Other Feats

The following feats fall into either the Origin or Ancestry category, and are typically gained whenever a class grants you the Feat feature.   You must meet any prerequisite specified in a Feat to take that Feat. If you ever lose a Feat's prerequisite, you can't use that Feat until you regain the prerequisite OR speak with your GM to replace it with a new one.   Anything marked with an asterick (*) is modified from its core rules version. Anything in a blue box is homebrew.  
 

Origin

These feats, unlike those in the General category, can be taken in some circumstances at level 1 but do not provide an Ability Score Increase in those cases. They otherwise function and are treated identically to other feats.  
 

Alert


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase your Dexterity score by 1, to a maximum of 20.
  • Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
  • Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing Ally in the same combat. You can't make this swap if you or the Ally has the Incapacitated condition.
 

Crafter*


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • Tool Proficiency. You gain Proficiency with three different Artisan's Tools of your choice.
  • Discount. You have Advantage on Intelligence and Charisma checks you make to receive discounts on nonmagical items (often about 20%).
  • Faster Crafting. For every hour you spend crafting an item, add a +2 bonus to that item’s Crafting Process (CP).
 

Healer


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll + your Proficiency Bonus.
  • Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
 

Linguist


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase your Intelligence score by 1, to a maximum of 20.
  • Languages. You learn 2 languages of your choice.
  • Skill. You gain Proficiency with the Linguistics skill.
  • Ciphers. You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they use magic to decipher it, or they succeed an Intelligence (Linguistic) skill (DC equal to your Intelligence score + your Proficiency Bonus).
 

Lucky


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase your Charisma score by 1, to a maximum of 20.
  • Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
  • Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
  • Disadvantage. When a creature rolls a d20 for an Attack Roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
 

Magic Initiate


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard Spell List. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for this feat's spells (choose when you select this feat).
  • Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any Spell Slots you have.
  • Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen Spell List.
Repeatable. You can take this feat more than once, but you must choose a different Spell List each time.
 

Musician*


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase your Charisma score by 1, to a maximum of 20.
  • Instrument Training. You gain Proficiency with three Musical Instruments of your choice.
  • Encouraging Song. Whenever you take a Short or Long Rest, you can play a song on a Musical Instrument with which you have Proficiency. If you do, you can choose up to a number of creatures equal to your Proficiency Bonus to gain an Inspiration Point, provided the creature is an Ally or yourself.
 

Savage Attacker


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase your Strength score by 1, to a maximum of 20.
  • Better Weapon Damage. You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
 

Skilled


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase one Ability Score of your choice by 1, to a maximum of 20.
  • Proficiencies. You gain Proficiency in any combination of three Skills or Tools of your choice.
Repeatable. You can take this feat more than once.
 

Tavern Brawler*


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase your Strength or Constitution score by 1, to a maximum of 20.
  • Enchaned Unarmed Strikes. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 + your Strength modifier instead of the normal damage for an Unarmed Strike.
  • Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
  • Improvised Weaponry. You have Proficiency with Improvised weapons.
  • Push. When you hit a creature with an Unarmed Strike or Improvised weapon as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
 

Tough


You gain the following benefits.
  • Ability Score Increase. If you take this feat at level 4 or higher, increase your Constitution score by 1, to a maximum of 20.
  • Extra HP. Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
 
 
 

Ancestry

These few feats, unlike others, have a prerequisite that requires you to be playing a particular Ancestry/Species.  
 

Brave in a Pinch

(Prerequisite: Halfling)
You gain the following benefits.
  • Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • Inspiration Points. Whenever (a) a Hostile creature or harmful effect gives you a Condition, (b) you gain a level of Exhaustion, or (c) you are Bloodied, you gain an Inspiration Point. Once you gain an Inspiration Point from one of these triggers, you can’t gain another one the same way until you finish a Long Rest.
 

Hidden Augmentation

(Prerequisite: Rellaforged)
You gain the following benefits.
  • Ability Score Increase. Increase one Ability Score of your choice by 1, up to a maximum of 20.
  • Additional Augmentation. You gain an additional benefit of your choice from the list of Augmentations, that you haven't already chosen.
Repeatable. You can take this feat twice.
 

