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the attack’s damage roll (if you chose to make a melee

CORE FEATS (PHB) attack and hit) or push the target up to 10 feet away from
you (if you chose to shove and you succeed).

ALERT CROSSBOW EXPERT


Unchanged; thematically sound and mechanically useful
Unchanged; build-enabling feat that boasts a deceptive
enough to warrant picking in the right build.
amount of power

Always on the lookout for danger, you gain the following Thanks to extensive practice with the crossbow, you gain
benefits: the following benefits:
• You gain a +5 bonus to initiative. • You ignore the loading property of crossbows
• You can’t be surprised while you are conscious. with which you are proficient.
• Other creatures don’t gain advantage on attack rolls • Being within 5 feet of a hostile creature doesn’t
against you as a result of being unseen by you. impose disadvantage on your ranged attack
rolls.
ATHLETE • When you use the Attack action and attack with
Buffed; added proficiency in either Athletics or a one-handed weapon, you can use a bonus
Acrobatics. action to attack with a hand crossbow you are
holding.

DEFENSIVE DUELIST
You have undergone extensive physical training to gain
the following benefits:
• Increase your Strength or Dexterity score by 1, Buffed; niche but extremely useful on the right build, the
to a maximum of 20. trigger (getting attacked in melee) happens a lot. Gives a
• You gain proficiency in either Strength chance for you to use your reaction a lot more. Added +1
(Athletics) or Dexterity (Acrobatics). Dex.
• When you are prone, standing up uses only 5
feet of your movement. Prerequisite: Dexterity 13 or higher
• Climbing doesn’t cost you extra movement.
• You can make a running long jump or a running • Increase your Dexterity score by 1, to a
high jump after moving only 5 feet on foot,
maximum of 20.
rather than 10 feet. • When you are wielding a finesse weapon with

ACTOR
which you are proficient and another creature
hits you with a melee attack, you can use your
Buffed; merged it with UA Master of Disguise. reaction to add your proficiency bonus to your
AC for that attack, potentially causing the
attack to miss you.
Skilled at mimicry and dramatics, you gain the following

DUAL WIELDER
benefits:
• Increase your Charisma score by 1, to a
maximum of 20. Buffed; tacked on Dex/ Str boost. On paper it’s almost
• always better to take a +2 Dex ASI over this feat. Also
You gain proficiency with the disguise kit. If you
added extra options for making more attacks, credit to
are already proficient with it, you add double
/u/Betawolf319
your proficiency bonus to checks you make with
it
• You master fighting with two weapons, gaining the
You have advantage on Charisma (Deception)
following benefits:
and Charisma (Performance) checks when
trying to pass yourself off as a different person. • Increase your Strength or Dexterity score by 1,
• You can mimic the speech of another person or to a maximum of 20.
the sounds made by other creatures. You must • You gain a +1 bonus to AC while you are
have heard the person speaking, or heard the wielding a separate melee weapon in each hand.
creature make the sound, for at least 1 minute. A • You can use two-weapon fighting even when
successful Wisdom (Insight) check contested by the one-handed melee weapons you are
your Charisma (Deception) check allows a wielding aren’t light.
listener to determine that the effect is faked. • You can draw or stow two one-handed weapons
when you would normally be able to draw or
CHARGER stow only one.
• If you have the Extra Attack feature, when you
Buffed; removed the bonus action tax; the attack is now
make a Two Weapon Fighting attack (PHB 195),
part of the Dash action (does not benefit from the Extra
you can make additional attacks beyond the
Attack feature). It now also works with all sources of
first with a -5 penalty to the attack roll, up to
Dash (Haste, Ki, Cunning Action etc)
the maximum number of attacks granted by
your Extra Attack.
When you take the Dash action, you can make one melee
weapon attack or to shove a creature providing you end
your Dash adjacent to them.
If you move at least 10 feet in a straight line immediately
before using this feature, you either gain a +5 bonus to

