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99 CHARACTER FEATS

EEven
ven more
more character
character options
options for
for the
the worlds
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by: Wizards
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Coast
Active Camouflage Air Cannon  
Prerequisite: Lizardfolk You can cause objects to be launched at high velocity.
Your skin adapts to it’s surrounding, making it easier You gain the Following Benefits:
to hide. You gain these benefits: You learn the gust cantrip if you don’t already know
Increase your Dexterity score by 1, to a maximum of it.
20. You can launch tiny objects such as bottles, rocks, or
You gain proficiency in the stealth skill if don’t even crossbow bolts out of the palm of your hand as
already have it. an attack action. These projectile do 1d8 damage
If you remain motionless while not wearing armor (The type of damage is decided by what it is you’re
your skin colors conforms with your surroundings, shooting off) with a range of 40/80 feet.
giving you advantage on stealth checks until you
move again. Aquatic Controller
Your control over water allows you to outpace and
Adaptable Skillset displace alike. You gain the following Benefits:
Prerequisite: Wisdom score of 13 or above
You’re able to use the passing knowledge of others to You learn the shape water cantrip if you don’t
grant yourself a bonus to certain skills: already know it.
Your shape water spell affects up to a 15 foot cube of
Increase your intelligence or Wisdom score by 1, to a water.
maximum of 20. As an action, you can turn a 15 foot cube of water
Once per long rest, you can apply your proficiency turbulent. When creatures swim through turbulent
bonus to a skill you aren’t proficient in as long as you water, you can decide if they treat it as difficult
take a long rest with another party member who is terrain or if they add 15 feet to their swim speed for
proficient. This effect lasts until you take another 1 turn.
long rest.  

Art By: Alejandropaca

1 99 Character Feats
Axe Master  
Wounds left by your weapon of choice leave their mark:
You gain the following benefits: Art By: Petti-Fog

Increase your Strength by 1, to a maximum of 20.


Critical hits landed while wielding a battleaxe or a
greataxe cause the target to bleed out. While
bleeding out, the target takes 1d6 slashing damage
at the begining of their turn. This effect lasts for 3
turns or until they receive magical healing. This
effect does not apply to undead, constructs, or other
creatures that don’t have blood.
Back To Back
You learn to cover openings in your defenses by
working together. You gain the following benefits:
You your allies within 5 feet of you gain +1 to their
AC if they use none of their movement speed on their
turn while in proximity to eachother. This bonus
stacks for each person within the 5 foot range, up to
a maximum of +4.
Beast Master
Prerequisite: Wisdom score of 13 or above
Your social skills with creaures of the animal
kingdom are the envy of many. You gain the following
benefits:
Increase your Wisdom score by 1, to a maximum of
20.
You can cast the spell speak with animals once per
day.
You have advantage on Persuasion checks made on
animals.
You gain proficiency with the Animal Handling skill.
If you already have proficiency for that skill, you gain
expertise instead.
Blinding Flash
You Know the secrets of using magical light for it’s
offensive capabilities:
You learn the light cantrip if you don’t already know
it.
Light has a range of 30 feet.
As a bonus action, you can cause an object affected
by your light spell to emit a blinding flash. Creatures
within 30 of the object feet make a DC 14 saving
throw. On failure they are blinded until the beginning
of their next turn. Creatures with darkvision make
the roll with disadvantage.
 

99 Character Feats 2
Blowgun Master Boomerang Throw  
You can attack silently from the shadows. You gain the Weapons you toss into battle have an uncanny habit of
following benefits: returning to you. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of Increase your Strength or Dexterity score by 1, to a
20. maximum of 20.
Attacks rolls you make while wielding a blowgun Weapons that you throw fly back to you, regardless
while hidden don’t reveal your position. of if they hit or miss their target. This does not apply
You can spend a short rest crafting a blowgun and to nets or explosives.
up to 30 pieces of ammunition for it if you have Weapons you throw ignore half and three-quarters
access to the materials for it. cover.
You can also spend a short rest coating up 15 pieces Thrown weapons you use have an increased range of
of blowgun ammunition with various nasty things 20 feet
you can find to make them more dangerous. Coated
bolts deal an addition 1d4 poison damage. Comforting Recovery
You make the arduous task of recovery a bit more
Blunt Combatant bearable with your presence. You gain the following
You are able to use a variety of blunted objects and benefits:
sturdy weaponry. You gain the following benefits: Increase your Charisma score by 1, to a mavimum of
You learn the shillelagh cantrip if you don’t already 20.
know it. Allies that take a short rest with you can roll 2
You do 1d10 bludgeoning damage when you use this additional hitpoint die when calulating recovered
cantrip instead of 1d8. health once per day. If an ally has two or more types
You can used an improvised weapon as a conduit for of hit dice avaialble to them, they use the die with the
this cantrip as long as it deals bludgeoning damage. most sides.
 
