Feats in Candle'Bre | World Anvil

Feats

Feats Reimagined

A few of the Feats from Xanthar’s and the Player’s Handbook were simply erased. Others (weaker, or highly similar Feats) were combined. Still others had their pre-requisites changed, and finally, I added a new tag: “Background Feat” which are Feats that can only be taken at First Level when you create your character. Don’t take it then, and you miss the boat!   Also note that some Feats now allow you to spend additional AP on them to further empower them. The overall effect is (I hope) that Feats feel at least somewhat different than they did before. With all of that in mind, here are Candle’Bre’s Feats:  

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage or a 1-step die improvement (your choice, decide situationally) on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • Any time you make use of any spell that disguises your appearance, anyone attempting to see through the illusion makes their check with either disadvantage or a reduced die (again, your choice, decided situationally).
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked (again, if you have this feat and use magic to disguise yourself or your voice, then people hearing you are either at disadvantage or a reduce die to see through the deception).

 


Advanced Field Medicine

Prerequisite: Basic Field Medicine

This skill builds on your already extensive knowledge of field medicine. Now, on a successful roll to forage for herbs, you may apply a poultice that will cure 2d6+2 hit points. Additionally, the poultice may cure poison though a separate roll is required here, with a DC equal to the poison’s rating). As before, only one poultice per person, per short or long rest may be applied (i.e. – the recipient must complete a short or long rest before another poultice will have any effect). The search for the herbs takes at least 1 hour. Poultice preparation and application takes ten minutes.


Alert

Always on the lookout for danger, you gain the following benefits:

  • Your initiative die is reduced to a d3 (but your die roll – your Proficiency Modifier still can’t be less than 1).
  • Your first attack roll, your first reaction check (to see if you qualify for a reaction) and your first reaction attack in any battle are all made with either advantage of an improved die (your choice, decided situationally).
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
  • You get a +2 bonus on all of your reaction checks.
At Higher Levels As you gain additional levels and have AP to spend, you may spend an additional AP on this Feat to gain the following additional benefits (formerly the ‘Dungeon Delver’ feat):
  • You have advantage or an improved die (your choice, situationally decided) on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage or an improved die (your choice, situationally decided) on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

 


Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement and can be performed as a Bonus Action.
  • Climbing doesn’t halve your speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • You gain advantage or an improved die (your choice, decided situationally) any time you attempt to grapple an opponent and any time you attempt to break a grapple being used against you.
  • You can recover temporarily lost ability points and erase levels of exhaustion while healing from normal damage (but not Body Damage)
  • You count as if you were one size larger for the purpose of determining your carrying capacity.
  • And you heal 2 extra hit points, each time you complete a long rest.

 


Basic Camp Skills

Prerequisite: Fieldcraft

This skill grants two benefits. First and foremost, you master the art of building a fire, and can start one automatically, with no ability check required, even in adverse conditions (high winds, damp kindling, etc.). This operation takes ten minutes to complete.   Second, you gain the “Mending” skill, which works much like the Mending cantrip, allowing you to repair a 1’ rip or tear in any nonmagical item. In this case, your skill works on cloth, leather, and wood. You can mend small metal objects if you have access to an open flame you can use to heat the metal, but to mend larger metal objects you’ll need access to a forge. Each mending takes ten minutes, with the exception of things that require a forge, which take 1 hour to complete.   Note: Barring some very strange circumstance, you should never have to purchase this Feat. It normally comes with the Fieldcraft package when you select that Feat.


Basic Field Medicine

Prerequisite: Basic Camp Skills

This skill allows you to create sterile bandages with additional curative properties on a successful roll to forage for herbs. Utilizing mosses, bark, and parts culled from medicinal plants, you may create a poultice to apply to an open wound. Where a normal bandage would simply stop bleeding, this bandage cures d4+1 hit points. Only one such bandage can be applied per person, per short or long rest (i.e. – the recipient must complete a short or long rest before another poultice will have any effect). The search for the herbs takes at least 1 hour. Poultice preparation and application takes ten minutes.   Note: You use the same foraging table that those with the Healing Skill use:

Die Roll Spring Summer Autumn Winter
1-13 Nothing Nothing Nothing Nothing
14-15 Nothing 1 Nothing Nothing
16-17 1 2 1 Nothing
18-23 2 3 2 1
24-25 3 4 3 2
26+ 4 5 4 3
(and if you have a Medicine Bag, you don’t need to forage – you can just use “medical ammo” from the medicine bag and reload it with your foraged supplies).