1
DUNGEON DELVER/OBSERVANT
VETERAN DELVER (Fire) Scorch: Creatures that are ordinarily immune to
fire damage are now instead treated as if they have
Buffed; combined both feats together. Observant was resistance against damage from your fire spells.
already good but not overpowered. The combination of
the two feats lets the player feel like Aragorn! (Lightning) Shocked: When a creature suffers lightning
damage from your spells, their allies within 5ft also take
Alert to the hidden traps and secret doors found in many damage equal to 3x the spells level (minimum of 3).
dungeons, you gain the following benefits:
• Increase your Intelligence or Wisdom score by (Thunder) Stricken: Creatures that take damage from
1, to a maximum of 20. your thunder spells suffer a -1 penalty to hit until the
• If you can see a creature’s mouth while it is start of your next round.
speaking a language you understand, you can
interpret what it’s saying by reading its lips. You can select this feat multiple times. Each time you do
• You have a +5 bonus to your passive Wisdom so, you must choose a different damage type.

GRAPPLER/ TAVERN BRAWLER


(Perception) and passive Intelligence
(Investigation) scores.
• You have advantage on Wisdom (Perception) SCUFFLE SAVANT
and Intelligence (Investigation) checks made to
Buffed; merged both feats. Both feats were
detect the presence of secret doors.
underwhelming when taken alone but in tandem they
• You have advantage on saving throws made to
should provide an attractive choice for the grapple/
avoid or resist traps.
brawler style.
• You have resistance to the damage dealt by
traps. Prerequisite: Strength 13 or higher
• Traveling at a fast pace doesn't impose the
normal −5 penalty on your passive Wisdom You’ve developed the skills necessary to hold your own
(Perception) score. in close-quarters grappling. You gain the following
benefits:
DURABLE/ TOUGH TENACIOUS • Increase your Strength or Constitution score by
1, to a maximum of 20.
Buffed; combined both feats together. Tough was
• You are proficient with improvised weapons.
already good, tacking on Durable makes it great.
• Your unarmed strike uses a d4 for damage.
Reworked the Durable minimum heal on Hit Dice to just
• When you hit a creature with an unarmed strike
provide a flat stacking bonus instead. [removed the +1
Con] or an improvised weapon on your turn, you can
use a bonus action to attempt to grapple the
Hardy and resilient, you gain the following benefits: target.
• You have advantage on attack rolls against a
• When you roll a Hit Die to regain hit points, you creature you are grappling.
can add your Proficiency Bonus to the roll (for • You can use your action to try to pin a
each die). creature grappled by you. To do so, make
• Your hit point maximum increases by an another grapple check. If you succeed, you and
amount equal to twice your level. the creature are both restrained until the

ELEMENTAL ADEPT
grapple ends.

Buffed; added extra effects based on damage type GREAT WEAPON MASTER
chosen. Rebalanced; more reliable at lower levels without
overshadowing other PCs with huge damage spikes, once
Prerequisite: The ability to cast at least one spell
PCs are 13th level it’s back to it’s original state.

When you gain this feat, choose one of the following You’ve learned to put the weight of a weapon to your
damage types: acid, cold, fire, lightning, or thunder. advantage, letting its momentum empower your strikes.
You gain the following benefits:
• Spells you cast ignore resistance to damage of • On your turn, when you score a critical hit with
the chosen type. a melee weapon or reduce a creature to 0 hit
• When you roll damage for a spell you cast that points with one, you can make one melee
deals damage of that type, you can treat any 1 weapon attack as a bonus action.
on a damage die as a 2. • Before you make a melee attack with
• Additionally, spells you cast of the chosen type a heavy weapon that you are proficient with,
now also gain the following benefit based on you can choose to lose your proficiency bonus
the type chosen: for the attack roll to add double your
proficiency to the damage roll. (-2/+4, -3/+6, -
4/+8 etc.)
(Acid) Caustic: Creatures that take damage from your
Acid spells lose 2 AC until the start of your next turn.
HEALER
(Cold) Brittle: Creatures that take damage from your cold Buffed; whilst a useable feat, Healer just needed an extra
spells now suffer the effects of a critical hit on a 19-20 push to make it have more of an identity. Healing in
until the start of your next turn. combat is generally not the best course of action so

2
bumping this to be more effective should not be a cause feet of you who can see or hear you and who can
for concern. understand you can gain temporary hit points
equal to your level + your Charisma modifier. A
You are an able physician, allowing you to mend wounds creature can’t gain temporary hit points from
quickly and get your allies back in the fight. You gain the this feat again until it has finished a short or
following benefits: long rest.