Art By: Wizards Of The Coast

3 99 Character Feats
Constellations  
You use orbs of light to see what others can’t, you gain
the following benefits: Art By: FromSoftware Inc.

You learn the Dancing lights cantrip if you don’t


already know it.
Dancing lights no longer requires concentration,
instead lasting for 10 minutes.
As an action, you can create a 20 foot aura around
yourself that looks like stars in the night sky. The
aura sheds bright light in a 30 foot raduis. Invisible
creatures are visible while inside the aura.
Contortionist
Having greater control over your own body, you gain the
following benefits:
Increase your Dexterity score by 1, to a maximum of
20.
Efforts to grapple you are done so at disadvantage.
You don’t have disadvantage on attack rolls while
restrained.
You can move through spaces as if you were 1 size
smaller.
Dagger Master
Daggers in your hand bite harder and cut deeper than
most. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of
20.
Daggers you wield deal 1d6 piercing damage instead
of 1d4.
When you land a hit on a creature with a dagger
either by melee attack or by throwing it, the dagger
can be left stuck in the target. A creature that has a
dagger stuck in it takes piercing damage equal to
your proficiency modifer whenever they take an
action on their turn. A dagger can be removed with a
bonus action. This affect does not work on
constructs or undead.
Doubletime Formation
Prerequisite: Hobgoblin
Your constantly booming voice and charismatic
decrees whips your allies into shape! You gain the
following benefits:
Increase your Charisma score by 1, to a maximum of
20.
Your allies add half your proficiency bonus (rounded
down) to their initiative rolls.
 

99 Character Feats 4
Equine Escalation Flail Master  
Prerequisite: Centaur or Satyr Enemies within your radious see stars when you stirke.
Nobody expects ascenion from a horse person. You You gain the following benefits:
gain the following benefits: Increase your Strength score by 1, to a maximum of
Increase your Dexterity score by 1, to a maximum of 20.
20. Flails deal 2d4 bludgeoning damage instead of 1d8.
You have a climbing speed equal to your walking Flails you wield crit on a 19 or 20 attack roll.
speed.
You gain Proficiency in acrobatics if you don’t Fresh Shed
already have it. Prerequisite: Kobold
Your skin sheds periodically, refreshing your armor at
Fairy Dust a faster rate. You gain these benefits:
Prerequisite: Fairy
You can brush some of the magic that keeps you aloft Increase your Constitution score by 1, to a maximum
on to others. You gain the following benefits: of 20.
You have a pool of d4s equal to your proficiency
Increase your Intelligence, Wisdom, or Charisma by bonus. You can expend these d4s alongside your
1, to a maximum of 20. regualr hit point dice when you take a short rest. You
You learn the fly spell if you don’t already know it. regain all of your d4s after a long rest.
The target of this spell can only fly as fast as you can.
You can treat this spell as an addition to your fairy Gem Minded
magic feature. Prerequise: Constitution score of 13 or above
Your brain is infused with refined gems that protect
you from mental harm. You gain the following benefits:
You are immune to being charmed.
You have resistance to Psychic damage.
 

Art By: Dungeon Strugglers

5 99 Character Feats
Giant’s Stride   Art By: Wizards of The Coast
Prerequisite: Goliath
Your tree trunk sized legs get you where you need to
go. You gain the following benefits:
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You are not hindered by non-magical difficult terrain.
You can cast the jump spell on ourself once per day
without verbal, somatic, or material components.
Glaive Master
You can cleave through foes without fail. You gain the
following benefits
Increase your Strength by 1, to a maximum of 20.
Glaives you wield deal 3d4 slashing damage instead
of 1d10
When you land a critical hit on a medium or smaller
creature while wielding a glaive, you can shove them
up to 10 feet away from you.

Green Ingratiator
Prereuisite: Goblin or Verdan
You were forced to garner new skills in order to be
accepted by those around you. You gain the following
benefits:
Increase your Charisma by 1, to a maximum of 20.
You gain Proficiency with the Persuasion skill if you
don’t already have it.
You gain Proficiency with one instrument or
artisan’s tool.
You have advantage on insight checks regarding
whether or not people trust you.
Grave Touched
Your exposure to Undead magic has changed you,
granting you the following benefits:
Increase your Strength, Dexterity, or Constitution
score by 1, to a maximum of 20.
You learn the cause fear spell and one 1st-level spell
of your choice. The 1st-level spell must be from the
Evocation or Necromancy school of magic. You can
cast each of these spells without expending a spell
slot. Once you cast either of these spells in this way,
you can’t cast that spell in this way again until you
finish a long rest. You can also cast these spells
using spell slots you have of the appropriate level.
The spells’ spellcasting ability is the ability increased
by this feat.
 

