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Additional Feats

The following feats are in addition to those found in the players handbook, Tasha's Cauldron of Everything; Xanathar's Book of everything; and Xanathar's lost notes.


Adroit Crafter

Prerequisite: Proficiency in a skill or tool.

You’ve trained in crafting items using a skill or tool that you’re proficient with, and the steps in crafting have become second nature to you. You gain the following benefits:

  • The time it takes to create an non-magical item using your proficient skills or tools is halved.
  • If you fail to successfully craft the item and would lose the components, you retain the components instead.


Careful Crafter

Prerequisite: Proficiency in a skill or tool.

You’ve trained in crafting items using a skill or tool that you’re proficient with, and your creations are known for being well made and reliable. You gain the following benefits:

  • You make all ability checks for crafting with advantage.
  • Anyone assisting you in crafting an item gains advantage on their ability checks for crafting.
  • If you fail to successfully craft the item, the amount of time it took to complete the process is halved.

Hulking Figure

Prerequisite: Strength 13 or higher.

You are a broad and formidable size for your race, either due to extensive training or natural build. You gain the following benefits:

  • You count as one size larger (to a maximum size of large) when determining your carrying capacity and the weight you can push, drag, and lift.
  • When you hit a creature with a melee attack, if you used your strength modifier to hit the creature, you deal an additional 1d4 damage. This damage is of the same type as the weapon attack.
  • Whenever you attempt a Charisma (intimidation) check against a creature of your size or smaller, you can add your Strength modifier to the result.


Lightning Caster

Prerequisite: The ability to cast at least one cantrip.

Your rapid-fire style of casting cantrips allows you to weave magic with uncanny speed, granting you the following benefit:

  • Whenever you cast a cantrip that can only target a single enemy, you can use your bonus action to target two enemies within 5 feet of one another instead.


Magical Savant

Prerequisite: Adroit Crafter and Proficiency in Arcana.

You’ve trained in process of crafting magical items using a skill or tool that you’re proficient with. You work on magical wonders with ease and astound even the most adept mages in crafting wonderous items. You gain the following benefits:

  • The time it takes to create an magical item using your proficient skills or tools is halved.
  • When testing a unperfected recipe you don't have to spend the additional 20% material cost.
  • If you fail to successfully craft the item and would lose the components, you retain the components instead.


Metaphysical adept

Prerequisite: The ability to cast at least one spell of the corresponding damage type.

When you gain this feat, choose one of the following damage types: Force; Necrotic; Psychic; or Radiant. 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.


Mithridatist

You've spent a while now gradually self-administering non-lethal amounts of poisons gaining the following benefits: Resistance to poison.

Nocturnal

Due to extensive exposure to the dark, and possible supernatural abilities, you have an unmatched ability to fight adversaries in the dark. You gain the following benefits:

  • You gain Darkvision with a radius of 60 feet. If you already have darkvision, then the radius of your darkvision increases by 30 feet, to a maximum of 120 feet.
  • You have advantage on Dexterity (Stealth) checks while in dim light or nonmagical darkness.

Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:

  • You gain a +1 bonus to attack rolls you make with a spear.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.

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