Feats
# General Feats
# Dirty Fighting
Prerequisite: Dexterity 13 or higher
Fair has never won a fight. You prefer a nimble weapon, and have trained enough to utilize them more effectively. Your Dexterity increases by 1, up to a maximum of 20, and you gain the following benefits when you use Finesse weapons:
- Dagger: Damage die becomes d6 and attacks with a dagger deal a critical strike on a 19.
- Rapier: If there are no hostile creatures within your reach, creatures provoke opportunity attacks when they enter your reach.
- Shortsword: When you hit an enemy with a shortsword, subsequent attacks until the end of your turn against the same target deal additional damage equal to your proficiency bonus.
- Scimitar: After attacking with a scimitar, your movement speed increases by 10 feet for that turn.
- Whip: Damage die becomes d6. If you make a Grapple or Shove attack with a whip, you can make a Acrobatics check instead of an Athletics check. You cannot attack with a whip while you have a creature grappled. When you release a grapple using a whip you can attempt to pull them to the ground. The creature must make a Dexterity saving throw (DC equals 8 + prof + your Dexterity modifier) or fall Prone.
- Net: You suffer no disadvantage when attacking with a net in melee or from long range. Attacking with a net no longer consumes your entire Attack action. The escape DC and AC of your nets increases to 8+prof+dex, their HP becomes 5*prof and you can mend a broken net as part of a short rest.
# Spear-dancer
Prerequisite: Dexterity 13 or higher
You adopt a swirling combat style, spinning around the battlefield. You gain the following benefits:
- Increase your Dexterity by 1, up to a maximum of 20.
- Spears and quarterstaves gain the Finesse and Reach properties when you wield them and no other weapon or shield.
- When wielding a spear or quarterstaff and no other weapon or shield, you gain +1 AC, as your spinning moves makes you harder to pin down.
# Shield Fighter
The shield is a crucial part of your battle equipment, and you have learned to use it to its full potential. You gain the following benefits when you are wielding a shield:
- You can make a melee attack using your shield as a bonus action on your turn. This attack uses Strength and deals 1d4 bludgeoning damage. If your shield has magical bonus to its AC, you can add it to the attack and damage roll of this attack. This attack can also be a Shove attack.
- If you take the Dodge action, you and your allies within 5 feet gain half cover until the start of your next turn.
- You can use your reaction to give yourself advantage on a Dexterity saving throw.
# Quick Casting
Prerequisite: Spellcasting or the Pact Magic feature
You have learned to cast multiple spells in quick succession. You are no longer limited to only cantrips when casting a spell as a bonus action on your turn. This only works when the bonus action spell has an unmodified cast time. In addition, your Intellect, Wisdom or Charisma increases by 1, up to a maximum of 20.
# Blessing of Dusk
The night embraces you as you roam the dark corners of the world. You gain the following benefits:
- Your eyes darken, giving you darkvision to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- You gain resistance to Necrotic damage, and you have advantage on saving throws against becoming diseased.
- You have Advantage on Stealth checks while you are in dim light or darkness.
# Blessing of Dawn
Your eyes have been blessed with the light of the rising sun. You gain the following benefits:
- Your eyes become shining and golden, giving you darkvision to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- You gain resistance to Radiant damage, and have advantage on saving throws against becoming Blinded.
- You have advantage on Perception checks relying on sight if what you are trying to perceive is in bright light.
# Dragontouched
You have been touched by a dragon, an ancient being deeply entwined with elemental forces. You gain the following benefits:
- You gain resistance to one of the following damage types: Fire, cold, poison, acid, lightning.
- You can speak, read, and write Draconic, and you become immune to the Frightful Presence of dragons.
- You learn the Dragon's Breath spell and can cast it on yourself once per long rest with this trait, dealing the same type of damage that you gained resistance to. If you have spell slots of the appropriate level, you can cast Dragon's Breath with no restrictions using those spell slots.
# Planetouched
- Your Intelligence, Wisdom, or Charisma increases by 1, to a maximum of 20.