99 Character Feats 6
Greatclub Master   Art By: Paizo
You turn simple blunt objects into tools built to knock
enemies off balance. You gain the following benefits:
Increase your Strength score by 1, to a maximum of
20.
While wielding a Greatclub, critical hits landed on
medium or smaller targets can knock them prone.
Opportunity attacks made with Greatclubs deal an
additional 1d8 Bludgeoning damage.
Gutsy Wielder
Prerequisite: Small Sized Race
Despite your stature, you can still swing with the best
of them. You gain the following benefits:
Increase your Strength by 1, to a maximum of 20.
Weapons with the heavy propery don’t cause you to
attack with disadvantage.
You count as one size larger when grappling a
creature.
Halberd Master
Your cleave and pierce your way to a fight like no other.
You gain the following benefits:
Increase your Strength by 1, to a maximum of 20.
Halberds you wield deal piercing and slashing
damage when calaculating resistance.
Critical hits you land while wielding a halberd deal
an additional 1d6 damage.
Handaxe Master
You are unmatched in your ability to cleave into
enemies. You gain the follow benefits:
Increase your Strength by 1, to a maximum of 20.
The throw range of handaxes you wield is 40/120 in
stead of 20/60
When you land a hit on a creature with a handaxe
either by melee attack or by throwing it, the handaxe
can be left stuck in the target. A creature that has a
dagger stuck in it takes slashing damage equal to
half your proficiency modifer (Rounded down)
whenever they move 10 feet on their turn. A handaxe
can be removed with a bonus action. This affect does
not work on constructs or undead.
 

7 99 Character Feats
Have Fin Will Travel When you casts freinds on a target, as long as you  
don’t try to insult, coerce, scam, flirt with, seduce,
Prerequisite: Triton
Your body adapts to move freely throught the water. gossip, or ask for information that would put the
You gain the following benefits: target in danger, than the target doesn’t know Art that By: Paizo
magic was used on them or become hostile when the
Increase your Dexterity score by 1, to a maximum of spell ends.
20.  
While submerged in water, the bottom half of your
body can morph into a fish tail granting you an
additional 30 feet of swim speed. Gear you have
melds into the new form, you can’t activate, use,
wield, or otherwise benefit from any melded
equipment while this effect is active.
Heavenly Presence
You are able to conjure more clerical effect. You gain
the following benefits:
You learn the thaumatergy cantrip if you don’t
already know it. When you cast this spell, you can
choose one of these magical effects:
You can float 5 feet off of the ground. This effect
reduces your movement speed to 0 and lasts until
the beginning of your next turn. Also this effect only
works if you are touching the ground when cast.
You can cause statues, paintings, and nearby
humanoids to harmlessly leak fluid from their eyes.
You can choose the color of the liquid.
You can speak Celestial, Infernal, or Abyssal for the
duration of the spell. You can only use this affect
once per long rest.
Heroic Oversight
Prerequisite: Charisma score of 13 or above
Allies feel safer as they watch you defeat your
enemies:
Increase your Charisma score by 1, to a maximum of
20.
On your turn, when you reduce a creature down to 0
hitpoints, allies that see you do it gain 1d4
Temporary hitpoints.
Innocent Informant
You’re able to coerce people in a way no one gets hurt.
You gain the following benefits:
Increase your Charisma score by 1, to a maximum of
20.
You learn the freinds cantrip if you don’t already
know it.
This spell doesn’t require Somatic or material
components for you to cast

99 Character Feats 8
Internal Reserve  
Prerequisite: Grung or locathah
You skin hold more water than your average water Art BY: Wizards Of The Coast
dweller. You gain the following benefits:
Increase your Constitution score by 1, to a maximum
of 20.
If you immerse yourself in water over the course of a
long rest, you don’t suffer the negative effects of not
being submerged in water for 7 days.
Iron Lungs
The concept of needing to breath is merely a suggestion
for you. You gain the following benefits:
Increase your Constitution score by 1, to a maximum
of 20.
You can hold your breath for 10 minutes multipled
by your Constitution score.
You have advantage on Constitution saving throws
involving poisonous gas.