Bow Expert (Longbow or Shortbow)

Owing to your extensive practice with the bow, you gain the following benefits:

  • You may make 1 additional attack with your bow, each round, provided available ammunition. This extra attack is made with a reduced die (1-step).
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack using your bow as a melee weapon (consider it to be a 1-handed light staff) which will inflict d6 damage (plus your strength modifier)
At Higher Levels You may spend 1 additional AP to remove the 1 die step reduction in your extra attack and reduce the iMod of your chosen bow by 1.


Camp Chef

Prerequisite: Basic Camp Skills

Given one hour, you can turn even the most modest of ingredients into a wholesome and delicious meal for up to six people. Anyone consuming this meal will gain +2 additional hit points when they complete their next long rest, and recover their choice of 1 temporarily lost ability point, 1 level of exhaustion, or 1 Spirit Point, even if they normally would not be able to do so (due to exhaustion or body point damage). Once you use this ability, you must complete a long rest before you can use it again.


Camp Security

Prerequisite: Basic Camp Skills

This skill allows you to create a non-magical variant of the Alarm spell, securing a camp site from possible intrusion. It takes 1 hour to secure a 20’ radius campsite, which will sound an alarm if any creature enters the radius (trip wires that clang pots and utensils together, etc.). If you spend 1 additional hour at the task, you can secure a 30’ radius campsite. Once you use this ability, you must complete a long rest before you can use it again.


Charger

When you declare that you are dashing, track the total distance you cover. When you arrive at your destination, you may make 1 melee attack via Bonus Action.   This extra attack deals an additional d4 bludgeoning damage for every 10 feet of ground you cover, to a maximum of 4d4 Add +1 to this total if you are wearing light armor, +2 if you are wearing medium armor, and +4 if you are wearing heavy armor. Add an additional +1 if you are carrying a shield. If you hit your target by 4 or more, the target is pushed up to 10 feet away from you, provided that your target is no more than 1 size class larger than you are and must make a Dexterity Save with a DC equal to your attack roll or be knocked prone.


Combat Training

Prerequisites: This Feat may only be taken by characters who have an Action Die (primary or secondary) lower than a d20.

Raise the lower of your two action dice by 1 step, to a max of d20. If both of your action dice are the same, you get to pick which one to increase.   At Higher Levels Characters may make subsequent purchases in this Feat for 1AP each (the initial Feat requires 2AP), with each subsequent purchase increasing the lesser action die 1 step until that character reaches d20/d20. At that time, no further purchases of this Feat are possible.


Connection To The Weave

Prerequisites: Background, Haaradan Racial Feat, the ability to cast at least one spell

Haaradan spell casters can spell burn better than anyone else, gaining 2 spell points for every 5 hit points or 1 ability score point sacrificed, and those who take this Feat will be true Masters of Magic.   Ability scores sacrificed in this way will be recovered at a rate of 1 ability point per long rest. Hit points lost in this manner are treated as any other wound and respond to conventional healing techniques.   At Higher Levels This ability may be augmented one time, for 1AP. Doing so increases the Manna yield to 3 spell points per 5 HP or 1 ability point.


Create Deadfall

Prerequisite: Set Snare

This skill builds further on your trap building capabilities, allowing you to create a deadfall using rocks or logs designed to trip and injure an enemy opponent. A wary opponent may spot your deadfall, but doing so requires them to beat your Deadfall DC, which is equal to 10 + (2x your level).   If triggered, the creature triggering the deadfall must make a Dexterity saving throw. A failed save sees the creature take 2d6 points of bludgeoning damage and being knocked prone. The creature may make a Strength save on each of his subsequent turns to extricate himself from the deadfall debris. A successful save sees the creature taking half the damage rolled and is not knocked prone and buried by the deadfall debris.   This skill also allows you to create a basic spiked pit trap. A pit trap is a concealed 5’ deep pit with sharpened sticks in the bottom of it. Creating the structure and sharpening the sticks takes 1 hour. It has the same DC for detection and deals the same damage as the deadfall described above. Rather than having to extricate themselves from debris, however, creatures who fall into the pit and fail their saves see their movement rate halved for the next hour.


