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Feats

5e Feats

The following feats are almost unchanged from the core rules and maybe used, but should be reviewed for slight changes.  

Actor

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.  

Alert

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 hidden from you.  

Athlete

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 feet on foot, rather than 10 feet.  

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 feet 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 feet away from you (if you chose to shove and you succeed).  

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 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 one handed 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.  

Durable

• 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).  

Grappler

Requirement: Strength 13
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.  

Healer

• When you use a First aid 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
• Increase your Strength score by 1, to a maximum of 20.
• You gain proficiency with heavy armor.  

Heavy Armor Master

• 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 is reduced by 3.  

Inspiring Leader

Requirement: 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 feet 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

Increase your Intelligence score by 1, to a maximum of 20.
• You always know which way is north. If you spend an hour familiarizing yourself with a location, you can designate it as your home. You may only have one home at a time, and always know the direction back to it.
• 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.  

Martial Adept

You learn two maneuvers of your choice from those listed below. 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).
• If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. 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.   Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.   Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.   Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.   Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.   Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.   Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.   Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.   Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.   Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.   Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.   Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.   Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.   Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.   Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.   Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.   Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.   Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.   Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.   Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.   Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.   Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.   Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.   Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.   Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.  

Mobile

Your speed increases by 10 feet.
• 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

Requirement: Proficiency with light armor
Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with medium armor and shields.  

Mounted Combatant

You have advantage 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

Increase your Intelligence or Wisdom 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’s saying by reading its lips.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.  

Polearm Master

You gain the following benefits:
• When you take the Attack action and attack with a two-handed bludgeoning weapon, 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. This attack uses the same ability modifier as the main attack.
• While wielding a two-handed bludgeoning weapon, other creatures provoke an opportunity attack from you when they enter your reach.  

Resilient

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

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.  

Sentinel

When you hit a creature with an opportunity attack, the creature’s 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 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.  

Shield Master

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet 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 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 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

Requirement: Dexterity 13 or higher
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.  

Tavern Brawler

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 increases by an additional 2 hit points.  

New Feats

The following feats are new to this setting.  

Adrenaline Rush

• When your hit points are reduced to half your maximum or less, you enter an Adrenaline Rush that lasts for one minute or until you’re reduced to 0 hit points or knocked unconscious.
While you’re in your Adrenaline Rush you gain the following benefits:
• You have a +1 bonus to attack and damage rolls, as well as Strength-, Dexterity-, and Constitution-based ability checks and saving throws.
• You gain temporary hit points equal to your character level.
• Once your Adrenaline Rush has ended, you can't enter it again until you complete a long rest.  

Animal Friend

You have a way of pacifying even the most vicious beasts.
• Increase you Wisdom score by 1, to a maximum of 20.
• You’re proficient in Animal Handling.
• As an Action, you can attempt to convince a beast within 30 that you’re a friend. If the beast's Intelligence is 4 or higher, you fail. Otherwise, the beast must make a saving throw equal to 8 + your proficiency bonus + your Wisdom bonus. It has advantage on its saving throw if you or one of your companions has cause harm to the beast or any of its allies. On a failed save, the beast is charmed by you until your next short rest, at which time it takes its leave, or until you or one of your companions harm the beast. On a successful save, the beast is immune to further attempts to charm it using this feature until 24 hours have passed. Once you’ve successfully charmed a beast, you can't use this ability again until you complete a short or long rest.  

Bloody Mess

When one of this feat’s features requires a saving throw, the DC is equal to 8 + your weapon’s attack bonus.
• When you score a critical hit, double your ability bonus to the damage roll.
• Whenever you attack a living creature and roll the maximum possible result on at least one of your weapon’s damage dice, the target takes another 1d4 damage at the beginning of each of its subsequent turns. It may make a Constitution saving throw at the end of each of its turns to end this effect. A creature can’t be affected by this ability again while still taking ongoing damage from it.
• Whenever you reduce a creature to 0 hit points and the damage is lethal, you can choose to dismember them in gory fashion. All hostile creatures within line of sight of both you and the target must succeed at a Wisdom saving throw or become frightened of you. An affected creature can repeat its saving throw at the end of each of its turns. A creature which succeeds at its saving throw is immune to this effect for the next 24 hours.  