KEEN MIND/ LINGUIST ACADEMIC


• When you use a healer’s kit to stabilize a dying
creature, that creature also regains (1) hit
points equal to your level + proficiency bonus. Buffed; merged the two feats.
• As an action, you can spend one use of a
healer’s kit to tend to a creature and restore 1d6 You have a mind that can track time, direction, and
+ 4 hit points to it, plus additional hit points detail with uncanny precision. You gain the following
equal to your level + proficiency bonus. The benefits.
creature can’t regain hit points from this feat • Increase your Intelligence score by 1, to a
again until it finishes a short or long rest.
maximum of 20.
• You always know which way is north.

HEAVILY ARMORED/ WEAPON


• You always know the number of hours left
before the next sunrise or sunset.
MASTER ARMED & ARMORED • You can accurately recall anything you have
Buffed; merged the two feats, this option should now seen or heard within the past month.
• You learn three languages of your choice.
provide an attractive alternative to ‘dip one level in
• You can ably create written ciphers. Others
Fighter’, quite the build enabler now. (Plus some
damage) can’t decipher a code you create unless you
teach them, they succeed on an Intelligence
Prerequisite: Proficiency with medium armor check (DC equal to your Intelligence score +
your proficiency bonus), or they use magic to
decipher it.
You have trained to master the use of heavy armor,
gaining the following benefits:
• Increase your Strength or Dexterity score by 1, LIGHTLY ARMORED/MODERATELY
to a maximum of 20. ARMORED/ MEDIUM ARMOR MASTER
BASIC TRAINING
• You gain proficiency with heavy armor.
• You gain proficiency with four weapons of your choice;
you may add your proficiency bonus to damage rolls for Buffed; merged the three feats in to one.
attacks made with these weapons.
You have trained to master the use of light armor,
HEAVY ARMOR MASTER gaining the following benefits:

Buffed; slight nerf for V.Humans at tier 1 play. At level 5 • Increase your Strength or Dexterity score by 1,
and onwards it equals and eventually out-scales the to a maximum of 20.
original iteration. Con bonus choice for flexibility. • You gain proficiency with light armor, medium
armor and shields.
Prerequisite: Proficiency with heavy armor • Wearing medium armor doesn’t impose
disadvantage on your Dexterity (Stealth)
checks.
You can use your armor to deflect strikes that would kill
• When you wear medium armor, you can add 3,
others. You gain the following benefits:
rather than 2, to your AC if you have a Dexterity
• Increase your Strength or Constitution score by of 16 or higher.
1, to a maximum of 20.
• While you are wearing heavy armor, LINGUIST
bludgeoning, piercing, and slashing damage
Buffed; see Keen Mind.
that you take from nonmagical weapons is

LUCKY
reduced by (3) an amount equal to your
proficiency bonus.
Unchanged; boring so go ahead and use it I guess.
INSPIRING LEADER
You have inexplicable luck that seems to kick in at just
Buffed; added Cha bump to make it a more attractive
the right moment.
choice when weighed against the more obvious ‘broken’
feats. Also removed the 6 friendly creature limit.
You have 3 luck points. Whenever you make an attack
roll, an ability check, or a saving throw, you can spend
Prerequisite: Charisma 13 or higher
one luck point to roll an additional d20. You can choose
to spend one of your luck points after you roll the die,
• Increase your Charisma score by 1, to a but before the outcome is determined. You choose which
maximum of 20. of the d20s is used for the attack roll, ability check, or
• You can spend 10 minutes inspiring your saving throw.
companions, shoring up their resolve to fight.
When you do so, friendly creatures within 30

3
You can also spend one luck point when an attack roll is • You gain (one) three superiority die, which is a
made against you. Roll a d20, and then choose whether (d6) d8 (this die is added to any superiority dice
the attack uses the attacker’s roll or yours. you have from another source). This die is used
to fuel your maneuvers. A superiority die is
If more than one creature spends a luck point to expended when you use it. You regain your
influence the outcome of a roll, the points cancel each expended superiority dice when you finish a
other out; no additional dice are rolled. short or long rest.