Crossbow Expert

Owing to your extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
At Higher Levels You may spend 1 additional AP to remove the 1 die step reduction in your extra attack and reduce the iMod of your chosen crossbow by 1.


Defensible Shelter

Prerequisite: Basic Camp Skills, 6th level

You know enough about living in the wilds that you are able to quickly construct a highly defensible shelter to camp in. In 1 hour, you can construct a basic shelter that will protect up to 6 people from the elements and provide full cover in the event of an attack. The shelter is AC 10, with 20 hit points. For each additional hour you spend, you create a more durable shelter, which improves the AC by 1 and gives it an additional 10 hit points, to an absolute maximum of AC 15 and 70 hit points.


Detect Safe Food & Water

Prerequisite: Basic Camp Skills

This skill allows you to automatically know (no roll required) if foodstuffs, natural plants, etc. and natural water sources are safe to drink or not (free of natural contaminants that may cause sickness). You also have a chance to detect poisons introduced to food and drink but here, you must roll to beat the DC of the poison introduced. You have an improved die on all such rolls. Each detection process takes 1 minute.


Devoted

Background Feat

At some point in your past, you found yourself in a situation you never thought you’d be in. You had an encounter with the undead. Naturally, for a non-adventurer, you were terrified and in an act of desperation you hefted up a holy symbol and commanded them to begone!   To your complete shock, it worked.   This Feat gives you the ability to turn undead. Make your check with disadvantage and consider your Cleric level to be (Your Current Level – 3), with a minimum of 1. Once you use this power, you may not use it again until you complete a short or long rest.   At Higher Levels As you gain additional levels and have AP to spend, you may spend an additional AP on this Feat to remove the disadvantage condition from your die roll and gain 1 additional use of this power before you need to complete a short or long rest.   Game Note: GOD I love horror movies, and of course, in just about every horror movie featuring the undead, you get treated to “that scene” where Random Guy (or Gal) picks up a holy symbol and tries to ward off the undead. Sometimes, it even work! (and other times you get some variant of “You have to have faith for that to work on me!”) – I thought it would be fabulous to give a very limited form of the Cleric’s turn undead ability as a Feat, with the understanding, of course, that the person taking this Feat wouldn’t be able to use any other “Channel Divinity” features – this is mostly a Feat chosen for flavor and RP value.


DIY Weapon Crafting

Prerequisite: Basic Camp Skills, 6th level

This skill allows you to create makeshift weapons out of the most humble of materials. You may create any of the following:

  • Quarterstaves
  • Crude spears (d6 damage)
  • Stone daggers
  • Stone handaxes (d4+1 damage)
  • Slings (and 20 pieces of ammunition)
  • Bows
  • And arrows (4 per hour) (range: 30’/60’)
Each weapon takes one hour to create. These weapons break on a roll of a natural 1 on day one, and break on a roll of 1-5 on day two. If they survive to the end of the second day, each day thereafter, they will break on a roll of 1-10.   At the end of each day, you may spend 10 minutes on each non-broken weapon to refurbish it, resetting the breakdown clock for that weapon. You may spend 30 minutes refurbishing a broken weapons to get it ready for service again. In this way, you and your allies need never be without basic weapons, even if stranded naked in the wilderness.


Dual Wielder

After countless hours of practice, you have mastered two-weapon fighting style. You gain Two-Weapon fighting style if you don’t already have it (which allows you to add your relavant ability score modifier to the hit and damage rolls of the off-hand weapon.   If you already know two-weapon fighting style, then you also get to add your Proficiency Modifer to both rolls. Additionally, you gain the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • And if you score a critical hit with your off-hand weapon, your bonus action is refunded.
At Higher Levels You may spend 1 Additional AP on this skill, which grants you use of your Proficiency Modifier on the off-hand weapon if you didn't already have it (see above) and an additional +1 to hit and damage with both weapons.


