Learned Caster
*Prerequisite: The ability to learn spells or elemental disciplines from a list*
You�ve toiled more than the average caster to perfect your magics, tapping into
previously unknown powers and gaining the following benefits:
* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn an additional 2 level 5 or lower spells from one of your class spell
lists of levels which you can cast for that class, or gain an additional 2
elemental disciplines for which you meet the requirements for.
* When you gain a level, you may choose to replace 1 of your known spells or
elemental disciplines for a new one you meet the requirements for in that class.

Lunging Reach
Through hard training, you�ve mastered the art of the lunge, allowing you to strike
foes at a distance more efficiently and gaining the following benefits:
* Creatures do not benefit from half or three-quarters cover against your melee
attacks.
* While wielding a Reach weapon, your weapon�s reach is also treated as 5 feet for
the purpose of determining attacks of opportunity.
* By spending a bonus action, you may take on a special stance, increasing the
reach of your melee attacks by an additional 5 feet until the start of your next
turn. Your weapon's reach cannot exceed 15 feet while using this ability.

One With the Sea


Swimming and diving are sport to you, having expanded your lung capacity, perfected
your stroke technique, and honed your senses to underwater dangers. You gain the
following benefits:
* Increase your Strength or Constitution score by 1, to a maximum of 20.
* You may swim at your normal movement speed in any body of water with a current
weaker than that of strong rapids.
* You may hold your breath twice as long as normal.
* You have advantage on all Constitution checks made to hold your breath, or to
swim for an extended period of time.
* While actively searching, you have advantage on Wisdom (Perception) checks made
to notice objects or creatures which are submerged in water.

Oversized Weapon Mastery


*Prerequisite: Strength 13 or higher*
You�ve hardened your grip and learned the way to heft and balance typically
unwieldy weapons and equipment easily. You gain the following benefits:
* You may wield a two-handed melee weapon in one hand, or may use a versatile
weapon in one hand and use its two handed weapon die for damage. You may only wield
one such weapon this way at a time. **If you are a race with the Small size,
replace the ability to wield a two-handed melee weapon in one hand with the
following benefit instead**: You ignore the Heavy property of weapons.
* When you throw a weapon as an improvised thrown weapon attack, the damage dealt
on a hit is equal to the weapon damage dice of the weapon.

Point Blank Shot


You have adapted to fighting in close quarters, using smaller ranged weapons to
angle effectively and fire rapidly. You gain the following benefits when using a
ranged weapon without the Heavy property:
* When attacking a creature within 30 feet of you with a ranged attack, neither
being within 5 feet of a hostile creature, nor the target being prone, imposes the
normal disadvantage to the attack roll.
* When a hostile creature�s movement would provoke an opportunity attack from you
by leaving a space within 5 feet of you, you can use your reaction to make a ranged
attack against that creature with a -5 penalty to the attack roll.

Second Skin
You�ve become so accustomed to wearing your armor that it no longer feels like it�s
there to you, granting the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You don and doff armor in half the normal time, or � the time if assisted.
* You can don or doff a shield using your free item interaction for the turn,
instead of as an action.
* While moving at half your normal speed or resting, you do not take any penalties
or disadvantages to your ability checks normally imposed by wearing medium or heavy
armor.

Skilled Worker
Through hard work and dedication to your trade, you become a cut above the rest of
the craftsmen and gain the following benefits:
* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
* You gain proficiency in one tool of your choice. Alternatively, you may select 1
of your current tool proficiencies and apply double your proficiency bonus when
making ability checks using that tool.
* When you choose to craft during downtime using a tool you are proficient with,
you craft at a rate of 10 + three times your level in gold pieces per day, instead
of the normal amount.
* While crafting during downtime, you can now maintain a comfortable lifestyle at
no cost.

Tactician
*Prerequisite: Intelligence 13 or higher*
You have a mind for battle, using your superior intellect to predict your
opponent�s moves before they make them, and prepare yourself for attack, gaining
the following benefits:
* You may use your Intelligence modifier in place of your Dexterity modifier when
calculating your Armor Class, including while wearing armor but not when using
alternate calculations to your Armor Class. Any maximum modifier bonus is still
applied to the new ability modifier.
* When you are not surprised, before you roll initiative you may take a -5 penalty
to the roll to gain a +2 bonus to your Armor Class, as well as to all attack rolls
and saving throws you make, until the end of your first turn in combat.