Javalin Master
You can peg a moving target with ease. You gain the
following benefits:
Increase your Strength by 1, to a maximum of 20.
The throw range of javalins you wield is 60/240
instead of 30/120
If you successfully land a hit with a javalin when you
have disadvantage on the attack roll, you deal an
additional 2d6 piercing damage.
Ki Adept
You have trained your body to use ki to supplement your
movement in combat. You gain the following benefits:
You learn two ki fueled features:
Patient Defense: You can spend 1 ki point to take the
Dodge action as a bonus action on your turn.
Step of the Wind : You can spend 1 ki point to take
the Disengage or Dash action as a bonus action on your
turn, and your jump distance is doubled for the turn.
You gain 3 Ki points to spend on these features
(these points are added to any Ki points you have
from another source). You regain all spent Ki points
when you finish a long rest.
 

9 99 Character Feats
Lance Master  
You wield the Lance as easily as others wield a pen. You
gain the following benefits:
Increase your Strength score by 1, to a maximum of
20.
You are immune to being disarmed while wielding a
lance.
Lance attacks you land while mounted force the hit
creature to make a DC 15 Dexterity saving throw,
upon failure they can be knocked prone.
Light Armor Master
Prerequisite: Proficiency with light armor
Your armor allows your body to keep up with your
mind in combat. You gain the following benefits:
While you are wearing light armor, When you are the
target of an attack you can use your reaction to take
the Dodge action. You regain use of this ability after
a short or long rest.
Light Hammer Master
You know how to use your hamer to pry the defenses of
of your enemies. You gain the following benefits:
Increase your Strength score by 1, to a maximum of
20.
Light hammers you wield deal 1d6 bludgeoning
damage instead of 1d4.
While wielding a light hammer in your off hand, as a
bonus action you can attempt to knock something
out of an enemy’s hand. The target must make a
Strength saving throw. On a failed save, it drops the
object you choose. The object lands at its feet. This
can only be done with items held with one hand.
Maul Master
Foes crumble when your weapon collides with them.
You gain the following benefits:
Increase your Strength by 1, to a maximum of 20.
When you land a critical hit while wielding a maul,
the target gains a level of exhaustion. This effect
does not apply to undead, constructs, or creatures
with legendary resistance.
Microsleeper Art By: Reggie Stynman
You can fall asleep almost instaniously for a quick
power boost. You gain the following benefits:
Increase your Constitution score by 1, to a maximum
of 20.
Once per day, you can take a 10 minute nap and
treat it as a short rest.
 

99 Character Feats 10
Minor Rune Crafting Morningstar Master  
Prerequiste: Can cast at least 1 cantrip Your strikes leave foes buckled in pain. You gain the
You can inscribe a small stone or object with your following benefits:
magical influence. You gain the following benefits: Increase your Strength score by 1, to a maximum of
You can infuse a tiny stone or object with a cantrip 20.
that you know, making it an infused rune. Everytime Morningstars you wield deal piercing and
you make an infused rune, you must give it a specific bludgeoning damage when calaculating resistance.
activation parameter. When activated, the spell uses When you land a critical hit while wielding a
your spell attack modifer for it’s casting. You can morningstar, the target makes a DC 17 constitution
choose up to 10 creatures that can’t activate the saving throw. On a failure the target is stunned until
infused rune. The infused rune can be activated in the beginning of your next turn. This affect does not
one of the following ways: apply to undead or constructs.
Touch: The spell activates when a humanoid
creature actively chooses to touch the infused rune. Mounted Mastery
The spell targets the creature that activated it. Prerequisite: Mounted Combatant
Proximity: The spell activates when a creature You and your mount coordinate as one, making you
actively chooses to enter the proximity of the infused even deadlier in the field of combat. While you are
rune. The proximity range of the rune is equal to the mounted and aren’t incapacitated, you gain the
infused cantrip range. The spell targets the creature following benefits:
that activated it.
Vocal: The spell activates when a creature actively Your mount ignores non-magical difficult terrain.
chooses to say a specifed word within the proximity At the end of a long rest, your mount gains
of the infused rune. The spell targets the creature temporary hitpoints equal to your proficiency bonus
that activated it. x you Dexterity Modifer.
You can have 1 infused rune at a time, making a new Your mount gains 20 feet of movement.
one harmlessly destroys the last one you made. The  
infused rune is destroyed after one use and can be
disarmed with dispel magic.