Dwarven Fortitude

Prerequisites: Background, North Spur Dwarf racial Feat

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you use any of the defensive combat actions (Dodge, Parry, Riposte), you can call on the strength of your ancestors to bolster you, regaining a number of hit points equal to 1d8+ Your Constitution Modifier. You may do this a number of times equal to your Proficiency Modifier. After that, you’ll need to complete a long rest to reset the ability.

 


Elemental Adept

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type and treat immunity to that damage type as resistance.   Additionally, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 or 2 on a damage die as a 3.   At Higher Levels: You can select this feat multiple times and subsequent purchases only cost 1AP. Each time you do so, you must choose a different damage type.


Elven Accuracy

Background Shaladari Elf Racial Feat

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. You may use this ability a number of times per day equal to your Proficiency Modifier. Afterwards, you’ll need to complete a long rest to use this power again.

 


Faith Healer

Background Feat

At some point in your past, you found yourself holding onto someone as their life’s blood ran out of them. In a moment of desperation, you asked the gods to help save that person, and to your amazement, their wounds began to close! You also made the grim discovery that there was a price to be paid for such a boon…   When you choose this Feat, you gain the ability to heal wounds with a touch. Each time you do so, whatever amount of damage you heal, half that total and take that amount of damage onto yourself, rounding all fractions up.   At Higher Levels As you gain additional levels and have AP to spend, you may spend an additional AP on this Feat to reduce the price you pay when Faith Healing. If you spend 1 additional AP here, each time you use your gift, divide the total amount of healing by three, rounding all fractions up, and take that amount of damage (so one third, instead of one half).


FieldCraft

You know the basics of outdoor survival. When you take this Feat, you gain 1 level of proficiency in both Nature and Survival. If you already have Mastery in those skills, you gain 1 level of proficiency in a new skill of your choice (max of two, if you already have Mastery in both of the skills mentioned above).   Additionally, you gain the “Basic Camp Skills” from the list below, and as you gain additional levels, you may spend additional AP to learn other FieldCraft skills from this list of you wish, provided that you meet the skill’s prerequisites. Each additional skill costs 1AP.   Game Note: These are the skills that Bordermen get to pick from for free, as part of their class abilities. This way, anyone, of any class can gain an outdoorsy skill set, IF they’re willing to invest their AP’s into the task.


Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty on your attack roll which sees you not adding your Proficiency Bonus to your attack roll, and gaining a bonus to damage for this attack equal to double your Proficiency Bonus.

 


Healer

When you take this Feat, you gain 1 level of proficiency in both the Nature skill and the Medicine skill. If you’re already proficient with one or both of those when you take this feat, you become Expert. If you’re already Expert, you become a Master. If you’re already a Master, you get to select a new skill to become proficient in.   There are two aspects to being a Healer: One, using medicinal supplies to patch people up. Two, the ability to resupply yourself in the wilds.   Medicine – A successful Medicine (Wisdom) Check allows you to stabilize a dying companion, or to diagnose an illness. Nature (Intelligence) – Measures your ability to recall lore about terrain, plants, and animals, the weather, and natural cycles. In terms of Healing, here’s what you can do:   Unskilled:

  • You may bandage and stabilize an unconscious, bleeding out, or dying creature by making a DC 5 Wisdom check with a reduced die and at Disadvantage. Anything beyond that is so far over your head you’ll wind up doing more harm than good. This requires one use of the medical supplies in your Medicine Bag.
Proficient:
  • As above, but when you stabilize such a creature, that creature gains 1 hit point—if the unconscious character is negative HP they’ll be slightly less so (moving from -3 to -2, for example), but if at exactly 0 then there won’t be any notable change, since at that point, you’re working on Body Damage, but still that’s 1 point of ten needed! (Note: If your Proficiency Modifier + your Wisdom modifier is 5+ I don’t see any reason to bother with the die roll here). This still draws down your stock of medical supplies by 1.
  • You may set broken bones without needing a die roll. A properly set bone heals in half the time (4 weeks, as opposed to 8) and won’t result in any ill side effects (loss of mobility). This requires two uses of the medical supplies in your Medicine Bag.
  • You may detect and correctly identify any non-magical diseases or poisons that your patient may be suffering from. To do this, you make a Wisdom check vs. whatever DC your DM applies to the poison or disease in question, adding your Proficiency Modifier and your Wisdom Modifier. Beat the roll and gain the intel. If you beat the roll by 4+ you are also able to slow the progression of the poison or disease by (1 day * Your Proficiency Modifier)—it basically presses pause on the condition. This requires one use of the medical supplies in your Medicine Bag.
  • Emergency Field Medicine (this is identical to the Ranger’s Fieldcraft ability). You may create basic salves and healing ointments from your stock of supplies, creating a poultice to be applied to wounds. The application of such a poultice restores d4+1 hit points to the recipient. This requires one use of the medical supplies in your Medicine Bag. A creature may only be the recipient of one such poultice per rest. To be eligible to receive another, that creature must complete either a short or a long rest.
Expertise: You get all of the advantages described above, but…
  • Your Proficiency Modifier is doubled for all checks
  • When you use Medical Supplies to slow the progression of poison or disease, the duration is (1 week * Double your Proficiency Modifier)
  • Your Emergency Field Medicine poultices restore 2d6+2 hit points
  • Surgery: This is a significant undertaking that requires at least an hour of the Healer’s time. It restores a number of hit points equal to 4d6 + (Double Your Proficiency Modifier + Recipient’s Level) in hit points. The healer may only perform one major surgery per day. He must complete a long rest before using this aspect of the skill again. A surgical procedure requires 3 uses of supplies from your Medicine Bag.
Mastery: You get all the benefits described above, but…
  • Any time you make an ability check, you do so with an improved die, in addition to the Doubled Proficiency Modifier
  • If you beat the check to identify a poison or a disease by 6+, you can outright cure it but curing each poison or disease the target is affected by requires 2 uses of the supplies in your Medicine Bag.
  • You roll all healing for your healing poultices applied via Emergency Field Medicine with advantage and with an improved die (so, 2d8+2, with Advantage)
  • You roll all healing for your Surgical Procedures with advantage and with an improved die (so, 4d8 + (double your Proficiency Modifier + Recipient Level), and with Advantage), and when the target completes his next long rest, he will reduce his exhaustion level by 2, or get back 2 temporarily lost ability points (normally, a long rest only reduces 1 level of exhaustion or restores 1 temporarily lost ability point). Additionally, a Master Surgeon may perform extensive operations like this twice before needing a long rest, but the procedures must be performed on different individuals.
Note: You can perform a surgical procedure on yourself if you wish! Doing so, however, will reduce your healing dice by one step. After all, if you’re trying to operate on yourself, you’re unlikely to be in a position to do your best work.   In terms of keeping yourself re-supplied in the field, using your Nature check, you can go foraging in the wilds for supplies. The single biggest impediment to finding what you need is the season of the year. In the winter months, it can be hard to find much of anything of value. It gets easier in the spring, is a relatively simple matter in the summer, and begins to get more difficult again when fall rolls around. Consult the chart below. The numbers indicate how many “uses” you can recharge your Medicine Bag with.   A foraging attempt takes at least 1 hour, and prep time for the herbs takes 1 hour per use you restore to your Medicine Bag, so actually finding the materials you need is far less time consuming than prepping them for use. Even so, if you’re in the wilds, it’s nice to know you can usually put your hands on raw materials to help you ply your trade.
Die Roll Spring Summer Autumn Winter
1-13 Nothing Nothing Nothing Nothing
14-15 Nothing 1 Nothing Nothing
16-17 1 2 1 Nothing
18-23 2 3 2 1
24-25 3 4 3 2
26+ 4 5 4 3
When rolling on the chart above, your die roll is modified based on your level of proficiency with the Nature skill.
  • Unskilled: Roll with a reduced die and at Disadvantage.
  • Proficient: Standard roll, adding your proficiency modifier and your Intelligence modifier.
  • Expertise: Double your Proficiency Modifier and add this to your Intelligence modifier.
  • Mastery: Double your Proficiency Modifier, add this to your Intelligence modifier, and roll with an improved die.
Finally, note that non-magical Healing is “agnostic” since it doesn’t draw on the well of Divine power, which means that its use is never a sin.   Note that it’s of little to no benefit to take both Healing and Field Medicine. Healing can ultimately “do more” and provide for more healing, but Field Craft gives you a different set of skills, so it depends on what you’re after (both ultimately cost 4AP to reach the highest levels of healing—mastery in the Healing Skill or Advanced Field Medicine in Field Craft. Ultimately, it depends on what kind of character you want to build—note too that a character with Field Craft can help keep a Healer’s Medicine Bag stocked!