Suggested Feat Changes

How to Use This Section


This section of the supplement is designed to add new life to feats which some
players may have previously overlooked. The changes listed here are mainly designed
to make an option slightly stronger, or more functional than it was previous.
Remember, these are only suggestions. If they do not adhere to your or your DM's
personal opinions, do not use them.

Suggestions will be given in the form of either edits or additions, with edits
being changes to the current text, and additions being a new ability granted to
those who use the feat.

The feats referenced here can be found in the *Dungeons and Dragons 5th Edition
Player's Handbook* (page 165, "Feats" under the Customizable Options section).

Athlete
Addition: Once per long rest, when you make an Athletics or Acrobatics check, you
may choose to roll 1d6 and add it to the result. You must make this choice after
seeing the roll, but before you know the results.

Charger
Addition: When you successfully shove a creature, you may also choose to deal 5
bludgeoning damage to it.

Defensive Duelist
Addition: If an attack you used this feature against misses your AC by a total of 5
or more, and the creature who attacked you is within your weapon�s reach, the
attacker takes damage of your weapon�s type equal to your proficiency bonus.

Dungeon Delver
Addition: You have advantage on History and Arcana checks made to identify
particular traps and dungeons.

Durable
Addition: When you finish a long rest, you regain 1 additional Hit Die, up to your
Hit Dice maximum.

If your DM has you roll for Hit Points: Each time you roll your Hit Dice to
increase your Hit Points on a level up, you may reroll a result of 1 or 2 and must
use the second result.

Grappler
Addition: You may grapple creatures up to two size categories larger than yourself,
rather than one.

Healer
Edit: The healing is based on your level, not the maximum number of Hit Dice of the
creature.

Heavy Armor Master


Edit: The reduction now includes magical forms of said damage.

Keen Mind
Addition: Your keen memory allows you to remember useful tidbits of information.
Once per long rest, when you make an Intelligence ability check, you may choose to
roll 1d6 and add it to the result. You must make this choice after seeing the roll,
but before you know the results.

Linguist
Addition: Your mastery of language has afforded you a way with words. Once per long
rest, when you make a Charisma ability check, you may choose to roll 1d6 and add it
to the result. You must make this choice after seeing the roll, but before you know
the results.
Savage Attacker
Addition: Once per long rest, when you score a critical hit with an attack, you may
choose to add a single additional weapon die of damage. You must make this decision
after you see the attack roll, but before damage is rolled.

Skilled
Addition: You may also choose one of your proficient skills not obtained by this
feat. Add twice your proficiency bonus to checks using that skill.

Skulker
Addition: You may now attempt a Stealth check even while traveling at a normal
pace.

Tough
Addition: Once per long rest, you may choose to reroll a single death saving throw
and use the higher result.

War Caster
Addition: You ignore any material components of a spell which do not have a price
of at least 1 gold.

Weapon Master
Addition: Once per long rest, you may choose to apply twice your proficiency bonus
to a single attack roll with a weapon you are proficient with, or apply your
proficiency bonus to an attack roll with a weapon which you are not proficient
with. You must choose to apply this bonus before the attack is rolled.

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Change Log
Revision 1 (2/17/16)
Changes made based on feedback from **Caleb R.** and others

Text fixed, Deadeye no longer gives ability mod to damage (balance), Learned Caster
simplified, Tactician bonus to Initiative removed/no longer applies to alt AC
(balance), Mobile bonus removed (extraneous), Mounted Combatant bonus removed
(Healer feat exists). Observant bonus removed (extraneous), Tough bonus changed to
1/day boon (balance)

(2/18/16): Adept Spellcraft limited/reworded, Deadeye's wording cleaned up, Healer


fix reworded

Revision 2 (3/17/16)
Changes made based on feedback from **Michael S.** and others.

Deadeye simplified, Bully no longer allows for Grapple attempts (balance&variety),


Second Skin requires half movement, Athlete change made to roll bonus
(balance&variety), Keen Mind changed to roll bonus (balance&variety), Linguist
changed to roll bonus.

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