Art By: Sora Kim

11 99 Character Feats
Narrow Navigator Net Master  
Prerequiste: Minotaur Your use of unconventional fish-based weaponry is
Your ability to travel in cramped spaces is invaluable unmatched. You gain the following benefits:
while dungeon crawling. You gain the following Increase your Strength or Dexterity score by 1, to a
benefits: maximum of 20.
Increase your wisdom score by 1, to a maximum of Nets have a throw range of 15/30 feet
20. The DC for a creature to free itself using a Strength
You cannot get lost while traveling through natural check is 15.
or constructed tunnels. You have perfect recollection The net can take 10 Slashing damage before it is
of the path you have traveled and are immediately destroyed (AC 12).
made aware of alterations to the path while
backtracking, magical changes or otherwise. Night Owl
You have advantage on perception and investigation You don’t need as much sleep as the next person,
checks when looking for traps or secret passage leaving you more time for activities. You gain the
ways. following benefits:
Increase your Constitution score by 1, to a maximum
of 20.
The number of hours needed for you to take a long
rest is halved. (This feat also affects races that don’t
sleep such as Elves and Warforged).
You have resistance against the sleep spell and you
have advantage on saving throws against other
magical effects that would put you to sleep.
One Size Fits All
You are able to alter your your size to tower over
enemies. You gain the following benefits:
You are able to cast the enlarge/reduce on yourself
as a bonus action without using a spellslot or
material components. You can do this once per long
rest.
 

Art By: Paizo

99 Character Feats 12
One With Nature Otherworldly Presence  
Prerequisite: Firbolg Prerequisite: Gith or Vedalken
You’ve learned to better protect yourself using nature You exume a foreign feeling wherever you go,Homebrew
making Mug
as your teacher. You gain the following benefits: you hard to pin down. You gain the following benefits:
Increase your Constitution score by 1, to a maximum Increase your Charisma score by 1, to a maximum of
of 20. 20.
You can cast the barkskin spell once per long rest. You have advantage on deception checks against
creatures of a different race than you are.
Persistant Pulse
Your body clings to life even if you’re not there. You gain
the following benefits:
Increase your Constitution score by 1, to a maximum
of 20.
You Learn the spare the dying cantrip if you don’t
already know it.
You can cast spare the dying on yourself even when
you’re unconcious and making death saving throws.
You can do this once per short or long rest.
Pike Master
Your Ability with a Pike is a hazard for mounted
combatants. You gain the following benefits:
Increase your Strength score by 1, to a maximum of
20.
You Deal 2d6 Piercing damage with a pike instead of
1d12.
When an enemy riding a mount enters your melee
attack range while you wield a pike, You can make
an oppurtunity attack on them. If you successfully hit
them, they take an addition 1d6 piercing damage and
have their movement reduced to 0 until the
beginning of their next turn.

Quarter Staff Master


Your skill with the staff is second to none. You gain the
following Benefits:
Increase your Dexterity by 1, to a maximum of 20.
While wielding a quarterstaff, critical hits landed on
medium or smaller targets can either cause them to
be knocked prone or disarmed.
While wielding a quarterstaff, your jump height
increased by 5 feet and jump distance is increased by
10 feet.
13 99 Character Feats
Rabid Consumer Rapier Master  
Your ability to choke down food and chug elixer is No creature with hands can match your skill with a
strange and offputting to those around you. You gain the rapier. You gain the following benefits:
following benefits: Increase your Strength or Dexterity score by 1, to a
Increase your Constitution score by 1, to a maximum maximum of 20.
of 20. While wielding a rapier, you can strike with the
You can eat magic food and drink potions as a bonus pommel of your sword as a bonus action. This attack
action. deals 1d4 + your strength modifer in bludgeoning
You have advantage on any saving throws triggered damage.
by eating or drinking dangerous consumables. If a creature within melee range makes a melee
attack roll against you and fails to hit your AC, you
Rapid Repair can use your reaction to deal piercing damage equal
You can fix things faster than most people can break to your dexterity modifer to the attacking creature.
them. You gain the following benfits:
Razor Feathers
Increase your Intelligence score by 1, to a maximum Prerequisite: Aarakocra, Kenku, or Owlin
of 20. You molt feathers that can be used in a dangerously
You learn the mending cantrip if you don’t already deceptive fashion. You gain the following benefits:
know it.
You ignore the verbal and somatic requirements for Increase your Strength or Dexterity score by 1, to a
this spell and you can cast this spell using an action. maximum of 20.
You can also cast this spell as a ritual to fix a break As an attack, you can pluck a feather off your body
or tear up to 10 feet in any dimension. and fling it at a a target for 1d4 Piercing damage.
These feathers have the finnese quality and has a
range of 20/40 feet.
 