Heavily Armored

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.
At Higher Levels You may spend 2 additional AP to buff this feat. Doing so grants you the following additional benefit:
  • You can use your armor to deflect strikes that would kill others. While you are wearing heavy armor, you gain resistance to bludgeoning, piercing, and slashing damage.

 


Highly Attuned

Prerequisite: You cannot be an Artificer

You gain +1 magic item attunement slot (total of 4)   At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 (and only 1) additional AP on this Feat. Doing so gives you +1 Additional attunement slots (total of 5).


Innate Magic

Background, Shaladari Elf Racial Feat, the ability to cast at least one spell

Shaladari Elf spellcasters who take this Feat will regenerate a number of spell points per hour equal to your Proficiency Modifier.  You are still fully replenished after a long rest.


Inspiring Leader

Prerequisite: Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, all friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you gain temporary hit points equal to your level + your Charisma modifier. The temporary hit points gained in this manner stack with temporary hit points gained from any other source. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.


Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 2, or increase both your Strength and Dexterity score by 1 each, to a maximum of 20.
  • You gain proficiency with light armor.

 


Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, and you have taken an action yet, or have not attempted to qualify for a reaction since taking your action, you gain a free reaction against that spellcaster to use as you see fit (which usually means attacking).
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

 


Magic Acolyte

Prerequisite: Magic Initiate

You gain 1 second level spell from the same spell list you selected your Magic Initiate spells from. You also gain an additional 6 spell points.   At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 Additional AP on this Feat. Doing so gives you access to 1 additional 1st level spell from the same list your other spells came from, and 4 additional spell points.


Magic Initiate

Choose a class: Artificer, Bard, Cleric, Ranger, Warlock, or Wizard. You learn two cantrips of your choice from that class’s spell list. Additionally, choose one 1st-level spell from that same list. You also gain 6 spell points which can be used to cast, scale or augment these spells as you see fit.   You regain your spell points when you complete a long rest. Your spellcasting ability for these spells depends on the class you chose: Charisma for Bard, or Warlock; Wisdom for Cleric or Ranger, Intelligence for an Artificer or Wizard.   Your spellcasting modifier is whatever ability score modifier is appropriate to the class of the spells you selected as described above. You do not get to add your Proficiency Modifier to your spell casting or your spell attack roll (if applicable).   Your Spell Save DC = 8 + your ability modifier as described above.   At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 Additional AP on this Feat. Doing so represents the time you’ve spent practicing casting your spells, allowing you to add your Proficiency Modifier to your spell casting and attack rolls. You also gain 4 additional spell points.


Martial Adept

Having spent time studying with a Master of Arms, you gain the following benefits: You may select a fighting style from the following options:

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: You gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Additionally, you gain the following benefits:
  • Proficiency in 4 weapons of your choosing.
  • And you gain 1 new combat skill, or 1 level of proficiency in a combat skill you already know.

 


Master of Minor Arcana

Prerequisite: 4th level, the ability to cast at least 1 spell

Casting spells of the Minor Arcana (Cantrips, first and second level spells) has become second nature to you. You have mastered the subtle art of their control to the point that you may safely “overcharge” these spells, adding 2 additional points of energy to any cantrip or first level spell you cast, and adding 3 additional points of energy to any 2nd level spell you cast, above normal energy limits. You also gain +8 spell points.


Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • You gain an additional 5’ of movement, starting on tick 1 of combat, and every 3 ticks after that.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • When Dashing, you can still count your Dexterity modifier toward your AC.

 


Moderately Armored

Prerequisite: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.
At Higher Levels You may spend 2 additional AP to buff this feat. Doing so grants you the following benefits:
  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, it increases your AC by an additional +1 beyond the value shown for the type of armor you’re wearing.
  • Choose one: Bludgeoning, Piercing, or Slashing. You have resistance to that type of damage while wearing Medium Armor.
 