Chem Resistant

• Increase you Constitution score by 1, to a maximum of 20.
• When you make a saving throw against addiction, reduce the DC by 5.
• If the optional Recovering Addict condition is in play, you’re immune to the condition. You never need to make rolls against temptation to take or use a substance to which you were once addicted.  

Creature of Action

• Increase you Dexterity score by 1, to a maximum of 20.
• You’re proficient in your choice of Acrobatics or Athletics.
• You gain one use of the Soldier’s Action Surge feature, which can be spent on your turn to give you one additional action. If you have multiple uses of Action Surge, you can only use it once on the same turn. You regain your Action Surge from this feature when you finish a long rest.  

Cult of Personality

• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to persuade an indifferent or friendly creature to answer a question or perform a simple task on your behalf that takes no more than an hour. Example tasks include delivering a message, temporarily holding onto an item for you, or keeping watch on a location. If the creature is friendly, they may accept a small amount of personal risk.
• You can always attempt to improve the attitude of a hostile creature, even when it would normally be considered so hostile it rejects your attempts.  

Demolitions Expert

• Increase your Dexterity score by 1, to a maximum of 20.
• You can place (but not conceal) a mine as a bonus action.
• You have advantage on Intelligence (Stealth) checks you make to conceal a mine.
• You have advantage on Intelligence (Sleight of Hand) checks you make to disarm an explosive.  

Firearms Expert

• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with one handed ranged weapons.
• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a second one-handed weapon you are holding.
• For one handed ranged weapons:
• You can load a one-handed ranged weapon with the the reload property using your object interaction, your bonus action, or your action.
 

Dodger

• Increase your Charisma score by 1 instead.
• When you take the Dodge action you also gain the benefits of the Disengage action.  

Educated

• Increase your Intelligence score by 1, to a maximum of 20.
• You gain two proficiencies which must be chosen from the following list of skills and tools: Computers/Technology, History, Medicine, Nature, Engineering, Surgeon's Tools.  

Empathy

• Increase your Wisdom score by 1, to a maximum of 20.
• You add +5 to your Wisdom (Insight) and passive Wisdom (Insight) for the purposes of determining a creature's emotional state.  

Faster Healing

Prerequisite: You must have taken Gloomium damage at least once before you can select this feat. Your contact with Gloomium has caused you to mutate in a beneficial way, developing an accelerated capacity for recovery.
• Increase your Constitution score by 1, to a maximum of 20.
• Once per hour, you can spend a Hit Die to recover hit points without needing to rest.
• When you spend a Hit Die to recover hit points, a result of less than 3 is treated as though you rolled a 3.
• Add half your Proficiency bonus (rounded down) to the number of Hit Dice you recover over a long rest.  

Fix Finder

• Increase your Intelligence score by 1, to a maximum of 20.
• You have advantage on Intelligence (Engineering) checks to identify faults in machines and Dexterity (Engineering) checks to repair mechanical damage.
• You reduce the currency and/or salvage costs of mechanical repairs by 25%.  

Ghoulish

You’ve become partially mutated in a similar fashion to a ghoul, and are resistant to gloomium.
• Increase your Constitution score by 1, to a maximum of 20.
• You have advantage on saving throws against Gloomium damage and poisoning.
• You reduce necrotic damage that you take by 3.  

Heave Ho!

• Increase your Strength score by 1, to a maximum of 20.
• When wielded by you, the short and long ranges of thrown weapons are one and a half times their normal distances.
• When you deal damage with a thrown weapon, roll an additional die of damage.  

Inspirational Presence

• Increase your Charisma score by 1, to a maximum of 20.
• You may spend your reaction to grant an ally within 30 feet of your location advantage on an attack roll or saving throw.  

