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The Coyote Feat

Compendium

1
Ability Focused Feats
Agile
Prerequisite: Dexterity 13 or higher
You gain the following benefits:
Your Dexterity score increases by 1, to a maximum of 20.
Whenever you roll a 1 on a Dexterity ability check or
Dexterity saving throw, you can reroll the die. You must
use the new result, even if it is a 1.
You may use your Dexterity score instead of your Strength
score when calculating your long jump distance, and your
Dexterity modifier instead of your Strength modifier when
calculating your high jump distance.
Brilliant
Prerequisite: Intelligence 13 or higher Symmetry Sage by Jehan Choo
You gain the following benefits: Sagacious
Your Intelligence score increases by 1, to a maximum of Prerequisite: Wisdom 13 or higher
20. You gain the following benefits:
Whenever you roll a 1 on an Intelligence ability check or
Intelligence saving throw, you can reroll the die. You must Your Wisdom score increases by 1, to a maximum of 20.
use the new result, even if it is a 1. Whenever you roll a 1 on a Wisdom ability check or
When you gain this feat, choose one of the following skills: Wisdom saving throw, you can reroll the die. You must use
Arcana, Investigation History, Nature or Religion. If you the new result, even if it is a 1.
aren't proficient with it, you gain proficiency with the You may make Wisdom skill checks you are proficient in
chosen skill, if you are proficient with it you double your as a bonus action instead of as an action (for example, you
proficiency bonus for any skill check you make with it may attempt to stabilize a creature with medicine, calm a
instead. You may spend 1 hour studying as part of a long beast with animal handling, understand a foe better with
rest, if you do you may swap the chosen skill for another of insight, spot something with perception or track someone
the ones listed when you finish said long rest. with survival).
Burly Suave
Prerequisite: Strength 13 or higher Prerequisite: Charisma 13 or higher
You gain the following benefits: You gain the following benefits:
Your Strength score increases by 1, to a maximum of 20. Your Charisma score increases by 1, to a maximum of 20.
Whenever you roll a 1 on a Strength ability check or Whenever you roll a 1 on a Charisma ability check or
Strength saving throw, you can reroll the die. You must Charisma saving throw, you can reroll the die. You must
use the new result, even if it is a 1. use the new result, even if it is a 1.
You can attempt to shove or grapple creatures up to two Whenever you roll a 20 on an ability check or attack roll,
sizes larger than you, instead of just one. you gain advantage on the first Charisma ability check you
The Heavy property for weapons doesn't give you make within the next hour.
disadvantage on attack rolls.
Optional Rule: Lucky
Healthy If a character that has the lucky racial feature chooses one of
Prerequisite: Constitution 13 or higher these feats, the DM may implement the following optional
You gain the following benefits: rule: the character rerolls 2s instead of 1s for the associated
ability. All the other rules stay the same.
Your Constitution score increases by 1, to a maximum of
20.
Whenever you roll a 1 on a Constitution ability check or
Constitution saving throw, you can reroll the die. You must
use the new result, even if it is a 1.
You have advantage on Constitution saving throws you
make against poison or disease.