 


Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • You have advantage or an improved die (your choice, situationally decided) on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

 


Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 2, or increase both scores by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

 


Poison Master

Prerequisite: Proficiency with the Poisoner’s Kit

Game Note: I am not a fan of poison. I run heroic games and the use of poison is not something I would consider to be heroic. Nonetheless, poison is a “thing” and if you want to make use of it in your games, then this Feat should definitely be included.   Poison Mastery is a special kind of alchemy with a practical, and often deadly application. Taking this Feat allows you to both manufacture and safely use a wide range of poisons. Proficiency with the Poisoner’s Kit unlocks the use of Class I and Class II poisons.   Taking this Feat unlocks Class III and Class IV poisons.   At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 Additional AP on this Feat. Doing so unlocks Class V poisons. Since I don’t use poisons, I haven’t fleshed out specific poisons for each class, but here’s the broad overview of what the various classifications mean:

  • Class 1 Poisons: Minor damage and easy saves for no damage.
  • Class 2 Poisons: Minor damage and moderately difficult saves for half damage.
  • Class 3 Poisons: Moderate damage and moderately difficult saves for half damage that also offer some lingering second-tier effect (ie - the poison could do 3d4 damage, Con save at a DC 16 for half, but even if you make the save, it reduces your strength score by -2 for 12 hours)
  • Class 4 Poisons: High damage and difficult saves for half damage.
  • Class 5 Poisons: High damage, difficult saves that also have some lingering second-tier effect.

 


Pole Arm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

 


Precognitive Feat

Prerequisites: Background, Haaradan Racial Feat

This is a variant of the Alertness Feat (on steroids) specifically for Haaradan players. If you take it, you get all the advantages of the Alertness Feat, plus the following additional benefits:

  • A +1 bonus to hit (helps to know where your opponent will be)
  • And a +1 bonus to AC (helps to know where your opponent will swing)
  • At Fifth Level, the AC bonus improves to +2 and all attacks are made with improved die.
  • At Tenth level, owing to the character’s increasing precognitive awareness, all special combat maneuvers resulting in contested die rolls see the character use improved dice or roll with advantage, at the player’s option.
At Higher Levels As you gain additional levels and have AP to spend, you may spend an additional AP on this Feat to gain the following additional benefits (formerly the ‘Dungeon Delver’ feat):
  • You have advantage or an improved die (your choice, situationally decided) on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage or an improved die (your choice, situationally decided) on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

 


Purify Food & Water

Prerequisite: Basic Camp Skills, 6th level

This skill allows you, by means of boiling, filtering and other purification methods, ensure that natural sources of food and water are pure and safe to drink. Setting up the purification system takes 1 hour. It takes an additional 30 minutes to purify food and water for up to six people.


Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

 


Ritualist

Prerequisite: Intelligence or Wisdom 13 or higher

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: Artificer, Bard, Cleric, Ranger, Warlock, or Wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for Bard or Warlock; Wisdom for Cleric or Ranger, or Intelligence for Artificer or Wizard.   If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.   At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 Additional AP on this Feat. For each AP you spend, you may select another character class from the list above and add spells from that class’ spell list with the ritual tag to your book.


Savage Attacker

Once per turn when you roll damage for a melee weapon attack, that weapon sees its damage die increased by 1 step, and any 1’s or 2’s rolled for the damage count as 3’s.


Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature must make a Dexterity check with a DC equal to your attack roll. If the target fails this check, its speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

 


Set Small Snare

Prerequisite: Basic Camp Skills

This skill allows you to create a small snare designed to capture game. Setting a snare takes 10 minutes, and has the effect of giving you an extra “hunting” check over the next hour (you can hunt for game on your own, and the snare may catch small game for you). Both use your hunting check to determine success. Each snare set can catch enough food for 1 person, for 1 day.