You regain your expended luck points when you finish a MEDIUM ARMOR MASTER
long rest.
Buffed; see Lightly Armored

MAGE SLAYER MOBILE


Unchanged; it’s both flavorful and excellent in the right
Unchanged; hyper useful trait for the right builds.
(most) campaigns. Don’t pick this if you’re only fighting
big beasts and monsters.
You are exceptionally speedy and agile. You gain the
following benefits:
You have practiced techniques useful in melee combat
against spellcasters, gaining the following benefits: • Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain
• When a creature within 5 feet of you casts a
doesn’t cost you extra movement on that turn.
spell, you can use your reaction to make a melee
• When you make a melee attack against a
weapon attack against that creature.

creature, you don’t provoke opportunity attacks
When you damage a creature that is
from that creature for the rest of the turn,
concentrating on a spell, that creature has
whether you hit or not.
disadvantage on the saving throw it makes to

MODERATELY ARMORED
maintain its concentration.
• You have advantage on saving throws against
spells cast by creatures within 5 feet of you. Buffed; see Lightly Armored

MAGIC INITIATE
Buffed; changed 1st-level spell usage from long rest MOUNTED COMBATANT
recharge to short rest. Most DMs either give a long rest Buffed; now grants advantage vs any unmounted
after every battle (no change) or draw out encounters creatures of large size or less. Might be a cause of
and stretch resources between long rests. This change concern for allowing Paladins to go nova more often
aims to bridge the gap regarding the feats power level (oops).
between these two sryles.
You are a dangerous foe to face while mounted. While
you are mounted and aren’t incapacitated, you gain the
Choose a class: bard, cleric, druid, sorcerer, warlock, or
following benefits:
wizard. You learn two cantrips of your choice from that
class’s spell list. • You have advantage on melee attack rolls
against any unmounted creature that is smaller
In addition, choose one 1st-level spell to learn from that than your mount is large or smaller.
same list. Using this feat, you can cast the spell once at • You can force an attack targeted at your mount
its lowest level, and you must finish a long short rest to target you instead.
before you can cast it in this way again. • If your mount is subjected to an effect that
allows it to make a Dexterity saving throw to
Your spellcasting ability for these spells depends on the take only half damage, it instead takes no
class you chose: Charisma for bard, sorcerer, or warlock; damage if it succeeds on the saving throw, and
Wisdom for cleric or druid; or Intelligence for wizard. only half damage if it fails.

MARTIAL ADEPT OBSERVANT


Buffed; increased die from d6 to d8 and expanded the Buffed; see Dungeon Delver.
amount of die available so that the maneuvers become
more of a core identity for your character. This aims to POLEARM MASTER
make melee more attractive for all subclasses and when
Unchanged; great option for gaining more attacks/
taken by a Battle Master Fighter will give them a lot
round.
more steam/ flexibility.

You gain the following benefits:


You have martial training that allows you to perform
special combat maneuvers. You gain the following • When you take the Attack action and attack
benefits: with only a glaive, halberd, quarterstaff, or
spear, you can use a bonus action to make a
• You learn two maneuvers of your choice from
melee attack with the opposite end of the
among those available to the Battle Master
weapon. This attack uses the same ability
archetype in the fighter class. The saving throw
modifier as the primary attack. The weapon’s
DC for these equals 8 + your proficiency bonus +
damage die for this attack is a d4, and it deals
your Strength or Dexterity modifier (your
bludgeoning damage.
choice).

4
• While you are wielding a glaive, halberd, pike, • When you hit a creature with an opportunity
quarterstaff, or spear, other creatures provoke attack, the creature’s speed becomes 0 for the
an opportunity attack from you when they enter rest of the turn.
the reach you have with that weapon. • Creatures provoke opportunity attacks from
you even if they take the Disengage action
RESILIENT before leaving your reach.
• When a creature within 5 feet of you makes an
Unchanged; solid choice to round out a character’s
attack against a target other than you (and that
defenses.
target doesn’t have this feat), you can use your
reaction to make a melee weapon attack against
Choose one ability score. You gain the following benefits:
the attacking creature.
• Increase the chosen ability score by 1, to a


maximum of 20. SHARPSHOOTER
You gain proficiency in saving throws using the
chosen ability. Rebalanced; more reliable at lower levels without
overshadowing other PCs with huge damage spikes, once

RITUAL CASTER PCs are 13th level it is back to its original state.