Light Step

• Increase your Dexterity score by 1, to a maximum of 20.
• Your movement speed increases by 5 ft.
• When you trip a mine or a trap triggered by your feet (such as a pressure plate, pit trap, or floorlevel trip wire), roll a d6. On a result of 4-6, you don't trip it but become immediately aware of it and move to the nearest safe space. On any other result, you trip it as normal.  

Moving Target

• Increase your Dexterity score by 1, to a maximum of 20.
• When you take the Dodge action and move on the same turn, you’re treated as though you have half cover until the beginning of your next turn. If you move behind actual cover, the degree of cover it provides is increased by one step.  

Pickpocket

• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency in Sleight of Hand.
• As long as a creature isn't paying attention to your hands, you have advantage on Dexterity (Sleight of Hand) checks you make to either remove an item no larger than a knife from their person or slip a similarly sized item onto their person.  

Quick Pockets

• Increase your Dexterity score by 1, to a maximum of 20.
• You can open or close a container on your person, remove an item from a container on your person, or place an item into a container on your person as a bonus action.
• As long as a creature isn't paying attention to your hands, you have advantage on Dexterity (Sleight of Hand) checks you make to either conceal an item no larger than a knife somewhere on your person or remove such an item unnoticed from its hiding place on your person.  

Silent Running

• Increase your Dexterity score by 1, to a maximum of 20.
• You can make a Dexterity (Stealth) check even when you're not moving slowly.
• You have advantage on Dexterity (Stealth) checks when you are moving slowly.  

Smooth Talker

• Increase your Intelligence score by 1, to a maximum of 20.
• You can always use Intelligence in place of Charisma when making Deception or Persuasion checks.  

Snake Eater

• Increase your Constitution score by 1, to a maximum of 20.
• You have resistance to poison damage, and advantage on saving throws against the poisoned condition.  

Stonewall

You're steady on your feet, only moving when you want to.
• Increase your Strength score by 1, to a maximum of 20.
• You have advantage on saving throws to resist being pushed, pulled, or knocked prone.  

Hacker

With a few keystrokes, you can make just about any system sing the right tune. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency in the Computers skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
• You can attempt to hack devices within 60' without an interface, even when you don't have an interface kit. If you do have an interface kit, you can attempt to hack a device as an action, rather than over the course of one minute.
• Devices never lock after your attempts to hack them.  

Engineer

Understanding of technology comes naturally to you, and the intricacies of complicated systems always seem to unravel in front of your eyes, no matter how convoluted they seem at first. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency in the Engineering skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
• You gain proficiency in Demolitionist’s Tools and Engineer's Tools.
• You can instantly assess the damage of any device you see. You can determine whether or not an object is repairable, how long a repair will take, how expensive a repair would be, and what tools and materials it might cost.
   

Overwatch

Prerequisites: Must remain stationary during your turn You are adept at setting up kill zones with firearms.
As an action, designate a 45-foot cone originating from one corner of your space. Any enemies moving within or into this area provoke attacks of opportunity. You may make a number of opportunity attacks each turn in this manner up to your proficiency modifier.  

Suppressing Fire

Prerequisites: Ranged weapon with the automatic weapon property
As an action, you may expend a number of bullets equal to your weapons amount of ammunition when fired with the Automatic property. When you make an automatic-fire ranged attack with a firearm with Suppression Fire, every creature that remains the designated area of fire has disadvantage on ranged attack rolls for 1 round. Any enemy that moves from the area provokes an attack of opportunity. You may make a number of opportunity attacks equal to your proficiency bonus against targets in the area of fire.  

Marksman

A character with Marksman is adept as using Sniper Rifles.   Attacks made with weapons with the Sniper property ignore range increments up to their maximum range.   Additionally, a character with Marksman may make a Called Shot. If used on an aware enemy, this attack is always made with disadvantage. A shot against a surprised enemy is always made without advantage or disadvantage. If this attack hits, it is always a critical hit.  

Adaptable Mind

Increase your Wisdom score by 1, to a maximum of 20.
• You are uniquely capable of accepting Cybernetic Implants and dealing with stressful scenarios. You receive advantage on all Mental Exhaustion checks.

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