Art By: Thomas Defonte

99 Character Feats 14
Retractable claws Scroll Control  
Prerequisite: Bugbear You are able to make the most out of limited magical
Your fingers can extend razor sharp claws on resources. You gain the following benefits:
command. You gain the following benefits: You can decipher and use any spell scroll regardless
Increase your Strength score by 1, to a maximum of of class restriction. You use either your Intelligence
20. or Wisdom as your spellcasting ability.
You gain a natural weapon in the form of claws, Failing the ability check to cast a spell using a scroll
which you can use to make unarmed strikes. If you does not remove the spell from the scroll.
hit with them, you can deal slashing damage equal to You are able to reuse spell scrolls of 3rd level or
1d6 + your Strength modifier. lower a number of times equal to half your
proficiency bonus (Rounded down).
Scimitar Master
You dance with blades, making you force to be reckoned Serpent Form
with. You gain the following benefits: Prerequisite: Yuan-Ti Pureblood
Your body from the waist down is replaced with that
Increase your Strength or Dexterity score by 1, to a of a snake’s. You gain the following benefits:
maximum of 20.
While wielding scimitars in both hands, you gain a You gain climbing speed equal to your walking
bonus to attack rolls equal to half your proficiency speed.
modifer (Rounded down). You have advantage on grappling checks made
against creatures the same size or smaller than you
are.
Creatures grappled by you take your Strength
modifier in bludgeoning damage at the start of their
turn.
 

Art By: JVC Parry

15 99 Character Feats
Shell Offense   Art By: Obsidian Entertainment
Prerequisite: Tortle
You aren’t completely helpless when you’re in your
shell. You gain th following Benefits:
Increase your Strength Score by 1, to a maximum of
20.
While you’re withdrawn into your shell as a part of
Shell Defense, You can choose to start spinning at a
rapid speed as a bonus action. Creatures within
melee range of you make a Strength saving throw
(DC 15). On failure they are knocked back 5 feet and
rendered prone. The spinning stops when you use
your bonus action to emerge from your shell again.
Shield Fighter
A shield in your hands outpaces commoners with
crafted weapons. You gain the following benefits:
Increase your Strength score by 1, to a maximum of
20.
Shields you wield deal 1d6 Bludgeoning damage, are
considered a simple weapon, have the light quality,
have a throw range of 15/30 feet, and can don/doff as
an item interation.
Show Me Your Moves
You know how to attack when the opputunity calls for it.
You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of
20.
You learn the true stirke cantrip if you don’t already
know it.
You can use true strike as a bonus action.
Sickle Master
Your skill with curved impliments are unmatched. You
gain the following benefits:
Increase your Dexterity score by 1, to a maximum of
20.
Sickles do 1d6 Slashing damage, instead of 1d4.
Melee attacks made with sickles can cleave into a
2nd target if the targets are next to each other and
within melee attack range. You use the same attack
roll against both targets and can hit a maximum of 2
targets per attack roll.
 

99 Character Feats 16
Skin Of Your Teeth Spear Master  
You know magical tricks to avoid dangers for yourself You know how to use a weapon’s simplicity to your
and others. You gain the following benefits: advantage. You gain the following benefits:
You learn the resistance cantrip if you don’t already Increase your Strength score by 1, to a maximum of
know it. 20.
As a reaction, you can cast resistance when you or Spears you wield gain the Reach quality.
an ally within 30 are the target of a magical attack or While wielding a spear, you can use your reaction to
effect that requires a saving throw. You can do this make an opportunity attack on an enemy that enters
once per short or long rest. your melee range.
If you cast this spell as a ritual you can give another
person +1 to their saving throws for 1 hour. You can Stopped Clock Savant
do this once per short or long rest. You may not be the most keen on certain topics, but
that’s never stopped you from trying! You gain the
Sling Master following benefits:
No one can match your precision at hurling rocks. You
gain the following benefits: Increase Itelligence, Wisdom, or Charisma score by
1, to a maxiumum of 20.
Increase your Dexterity score by 1, to a maximum of Whenever you make a skill check for an Itelligence,
20. Wisdom, or Charisma based skill that you are not
Slings you wield deal 1d6 Bludgeoning damage proficient with and have a negative modifer for, you
instead of 1d4. can add twice your proficiency bonus to the roll. You
Slings are considered light weapons for you and thus can do this 2 times per day.
can be used for off hand attacks.  