Buffed; only needed a slight boost so added an Int/ Wis You have mastered ranged weapons and can make shots
bump. that others find impossible. You gain the following
benefits:
Prerequisite: Intelligence or Wisdom 13 or higher
• Attacking at long range doesn’t impose
disadvantage on your ranged weapon attack
• Increase your Intelligence or Wisdom score by rolls.
1, to a maximum of 20. • Your ranged weapon attacks ignore half cover
and three-quarters cover.
• Before you make an attack with a ranged
You have learned a number of spells that you can cast as
weapon that you are proficient with, you can
rituals. These spells are written in a ritual book, which
choose to lose your proficiency bonus for the
you must have in hand while casting one of them.
attack roll to add double your proficiency to the
damage roll. (-2/+4, -3/+6, -4/+8 etc.)
When you choose this feat, you acquire a ritual book
holding two 1st-level spells of your choice. Choose one of
the following classes: bard, cleric, druid, sorcerer,
SHIELD MASTER
warlock, or wizard. You must choose your spells from Unchanged; theme is on point and its mechanically good.
that class’s spell list, and the spells you choose must
have the ritual tag. The class you choose also determines You use shields not just for protection but also for
your spellcasting ability for these spells: Charisma for offense. You gain the following benefits while you are
bard, sorcerer, or warlock; Wisdom for cleric or druid; or wielding a shield:
Intelligence for wizard. • If you take the Attack action on your turn, you
can use a bonus action to try to shove a creature
If you come across a spell in written form, such as a within 5 feet of you with your shield.
magical spell scroll or a wizard’s spellbook, you might be • If you aren’t incapacitated, you can add your
able to add it to your ritual book. The spell must be on shield’s AC bonus to any Dexterity saving throw
the spell list for the class you chose, the spell’s level can you make against a spell or other harmful effect
be no higher than half your level (rounded up), and it that targets only you.
must have the ritual tag. The process of copying the spell • If you are subjected to an effect that allows you
into your ritual book takes 2 hours per level of the spell, to make a Dexterity saving throw to take only
and costs 50 gp per level. The cost represents material half damage, you can use your reaction to take
components you expend as you experiment with the no damage if you succeed on the saving throw,
spell to master it, as well as the fine inks you need to interposing your shield between yourself and
record it. the source of the effect.

SAVAGE ATTACKER SKILLED


Removed; lacks both power and flavor. Great Weapon Buffed; underwhelming on its own, this simple change
Master is basically the same concept just… better. can allow the party Wizard the option to be the Arcana
expert instead of the Rogue.
Once per turn when you roll damage for a melee weapon
• You gain proficiency in any combination of
attack, you can reroll the weapon’s damage dice and use
three skills or tools of your choice.
either total.
• You may choose a skill or tool you are already

SENTINEL proficient in to instead gain expertise in it.

Unchanged; premier choice for playing the party’s SKULKER


shield.
Buffed; added an ‘cheapshot feature in the form of flat
scaling bonus damage – an auto-crit feature would lead
You have mastered techniques to take advantage of every
to crazy Sneak Attacks.
drop in any enemy’s guard, gaining the following
benefits:
Prerequisite: Dexterity 13 or higher

5
rather than making an opportunity attack. The
You are expert at slinking through shadows. You gain the spell must have a casting time of 1 action and
following benefits: must target only that creature.

