Feats in Eldridth | World Anvil

Feats

Use this page to learn more about Feats, and the options regarding them.
A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
At certain levels, your character will gain the option to pick a custom Feature. You can only take a feat once unless the feats description says otherwise. 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 that prerequisite again.

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Abilitly Improvement

Prerequisite:

Reason included into Roleplay
Using, and improving an aspects of yourself, you can increase a abilitly score by 2. You can also split this to increase two different abilitly scores by 1. This Feat is repeatable, though the maximum you can increase an abilitly score with this is 20.

Alert

Always on the lookout for danger, you gain the following benefits:
  • You gain a +5 bonus to initiative.
  • 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 unseen by you.
 

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.
  • Climbing doesn't cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 ft on foot, rather than 10 ft.

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 on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • 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.

Bountiful Luck

Prerequisite:

Halfling
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You are not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!
When an ally you can see within 30 ft of you rolls a 1 on the d20 for an attack roll, ability check, or a saving throw, you can use your reaction to let the ally reroll the die, and they must use the new roll.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 10 ft in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 ft away from you (if you chose to shove and you succeed).

Crossbow Expert

Thanks to extensive practice with crossbow, you gain the following benefits:
  • You ignore the loading property of crossbows with which you are proficient.
  • Being within 5 ft of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Defensive Duelist

Prerequisite:

Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:
  1. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  2. You can use two-weapons fighting even when the one handed melee weapons you are wielding aren't light.
  3. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) Score.

Durable

Hardy and resilient, you gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Dwarven Fortitude

Prerequisite:

Dwarf
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 take the Dodge action in combat, you can spend one Hit Die to heal yourself.

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. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Elven Accuracy

Prerequisite:

Elf or Half-Elf
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.

Fade Away

Prerequisite:

Gnome
Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

Fey Teleportation

Prerequisite:

Elf, and cannot have Wood Elf Magic Feat
Your study of traditional elven lore has unlocked fey power that few other elves possess. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You Gain the following benefits:
  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn to speak, read and write Sylvan
  • You learn the Misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

Grappler

Prerequisite:

Strength 13 or Higher
You've developed the skills necessary to hold your own in close quarters grappling. You gain the following benefits:
  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

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 -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. you gain the following benefits:
  • When you use a healer's kit to stabilize a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. the creature can't regain hit points from this feat again until it finishes a short or long rest.

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.

Heavy Armor Master

Prerequisite:

Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:  
  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

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, choose up to six friendly creatures (which can include yourself) within 30 ft of you who can see or hear you and who within 30 ft of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma Modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. you gain the following benefits:
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • you always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Lightly Armoured

You have trained to master the use of light armor, gaining the following benefits:
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.

Limit Breaker

Prerequisite:

1 or more Abilitly Scores at 20 or higher
Your continued persistence in improving your ability score has paid off. Choose one ability score that has been maxed out at 20 or above, and increase its score by 1. This Feat can be repeated, to a new maximum of 25 for a abilitly score.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20's is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel eachother out; no additional dice are rolled.
You regain expended luck points when you finish a long rest.

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits;
  • When a creature within 5 ft of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • 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 Initiate

Choose a class: Bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you choose: Charisma for Bard, Sorcerer, or Warlock; Wisdom for Cleric or Druid; or intelligence for Wizard.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
  • You learn two maneuvers of your choice from among those available to the Battle master archetype in the fighter class. if a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8+ your proficiency bonus + Your strength or Dexterity modifier (Your Choice).
  • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). this die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Master

Prerequisite:

Proficiency with Medium Armor
You have practiced moving in medium armor to gain the following benefits:
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) Checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:
  • Your speed increases by 10 ft.
  • 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.

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.

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 on melee attacks 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 Int or Wis score 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 is saying by reading its lips.
  • You have a +5 bonus to your passive perception and passive Investigation scores.

Polearm Master

You gain the following benefits:
  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarter staff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Prodigy

Prerequisite:

Half-Elf, or Human
You have a knack for learning new things. You gain the following benefits:
  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The Skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus

Resilient

Choose one ability score. You can 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.

Ritual Caster

Prerequisite:

Int or Wis 13 or higher and a ritual book
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, your ritual book will hold two 1st level spells of your choice. Choose one of the following classes: Bard, Cleric, Druid, Sorcerer, 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 classes you choose also determines your spellcasting ability for these spells: Charisma for Bard, Sorcerer, or Warlock; Wisdom for Cleric or Druid; and Intelligence for 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 spells 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.

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.




Second Chance

Prerequisite:

Halfling
Fortune favors you when someone tries to strike you. You gain the following benefits:
  • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

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's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the disengage action before leaving your reach.
  • When a creature within 5 ft 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.

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 and three quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 ft of you with your Shield.
  • 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 effects 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 use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

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 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.

Specialized Expertise

Prerequisite:

1 or more Ability Scores at 20 or Greater
Continued use of your nearly perfected skill, has gained you great knowledge and ability in relation to it. You take on the following benefits:
  • Choose one Ability Score that is 20 or greater, and gain 1 in that score
  • Choose one skill in which you have proficiency that is influenced by the chosen ability score above. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The Skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Spell Sniper

Prerequisite:

Dexterity 13 or higher
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.
  • Your range spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Stable Sanity

Mental Training, and personal development, you gain a more stable mind, resisiting changes to your sanity. Once per day, you may resist a change to your Sanity if you choose too. You also gain 1 Sanity.

Stable Sanity Improved

Prerequisite:

Stable Sanity
You can now resist a change to your sanity twice per day. You also gain 1 Sanity.

Squat Nimbleness

Prerequisite:

Dwarf or a Small Race
You are uncommonly nimble for your race. You gain the following benefits:
  • Increase your strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 ft.
  • You gain proficiency in the Acrobatics or Athletics skill(your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (acrobatics) checks you make to escape from being grappled.

Tavern Brawler

Accustomed to rough and tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

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 increase by an additional 2 hit points.

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 on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can preform 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 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.

Weapon Master

You have proacticed extensively with a variety of weapons, gaining the following benefits:
  • Increase your strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice. each one must be a simple or a martial weapon.

Wood Elf Magic

Prerequisite:

Elf, cannot have Fey Teleportation Feat
You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the Longstrider and Pass Without Trace Spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

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