Lunar Inscriptions

(Prerequisite: Greenskin, Spellcasting or Pact Magic feature)
Your ancestry has a deep connection to the moons of Agathok, allowing you to channel your spellcasting through your unique physical body. Every magical inscription for you can be formed from your flesh and bones, rather than your mind.   Choose a class: your Spellcasting or Pact Magic feature's Ability Modifier for the chosen class becomes Strength. Any class feature from the chosen class that uses the same Ability Modifier used for its Spellcasting or Pact Magic feature now uses Strength, instead of what it's supposed to be (GM discretion might be needed in some aspects).   For every spell you have prepared for the chosen class, a scar or similar inscription must be made on your body, as that is where you draw your magic from. These scars glisten softly under moonlight.
 

Nine Lives

(Prerequisite: Felidaen)
Your incredible reflexes improve further. You gain the following benefits.
  • Ability Score Increase. Increase your Dexterity, Constitution, or Wisdom score by 1, to a maximum of 20.
  • Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this benefit, you can’t do so again until you finish a Long Rest.
 

Independent Steed

(Prerequisite: Centaur)
Your body is tempered to compete and surpass other equine creatures. You gain the following benefits.
  • Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Mounting Resistance. Creatures that attempt to mount you without you willing have Disadvantage on rolls to do so.
  • You Are Your Own Mount. You treat yourself as your mount, for the purposes of certain effects and features. This benefit only applies provided there is no creature mounting you.
 

Flight Form

(Prerequisite: Dhampir)
You have learned to dig deep into the power within your vampire blood. You gain the following benefits.
  • Ability Score Increase. Increase your Dexterity, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Shapechanger. As a Bonus Action, you can transform yourself into a Bat, Crow, or Raven, as per the rules for the Polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores, it doesn't require Concentration, and you can speak as normal. You stay in this form for a number of hours equal to three times your Proficiency Bonus. You revert back to your true form early if you have no Temporary Hit Points left, or if you end it early as a Bonus Action. When you revert back, if you are falling, your rate of descent slows to 60 feet per round until the end of your next turn. If you land before the end of your next turn, you take no damage from the fall. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
 

Rock and Stone!

(Prerequisite: Dwarf)
You are a living testament to your great ancestors. You gain the following benefits.
  • Ability Score Increase. Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Inspiring Shout. As a Bonus Action, you can let out a thunderous chant. Choose a number of creatures within 120 feet of you, up to twice your Proficiency Bonus. Provided it can hear you, a chosen creature gains Temporary Hit Points equal to your Strength or Charisma modifier (your choice), and has Advantage on the next D20 Test it makes until the start of your next turn. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
 

Slime Lord

(Prerequisite: Slimefolk)
You gain the following benefits.
  • Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
  • Tremorsense. You have Tremorsense with a range of 10 feet.
  • Digest. At the beginning of your turn, if a creature is Grappled by your Engulf trait, that creature takes 1d6 Acid damage.
  • Consume. A creature that dies while Grappled by your Engulf trait can be consumed thereafter by you as an Action, provided it has been dead for no longer than 2 rounds. Doing so provides half a days worth of rations to you, and regains you a number of Hit Points equal to three times your Proficiency Bonus.
 

Soul-Sight

(Prerequisite: Human)
You gain the following benefits.
  • Ability Score Increase. Increase one Ability Score of your choice by 1, to a maximum of 20.
  • Soul-Sight. As a Bonus Action, you activate a special sight that allows you to see the Soul of a creature within your sight for about 20 seconds (or 3 Rounds). When you do, you must immediately afterwards succeed a Soul Saving Throw (DC 5 + half the creature’s CR or Level), or gain 1d4 Corruption. Once you use this benefit, you can’t use it again for the next 10 minutes.
 
               





  Dedicated Scribe

Dedicated Scribe

Prerequisite: Ability to cast two or more spells   You are a scribe like no other, dedicating yourself to the craft. You gain the following benefits:
  • Spell Scroll User. You have Advantage on Ability Checks you make to use Spell Scrolls. Additionally, when you cast a Spell Scroll you've created yourself, its Spell Save DC and Spell Attack Bonus is increased by 1.
  • Scroll Crafting. Choose 5 Spells up to 6th level from any Spell List. The chosen list is permanent and cannot change with Training. With Calligrapher's Supplies and spending the appropriate time and resources, you can craft 1 Spell Scroll from your chosen list of a level equal to or less than your Proficiency Bonus (see Scroll Scribing below for more details). If you use this trait to craft a Spell Scroll of a Spell List outside of one you know from a class, you can't craft another Spell Scroll this way until 2 days have passed.
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