WEAPON MASTER
• You can try to hide when you are lightly
obscured from the creature from which you are
hiding. Buffed; see Heavily Armored.
• When you are hidden from a creature and miss
it with a ranged weapon attack, making the
attack doesn’t reveal your position.
RACIAL FEATS (XGE)
BOUNTIFUL LUCK
• Dim light doesn’t impose disadvantage on your
Wisdom (Perception) checks relying on sight.
• Attacking an enemy that is not aware of your Buffed; added a stat boost to bring it more in line with
presence grants a damage bonus equal to twice the better racials.
your proficiency bonus, provided you are
proficient with the weapon. Prerequisite: Halfling

SPELL SNIPER
• Increase your Dexterity, Charisma, Wisdom or
Constitution score by 1, to a maximum of 20.
Buffed; copy/pasted Crossbow Expert’s feature for
Your people have extraordinary luck, which you have
ignoring imposed disadvantage when an enemy is close.
learned to mystically lend to your companions when you
This makes the feat a little more attractive without
see them falter. You’re not sure how you do it; you just
adding to its numerical power (important as spell casters
wish it, and it happens. Surely a sign of fortune’s favor!
are already inherently stronger than martial classes).
When an ally you can see within 30 feet of you rolls a 1 on
Prerequisite: The ability to cast at least one spell
the d20 for an attack roll, an ability check, or a saving
You have learned techniques to enhance your attacks throw, you can use your reaction to let the ally reroll the
with certain kinds of spells, gaining the following die. The ally must use the new roll.
benefits:
• When you cast a spell that requires you to make When you use this ability, you can’t use your Lucky racial
an attack roll, the spell’s range is doubled. trait before the end of your next turn.

DRAGON FEAR/ DRAGON HIDE


• Your ranged spell attacks ignore half cover and
three-quarters cover.
• You learn one cantrip that requires an attack DRACONIC LINEAGE
roll. Choose the cantrip from the bard, cleric,
Buffed; rolled both feats in to one. Buffed the Natural
druid, sorcerer, warlock, or wizard spell list.
AC/ Natural Weapon features to key off of both Dex or
Your spellcasting ability for this cantrip
Strength because having scales hard enough to take the
depends on the spell list you chose from:
hits and brush them off is metal.
Charisma for bard, sorcerer, or warlock;
Wisdom for cleric or druid; or Intelligence for
Prerequisite: Dragonborn
wizard.
• Being within 5 feet of a hostile creature doesn’t You manifest scales and claws reminiscent of your
impose disadvantage on your ranged spell attack draconic ancestors, taking on their menace and majesty.
rolls. You gain the following benefits:
• Increase your Strength, Constitution, or
TAVERN BRAWLER Charisma score by 1, to a maximum of 20.
• Instead of exhaling destructive energy, you can
Buffed; see Grappler.
expend a use of your Breath Weapon trait to

TOUGH roar, forcing each creature of your choice


within 30 feet of you to make a Wisdom saving
Buffed; see Durable. throw (DC 8 + your proficiency bonus + your
Charisma modifier). A target automatically
WAR CASTER succeeds on the save if it can’t hear or see you.
Unchanged; build enabling, does a lot already. On a failed save, a target becomes frightened of
you for 1 minute. If the frightened target takes
Prerequisite: The ability to cast at least one spell any damage, it can repeat the saving throw,
ending the effect on itself on a success.
You have practiced casting spells in the midst of combat, • Your scales harden. While you aren’t wearing
learning techniques that grant you the following armor, you can calculate your AC as 13 + your
benefits: Strength or Dexterity modifier. You can use a
• You have advantage on Constitution saving shield and still gain this benefit.
throws that you make to maintain your You grow retractable claws from the tips of your
concentration on a spell when you take damage. fingers. Extending or retracting the claws
• You can perform the somatic components of requires no action. The claws are natural
spells even when you have weapons or a shield weapons, which you can use to make unarmed
in one or both hands. strikes. If you hit with them, you deal slashing
• When a hostile creature’s movement provokes damage equal to 1d4 + your Strength or Dexterity
an opportunity attack from you, you can use modifier, instead of the normal bludgeoning
your reaction to cast a spell at the creature, damage for an unarmed strike.