Art By: Wizards of the Coast

17 99 Character Feats
Storage Torso Thick Fur  
Prerequisite: Warforged Prerequisite: Leonin, Tabaxi, or Harengon
Your breast plate swings open to a conviently placed Layers of thick hair gives you a level of protection
pocket dimension. You gain the following benefits: from the elements. You gain the following benefits:
You have access to a pocket dimension that has a 1 Bludgeoning, piercing, and slashing damage that you
foot large entrance and the internal dimension of 3 take from nonmagical weapons is reduced by 1.
cubic feet of space. You can carry up to 100 pounds You have resistance to cold damage and can travel
of materials or objects. Living things and objects or through extreme cold climates without becoming
effects that contain extradimensional space such as exhausted by the low tempature.
a bag of holding cannot enter the space by any
means. Three Point Landing
Preresquiste: Dexterity score of 13 or above
Sword Master You’ve learned to diffuse the force of impact when
Tried and true, swords are like a natural extension of falling from high places. You gain the following benefits:
your limbs. You gain the following benefits:
Increase your Strength or Dexterity score by 1, to a
Increase your Strength by 1, to a maximum of 20. maximum of 20.
Critical hits landed while wielding a greatsword, You don’t calaculate fall damage unless you’re falling
longsword, or short sword reduces the targets from higher than 30 feet. Also, you only take 1d4
movement speed by half. This effect lasts for 3 turns Bludgeoning damage per 10 feet you fall instead of
or until they receive magical healing. This effect does 1d6.
not apply to undead, constructs, or creatures that  
have a fly speed.

Art By: Wizards Of The Coast

99 Character Feats 18
Transcribing Master  
Prerequisite: Intelligence score of 13 or above
Your ability to comprehend and duplicate written text
is mind-boggling to the average person. You gain the
following benefits:
Increase your Intelligence score by 1, to a maximum
of 20.
The time it takes for you to copy a spell or to produce
a dupilcate spellbok is halved.
The time it takes for you to read a tome, manual,
scroll, or any other written work is halved.
Trickery Smorgasbord
The variety of whacky spell affects you can muster
almost amazes as much as it annoys. You gain the
following benefits:
You learn the prestidigitation cantrip if you don’t
already know it. When you cast this spell, you can
choose one of these effects:
You can affact the gravity of tiny objects, make them
as light as a feather or burden something up to ten
pounds. This effect lasts up to 10 minutes.
You instantaneously drench or dry an object no
larger than 1 cubic foot.
You can teleport an object you are holding in one
hand into the other.
Trident Master
You are able to use your pronged implement to impede
your foes. You gain the following benefits while you are
wielding a trident:
Trident attacks deal 1d8 Piercing damage (1d10
Versatile) instead of 1d6.
Tridents thrown while underwater have a throw
range of 40/80 feet.
While wielding a Trident, your opportunity attacks
deal an additional 1d4 Piercing damage and reduces
the target’s movement speed by half until their next
Art By: Paizo turn.
Terraform
Your ability to shift the soils beneath your feet is
unmatched. You gain the following benefits:
You learn the mold earth cantrip if you don’t already
know it.
When you cast this spell, you can affect a 10 foot
cube of earth instead of a 5 foot one.
When a medium or larger creature walks on difficult
terrain made by your spell, they make a DC 15
Strength check. On failure, they sink into the dirt up
to their waist and their movement is reduced to 0.
They or a another creature must expend an action to
pull them out before they can move again.

19 99 Character Feats
The Harder They Fall  
You refuse to see the danger in enemies that tower over
Art By: Jamie Nos you. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of
20.
You have advantage on saving throws against being
frightened and on intimidation checks from creatues
that are large or bigger.
Trusted Combatant
You and your allies are on the same page during
combat. You gain the following benefits:
Increase your intelligence score by 1, to a maximum
of 20.
Allies are no longer considered partial or total cover
when targeting enemy creatures.
When allies are subjected to an effect that allows
them to make a Dexterity saving throw to take only
half damage from a spell you cast, they instead take
no damage if they succeed on the saving throw, and
only half damage if they fail.
Unarmed Master
Your training has turned your fists in to calloused
implements of pain. You gain the following benefits:
You add half your of proficiency bonus (Rounded
down) to the damage from your unarmed attacks.
Before you make an unarmed attack, you can choose
to take a -5 penalty to the attack roll. If that attack
hits, you add +10 to the attack’s damage.
Underground Peripatetic
Prerequisite: Strength score of 13 or above
You can move slowly but surely though the ground,
like a worm. You gain the following benefits:
Increase your Strength score by 1, to a maximum of
20.
You have a burrowing speed and tremorsense of 5
feet.
Uneasy Aura
Prerequisite: Strength score of 13 or above
You let your size and demeanor dictate conversations
instead of your words. You gain the following benefits:
Increase your Strength score by 1, to a maximum of
20.
You use your Strength modifier instead of Charisma
when making Intimidation checks.
You make Intimidation checks with advantage when
they’re made against creatures at least one size
smaller than you.
 