Set Snare

Prerequisite: Set Small Snare

This builds on your previous skill with building snares, enabling you to capture larger game and even enemy combatants of Large size or smaller. This is functionally equivalent to the Snare spell, but since it isn’t a spell, it cannot be augmented via spell points.   The snare is good for up to 24 hours, after which times, assume that environmental conditions have degraded it. It takes 30 minutes to build a snare, which occupies a single five-foot space on the map. A snare is an excellent added security measure to a campsite, or an excellent option if you’re creating an ambush.   Enemies who are on the lookout for such things may spot your snare, but the DC for doing so is equal to 10 + (2x your level). After 24 hours, you may spend an additional 10 minutes checking and refurbishing an existing snare to ready it for another 24 hours of service.


Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover.
  • Before you make a ranged weapon attack with a ranged weapon you are proficient with, you can choose to take a penalty on your attack roll which sees you not adding your Proficiency Bonus to your attack roll, and gaining a bonus to damage for this attack equal to double your Proficiency Bonus. This option may not be selected if your target is at point blank range.

 


Shield Master

Prerequisite: Proficiency with Shields

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • You gain 1 level of proficiency with the Push/Shield Punch combat skill.
  • If you take the Attack action on your turn, you can use a bonus action to use the Push/Shield Punch combat skill.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can roll to see if you qualify for a reaction. If you do, you can use that reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

 


Skulker

Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you make an attack roll against any creature you are hidden from, double your Proficiency Bonus for that attack.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

 


Spell Sniper

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled (if the range is normally touch, it is 10').  Any augmentations you purchase to extend the range are double what's listed in the table (so if an augmentation says spend 1 spell point to extend the range by an additional 10 feet, you treat that as 20 feet).
  • Your ranged spell attacks ignore half cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the Artificer, Bard, Cleric, Ranger, Warlock, or Wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for Bard, or Warlock; Wisdom for Cleric or Ranger, or Intelligence for Artificer or Wizard.

 


Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. You also gain advantage or an improved die (your choice, decide situationally) on saving throws to resist exhaustion.   At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 Additional AP on this Feat. For each AP you spend, you may select one of the following benefits:

  • Advantage on rolls to resist being shoved via the Push/Shield punch combat skill or any other means.
  • Immunity to non-magical fear.
  • An improved die or advantage (your choice, decide situationally) to resist being stunned or paralyzed.
  • You gain +1 body point.

 


Tracker

Prerequisite: You cannot be a Ranger

Choose one of the following terrain types: Forest, Hills, Plains, Swamp, Underdark. When in this type of terrain, you gain the following benefits:

  • You Ignore Difficult Terrain
  • You have Advantage on Initiative Rolls
When traveling through your chosen terrain for an hour or more, you gain the following additional advantages:
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When tracking other creatures, you learn their exact number, their sizes, and how long ago they passed through the area.
(It’s basically a watered down variant of the Ranger’s Natural Explorer skill).   At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 Additional AP on this Feat. For each AP you spend, you may select 1 additional terrain type.
 


War Caster

Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage or an improved die (your choice, decide situationally) on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction (if you qualify for one) to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

 


Designer's Note:  One of the cool things about reimagining the Feats is that I got to consider how they would inevitably interact with the new Combat Skills (Combat in the Basin ).  I am 100% sure I haven't found all of the cool/powerful combinations that are possible, but there's a lot of territory there and lots of potential combinations for enterprising players to mine to good effect.   Obviously, for example, combining Crossbow Expert (or Bow Expert) with Sharpshooter with Overwatch Mastery would be an excellent starting point, and then there's stuff like a Master of the Flank maneuver paired with Savage Attacker, or Charger and something fun with Shield Punch Mastery (or Trip).  Just - all sorts of cool things you can do when you start combining Skills and Feats like that, and if you want to splash in some spell casting to a Martial Class, there are enough magical Feats that you could end up with a decent little spell selection and enough points to use them, so...


Designer's Note:  I was really pleased with the way the re-mastered Healer's Feat came together and how it contrasts with the two "Field Medic" add-ons you can take to the Field Craft Feat.  It costs the same number of AP's to reach the top of your nonmagical healing game no matter which way you go (4AP in both cases) but at the end, the Healer Feat gets more healing potential, while the Field Craft feat leaves the door open to learn a raft of other cool skills for nominal cost, so...ultimately it's kind of a push and which way you go will very much depend on what kind of character you're looking to create.    In either case though, I'm super happy with the shape of non-magical healing in the game!
 

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