6
DROW HIGH MAGIC Your people are clever, with a knack for illusion magic.
You have learned a magical trick for fading away when
Buffed; simple tweak here, just let the players use this
you suffer harm. You gain the following benefits:
feature more often and make it more attractive to
• Increase your Dexterity or Intelligence score by
different classes.
1, to a maximum of 20.
• Immediately after you take damage from a
Prerequisite: Elf (Drow)
non-allied creature, you can use a reaction to
You learn more of the magic typical of dark elves. You learn magically become invisible until the end of your
the detect magic spell and can cast it at will, without next turn or until you attack, deal damage, or
expending a spell slot. You also learn levitate and dispel force someone to make a saving throw. Once
magic, each of which you can cast once without expending a you use this ability, you can’t do so again until
spell slot. you finish a short or long rest.
You regain the ability to cast those two spells in this way
when you finish a short or long rest. Charisma or FEY TELEPORTATION
Intelligence is your spellcasting ability for all three spells. Buffed; PCs now also get a choice of 1 of 4 cantrips,
chosen to represent each of the seasons for that Eladrin
DWARVEN FORTITUDE tie-in.
Buffed; made the stat bump more flexible. Advantage on
death saves helps with the whole ‘dwarves are tough Prerequisite: Elf (High)
bastards that don’t stay down’ fantasy. Your study of high elven lore has unlocked fey power
that few other elves possess, except your Eladrin
Prerequisite: Dwarf cousins. Drawing on your fey ancestry, you can
You have the blood of dwarf heroes flowing through your momentarily stride through the Feywild to shorten your
veins. You gain the following benefits: path from one place to another. You gain the following
benefits:
• Increase your Strength or Constitution score by
1, to a maximum of 20. • Increase your Intelligence or Charisma score by
• Whenever you take the Dodge action in combat, 1, to a maximum of 20.
• You learn to speak, read, and write Sylvan.
you can spend one Hit Die to heal yourself. Roll
the die, add your Constitution modifier, and • You learn a cantrip of your choice between Gust,
regain a number of hit points equal to the total Create Bonfire, Mold Earth and Ray of Frost.
(minimum of 1). • You learn the misty step spell and can cast it
• You have advantage on death saving throws. once without expending a spell slot. You regain
the ability to cast it in this way when you finish
ELVEN ACCURACY •
a short or long rest.
Intelligence is your spellcasting ability for these
Unchanged; strong bordering on too strong, sacrificing spells.
an ASI bump for a feat should be more attractive and
Elven Accuracy already sits on that point of balance of
being useful without overshadowing the other PCs.
FLAMES OF PHLEGETHOS
Buffed; depending on how the dice fall this may not
Prerequisite: Elf, Half-elf strictly be a buff for spells like Fireball, however, this
change adds more consistent damage across cantrips
The accuracy of elves is legendary, especially that of elf
etc. Tiefling Warlocks may now look to this as an
archers and spellcasters. You have uncanny aim with
alternative to Eldritch Blast spam.
attacks that rely on precision rather than brute force.
You gain the following benefits:
Prerequisite: Tiefling or Feral Tiefling
• Increase your Dexterity, Intelligence, Wisdom,
Fiendish blood runs strong in you, unlocking a resilience
or Charisma score by 1, to a maximum of 20.
akin to that possessed by some fiends. You gain the
• Whenever you have advantage on an attack roll
following benefits:
using Dexterity, Intelligence, Wisdom, or
Charisma, you can reroll one of the dice once. • Increase your Intelligence or Charisma score by
1, to a maximum of 20.
• When you roll fire damage for a spell you cast,
you may add your spellcasting ability +

FADE AWAY
proficiency bonus to the damage roll. Each
enemy hit by your spells can only suffer this
Buffed; you get to stay invisible for the entire turn after additional damage once per turn.
using the ability so now classes with multi-attack etc. Whenever you cast a spell that deals fire damage, you
can get more benefit out of this feat, also interacts neat can cause flames to wreathe you until the end of
with classes that ‘cheat’ an extra attack for allies. Added your next turn. The flames don’t harm you or
the non-allied creature requirement to stop players your possessions, and they shed bright light out
cutting their own finger for 1 damage before combat to to 30 feet and dim light for an additional 30 feet.
abuse it. While the flames are present, any creature
within 5 feet of you that hits you with a melee
Prerequisite: Gnome attack takes 1d4 fire damage.