99 Character Feats 20
Unorthadox Ward Ventriloquist  
You know magical tricks to protect yourself and others. You can “throw” your voice as easily as you can shoot a
You gain the following benefits: glare. You gain the following benefits:
You learn the blade ward cantrip if you don’t already Increase your Charisma score by 1, to a maximum of
know it. 20.
You can cast blade ward on yourself when you are You learn the message cantrip if you don’t already
the target of a non-magical attack as a reaction. You know it.
can do this once per short or long rest. You ignore the verbal and somatic requirements for
If you cast this spell as a ritual you can give another this spell and you can cause the message to be
person +1 to their AC for 1 hour. You can do this audible for anyone to hear at a point within range.
once per short or long rest.
Vermin King
Unyielding Exertion You command small pests like a king commands
You are able to push yourself past your normal armies. You gain the following benefit:
limitations, at a cost. You gain the following benefits:
You can summon a Swarm of Rats that you
On your turn, you can perform an extra action. You command. You can only have one swarm at a time
gain 1 level of exhaustion when you do so. You can and it requires a long rest to create another one if it
use this ability once per long rest and only if you dies. You can command it on your turn without using
don’t have any levels of exhaustion. an action and it takes it’s turn in combat immediately
after yours.
Violent Delights
Punishing combat and frequent brushes with death
make you feel alive, and more focused. You gain the
following benefit:
Whenever you’re at half health or below, add 1d4
when you make skill checks and saving throws.
 

Art By Nickolai Ostertag

21 99 Character Feats
War Pick Master Whip Master  
You can pierce the heaviest of armor in a single swing. You can control a whip as easily as you can clench your
You gain the following benefits: fist. You gain the following benefits:
Increase your Strength score by 1, to a maximum of Increase your Strength or Dexterity score by 1, to a
20. maximum of 20.
War picks you wield are considered versatile and do Whips you wield deal 1d6 Slashing damage instead
1d10 piercing damage when wielded in two hands. of 1d4.
Attacks made with warpicks ignore resistance to You can pick up items weighing less than 5 pounds
piercing damage. within range using your whip.
On a critical hit, if the target has eyes it makes a DC
Warhammer Master 13 Constitution saving throw. On a failure it is
Swings from your hammer breaks stone and bones blinded until the beginning of your next turn.
alike. You gain the Following benfits:
Whisper On The Wind
Increase your strength score by 1, to a maximum of Those close to you are always within earshot. You gain
20. the following benefit:
You deal double damage against objects and
structures. This affect also applies to constructs. You can cast the spell sending on a singular willing
individual, at will without expending a spellslot. You
Warrior Soul must spend a short rest with the willing individual in
It takes more than an average sellsword to put you order to make the connection. You lose the the first
down. You gain the following benefits: connection if you use this ability to connect to
another person.
Increase your Constitution score by 1, to a maximum  
of 20.
You now need to fail 5 death savings throws instead
of 3 in order to die.

Art By: Paizo

99 Character Feats 22
Wild Incoherence  
You know how to score a mulligan on what you say and
keep people guessing about when you’re being serious. Art By: SadieTheRed
You gain the following benefits:
Increase your Charisma score by 1, to a maximum of
20.
Once per short rest, you make it so that the last
sentence you stated out loud is perceived as an out of
context anecdote, irrelevant tangent to the
conversation, or complete gibberish to those who
heard you say it. Those affected retain no
information from your last stated sentence,
sometimes asking you to clarify or repeat what you
said.
Wise Words
People fair better under your watchful eye. You gain the
following benefits:
You learn the guidance cantrip if you don’t already
know it.
This spell no longer requires concentration, lasts 10
minutes, and has a range of 30 feet .
Witch’s Brew
Prerequisite: Spellcasting
You can pour your magical essence into a convienient
glass vessel for later use. You gain the following
benefits:
You can expend and store a 1st level spell slot in a
sealed glass vial or similar container. You can then,
as a bonus action, open the vial and regain a first
level spell slot. Only you can use this vial and if the
glass vessel is destroyed then the spell slot is lost.
You can store up to 3 vessels at a time.
Youthful Recovery
You bounce back from hard work like a child recovers
from play time. You gain the following benefits:
Increase your Constitution score by 1, to a maximum
of 20.
You recover a level of exhaustion from a short rest,
and 2 levels from a long rest.
Zombified Locomotion
Even at deaths door you can still get out of the way of
danger. You gain the following benefits:
Increase your Consitution score by 1, to a maximum
of 1.
When you are reduced to 0 hitpoints, you can
immediately move up to half your movement speed
in a single direction while unconcious. This
movement does not provoke opportunity attacks.
 
23 99 Character Feats

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