- You learn the Elemental Blast spell and one 1st-level spell of your choice. The 1st-level spell must be from the evocation or transmutation schools. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
# Weave-touched
- Your Intelligence, Wisdom, or Charisma increases by 1, to a maximum of 20.
- You learn the Detect Magic and Misty Step spells. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
# Class feats
These are mostly intended to be quest rewards for characters who fulfill their class fantasies.
# Brilliant Inventor
Prerequisite: Artificer
You gain the following benefits:
- You learn one extra infusion, and can infuse one more item.
- You regain one use of your Flash of Genius ability when you finish a short rest.
# Warlord
Prerequisite: Barbarian
You gain the following benefits:
- You can add your Strength score to any Charisma ability checks you make.
- You gain Expertise in the skills granted by your Primal Knowledge.
- You regain one use of Rage when you finish a Short Rest.
# Heavenly Voice
Prerequisite: Bard
Your voice carries the magic of the weave itself. You gain the following benefits:
- You learn one spell from any spell list. This spell must be of a level you can cast when you earn this feat.
- When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
- When you cast a Bard spell, you can replace Material components that does not have a cost with Verbal components, even if the spell already has Verbal components.
# Closer to God
Prerequisite: Cleric
You gain the following benefits:
- During a short rest, you can change one of your prepared spells for another spell on your spell list.
- You gain an additional use of Channel Divinity.
- When you use Divine Intervention, you roll d100 twice and take the lower result.
# Archdruid
Prerequisite: Druid
You gain the following benefits:
- You gain one additional use of Wild Shape, and Wild Shape's CR limit increases by 1.
- If your Strength, Dexterity, or Constitution is higher than that of your Wild Shape form, you can retain that score.
- Damage that cause you to exit Wild Shape no longer spills over to your normal form.
# Legend of the Battlefield
Prerequisite: Fighter
Your accomplishments in combat are the stuff of legend. You gain the following benefits:
- You gain an additional Fighting Style.
- You gain an additional use of Second Wind and Indomitable.
- When you use Action Surge, you also gain a second Bonus Action.
# Grandmaster
Prerequisite: Monk
Your understanding of Ki has deepened and you have become more adept at utilizing it. You gain the following benefits:
- Your Martial Arts die increases by one size, up to d12.
- Your maximum Ki points increases by an amount equal to your Wisdom modifier (minimum of 1).
- While not wearing armor or a shield, you gain +1 AC and your movement speed increases by 5 feet.
# Long Arm of the Law
Prerequisite: Paladin
Your training has expanded your skills. You gain the following benefits:
- Your Divine Smite feature can now be used on ranged weapon attacks. This includes thrown weapons.
- You gain an additional use of your Channel Divinity feature.
- The range of your auras increases to 20 feet. At level 18, it increases to 40 feet.
# One with Nature
Prerequisite: Ranger
Wandering the wilds have given you insight into the secrets of nature. You gain the following benefits:
- You learn the Druidcraft cantrip. If you already know it, you learn another Cantrip from the Druid spell list.
- You can change one of your spells known for another spell on your spell list when you finish a long rest.
- The damage from Favored Foe now applies on all your attacks.
# Spymaster
Prerequisite: Rogue
All those close calls have paid off. You gain the following benefits:
- You gain one additional skill proficiency and one additional expertise.
- The damage dealt by your Sneak Attack now explodes (as long as you roll the highest number possible for the die, you can roll it again and add to the final result).
- You have advantage on all Stealth checks.
# Metamagic Master
Prerequisite: Sorcerer
Mastery over your bloodline didn't come easy, but you have managed to bend its magic to your will. You gain the following benefits:
- Your maximum Sorcery Points increases by an amount equal to your proficiency bonus.
- Once per long rest when you finish a short rest, you can regain a number of Sorcery Points equal to your Charisma modifier.
- You learn two additional metamagic options.
# Fulfilled Pact
Prerequisite: Warlock
You gain the following benefits:
- You gain an additional Warlock spell slot.
- You gain an additional Warlock Invocation. You must meet the prerequisites, including Warlock levels, if the invocation has any.