7
INFERNAL CONSTITUTION check you make with it. The skill you choose
must be one that isn’t already benefiting from a
Buffed; players can feel they have the devil’s own luck;
feature, such as Expertise, that doubles your
advantage on death saving throws keeps them hanging
proficiency bonus.
on in the direst of circumstances.

Prerequisite: Tiefling or Feral Tiefling


SECOND CHANCE
Buffed; The extra attack is limited to once per combat,
the enemy has to miss after rerolling, and then you have
Fiendish blood runs strong in you, unlocking a resilience
to hit with your attack roll. I don’t think this is an
akin to that possessed by some fiends. You gain the
unreasonable buff (Halfling Rogues rejoice), and it plays
following benefits:
into the slippery Halfling trope. Very thematic.
• Increase your Constitution score by 1, to a
maximum of 20. Prerequisite: Halfling
• You have resistance to cold damage and poison
Fortune favors you when someone tries to strike you.
damage.
You gain the following benefits:
• You have advantage on saving throws against
being poisoned. • Increase your Dexterity, Constitution, or
• You have advantage on death saving throws. Charisma score by 1, to a maximum of 20.
• When a creature you can see hits you with an
ORCISH FURY attack roll, you can use your reaction to force
that creature to reroll. If the new roll causes the
Buffed; I wanted to make the bonus damage of this feat attack to miss, you can use your reaction to
consistent without slowing down the game (more dice) make an attack of opportunity against the
or providing a boost that was too big on average (adding creature.
proficiency/ Str/). Keying this bonus damage off Wisdom • Once you use this ability, you can’t use it again
achieves this and limiting this to once per turn puts a cap until you roll initiative at the start of combat or
on how much damage can come out of this feat (looking until you finish a short or long rest.
at you, Monks). I’m quite happy with this change as it
helps move the players away from the ‘big dumb Orc’
stereotype and encourages them to think about and build
SQUAT NIMBLENESS
their character in a different way. Buffed; competes with Athlete. Tried to differentiate it
by ripping off the Goblin’s Nimble Escape feature to lean
Prerequisite: Half-Orc into the image of being a slippery fighter. Rogues won’t
take this, Monks save Ki from not having to use Step of
Your inner fury burns tirelessly. You gain the following
the Wind (lose out on Martial Arts), this is all fine.
benefits:
• Increase your Strength or Constitution score by Prerequisite: Dwarf or a Small race
1, to a maximum of 20.
You are uncommonly nimble for your race. You gain the
• When you hit with an attack using a simple or
following benefits:
martial weapon, you can roll one of the
weapon’s damage dice an additional time and • Increase your Strength or Dexterity score by 1,
add it as extra damage of the weapon’s damage to a maximum of 20.
type. Once you use this ability, you can’t use it • Increase your walking speed by 5 feet.
again until you finish a short or long rest add • You gain proficiency in
your Wisdom modifier to the damage roll the Acrobatics or Athletics skill (your choice).
(minimum of 1). You can benefit from this • You have advantage on any Strength (Athletics)
feature once per turn. or Dexterity (Acrobatics) check you make to
• Immediately after you use your Relentless escape from being grappled.
Endurance trait, you can use your reaction to • You can take the Disengage action as a bonus
make one weapon attack. action on each of your turns.

PRODIGY WOOD ELF MAGIC


Unchanged; the new Skilled feat steps on the toes of Buffed; simple tweak here, just let the players use this
prodigy. I’ve left this as is since while similar in nature I feature more often.
believe the slight difference of gaining three specific
proficiencies + Expertise on top is different enough to Prerequisite: Elf (Wood)
warrant picking one over the other.
You learn the magic of the primeval woods, which are
Prerequisite: Half-elf, Half-orc or Human revered and protected by your people. You learn one
druid cantrip of your choice. You also learn
You have a knack for learning new things. You gain the the longstrider and pass without trace spells, each of
following benefits: which you can cast once without expending a spell slot.
You regain the ability to cast these two spells in this way
• You gain one skill proficiency of your choice, one
when you finish a short or long rest. Wisdom is your
tool proficiency of your choice, and fluency in
spellcasting ability for all three spells.
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

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