# Archwizard
Prerequisite: Wizard
Hours of intense study of the arcane arts have come to fruition. You gain the following benefits:
- You can prepare additional spells equal to half your proficiency bonus, rounded up.
- During a short rest, you can change one of your prepared spells for another in your spellbook.
- You can use your Arcane Recovery twice between long rests.
# Racial feats
# Tabaxi Swiftness
Prerequisite: Tabaxi
You lean into your feline heritage, gaining the following benefits:
- Increase your Dexterity or Charisma by 1, up to a maximum of 20.
- The damage die for your claws becomes a d6, and they gain the finesse trait.
- Choose either Perception or Stealth. You gain Expertise in the chosen skill.
- You can use your claws as Thieves' Tools, if you have proficiency with them.
- You can communicate with cats, lions and other felines, as if under the effect of Speak with Animals.
# Seraphic Heritage
Prerequisite: Aasimar
You embrace your celestial heritage. You gain the following benefits:
- You can use your Healing Hands feature twice per long rest. You also cure all diseases on the target when you use it.
- You can now activate your aasimar transformation feature as a bonus action.
- Your eyes become fully golden or black (your choice). This causes your darkvision to become magical, letting you see normally in both mundane and magical darkness.
# Awakened Quori
Prerequisite: Kalashtar
Your Quori spirit has awakened, granting you part of its power. You gain the following benefits:
- You gain proficiency in your choice of Intelligence, Wisdom or Charisma saving throws.
- Your Mind Link feature can now be active on a number of creatures equal to your proficiency bonus, and its range is doubled.
- If you fail a death saving throw, your Quori re-invigorates you, granting you 1 hit point. This can only happen once per long rest.
# Experimental feats
These feats are experimental, and not automatically approved for play. If something catches your eye, talk to the DM and we can finish it together.
# Supernatural Physique
Prerequisite: Strength 20
You have honed your body to absolute perfection. You gain the following benefits:
- You have advantage on all Strength ability checks that you are proficient with.
- You count as one size larger for the purposes of pushing, pulling or grappling.
- Once per short rest, you can use an action to throw a willing creature within five feet of you up to 30 feet to an unoccupied space you can see. The creature can't be larger than you.
# Supernatural Quickness
Prerequisite: Dexterity 20
- You have advantage on all Dexterity ability checks that you are proficient with, and on Initiative checks.
- Your movement speed increases by 10 feet, and you gain a climbing speed equal to your movement speed.
- Once per short rest, you can use your reaction to move up to your movement without provoking opportunity attacks when a creature enters your reach.
# Supernatural Toughness
Prerequisite: Constitution 20
- You have advantage on all Constitution saving throws.
- You gain resistance against poison damage and advantage on saving throws against the Poisoned condition. If you already had resistance, you instead become immune to Poison and the Poisoned condition. You are also immune to disease.
- Once per short rest when you would drop to 0 hit points, you instead drop to 1 hit point. If you are subjected to an effect that would instantly kill you, this effect is negated.
# Supernatural Brilliance
Prerequisite: Intelligence 20
- You have advantage on all Intelligence ability checks that you are proficient with.
- You are permanently under the effects of a Comprehend Languages spell and can cast Detect Magic at will.
- 1/sr
# Supernatural Understanding
Prerequisite: Wisdom 20
- You have advantage on all Wisdom ability checks that you are proficient with.
- You are permanently under the effects of a Detect Thoughts spell.
- 1/sr
# Supernatural Allure
Prerequisite: Charisma 20
- You have advantage on all Charisma ability checks that you are proficient with.
- You are permanently under the effects of a Sanctuary spell. If you attack, cast a spell at, or otherwise deal damage to a creature they are unaffected by this effect for 24 hours.
- 1/sr aoe charm
# Elemental Smiting
Prerequisite: Spellcasting or Pact Magic feature
You have learned to channel your magic into your weapon attacks. When you hit with a weapon attack, you can expend a spell slot and deal 2d6 extra damage for a 1st-level slot, plus 1d6 for each spell level higher than 1st, to a maximum of 4d6 for a 3rd-level spell slot. The damage type can be either fire, cold, acid, poison, thunder or lightning, chosen when you gain this feat.