2
Animal Focused Feats True Companion
You learn the find familiar spell, and can cast it as a ritual.
Animorph The familiar you summon with this spell has the following
When you gain this feat, choose one CR 1/4 or lower beast characteristics:
that doesn't have a swimming or flying speed. You may its Intelligence is equal to 10, and it can speak, read and
transform into the chosen creature as an action, all rules of write all languages you can;
the druid's wildshape transformation apply to this one except as an action, your familiar can change its form to another
that it lasts for 1 hour. one of the forms listed in the find familiar spell;
If the chosen creature has a CR of 1/8 or higher, once you your familiar knows the Spare the Dying cantrip, and can
have transformed this way, you may not do so again until you cast it on you without using material components.
finish a long rest. Wisdom is your familiar's spellcasting modifier for this
If the creature has a CR of 0, you may transform into it a feature.
number of times equal to your proficiency bonus, after which
you may not do so again until you finish a long rest.
Animalistic Mutation
You gain animal like characteristics. Choose two of the
following:
Claws. Your unarmed strikes deal 1d6 slashing damage.
Carapace. You gain a natural armour of 12 + you
Dexterity modifier.
Reflexes. You may add your Proficiency Bonus to your
initiative rolls.
Senses. You gain proficiency in the Perception skill. If you
are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.
Beast Whisperer
You may cast the spell Speak with Animals at will without
using a spell slot or material components. Additionally, you
learn the Animal Friendship spell, and may cast it once
without expending a spell slot or material components. Once
you have done so, you may not do so again until you finish a
long rest.
Greater Companion
You learn the find familiar spell, and may cast it once without Cat token by Ilse Gort
using a spell slot or material components, after which you
must finish a long rest to do so again. Wild Spirit Guides
When you cast this spell this way, it has the following The spirits of wild animals guide you. Choose two of the
modifications: following options:
the summoned creature can be any beast with a CR of 1/4 Bear. Your hitpoint maximum increases by 1 for each level
or lower; you have, and increases by 1 each time you gain a level.
as a bonus action on your turn, you may command the Dolphin. You gain a swimming speed equal to your
summoned creature to take the Attack action. walking speed and can hold your breath for double the
Student of Nature amount of time.
Monkey. You gain a climbing speed equal to your walking
Increase your Intelligence or Wisdom score by 1, to a speed and your jump distance increases by 10 feet.
maximum of 20. You also gain proficiency in the Nature skill. Eagle. You have advantage on Perception checks that rely
If you are already proficient in the skill, you add double your on sight.
proficiency bonus to checks you make with it instead. Wolf. Your movement speed increases by 5 feet and you
Furthermore, if you spend an hour studying a Plant, Beast have advantage on Perception checks that rely on smell.
or Monstrosity, either in its natural habitat or as a corpse, you
learn the following characteristics about it:
its damage immunities, resistances and vulnerabilities;
its hitpoint maximum and CR.
3
Feats for Animal Races
A Loxodon Never Forgets
Prerequisite: Loxodon
You have an elephant's memory. You gain the following
benefits:
Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.
You have advantage on Intelligence checks you make to
remember paths you've already walked down and roads
you've already taken.
Whenever you attack a creature for the first time after it
dealt damage to you, you may add 1d4 to the attack roll.
A Tabaxi always Lands on its Feet
Prerequisite: Tabaxi
Your agility is truly feline. You gain the following benefits:
Increase you Dexterity score by 1, to a maximum of 20.
Whenever you fall, as long as you are not incapacitated,
you may make a DC 10 Dexterity saving throw. If you
succeed, you land on your feet, and the falling damage you
take is reduced by two times your level.
Standing up from prone only costs 5 feet of movement,
instead of half your movement speed.
Hardened Shell Tortle Druid by Adela Quiles
Prerequisite: Tortle
Your shell is tougher. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of Shifter Bestial Form
20. Medium beast
While you are using your Shell Defense racial feature,
melee attacks made against you don't have advantage Armor Class 14 (natural armor)
because you are prone, and you have resistance to all Hit Points Two x (your character level + this form's
damage types except Force, Poison, Psychic, Radiant and Constitution modifier)
Necrotic damage while you remain within your shell. Speed 35ft.

True Shifting STR DEX CON INT WIS CHA


Prerequisite: Shifter 14 (+2) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-2)
You can truly shapeshift. You gain the following benefits:
Increase your Strength or Dexterity score by 1, to a Beast senses. You have advantage on Wisdom
maximum of 20. (perception) checks that use your sight or smell.
Whenever you use your Shifting racial feature you may
choose to transform into a beast instead of merely Beast tongue. You may communicate with others
beasts as if you were under the effects of the Speak
becoming a bestial humanoid, if you do so, you use the with Animals spell.
Shifter Bestial Form stat block shown below. You bestial
forms benefits from any increases to your Strength, Claws. You grow long, sharp claws. You may use your
Dexterity or Constitution scores that your subrace gives Dexterity modifier instead of your Strength modifier
you (for example, if you are a Beasthide shifter, your for your unarmed strikes, and they deal 1d8 slashing
bestial form's Constitution score increases by 2, to 16). All damage on a hit.
rules of the druid's wildshape transformation apply to this
one, except that it lasts for 1 hour. When you choose to do
this, you do not gain temporary hitpoints from the main
shifting feature, however you do gain the shifting benefits
of your subrace while transformed.

4
You gain the 2nd level Channel Divinity feature of the
Magic Focused Feats selected domain. If you didn't select a Divine Domain when
you gained this feat, you gain the Turn Undead Channel
Chaos Magic Divinity feature that all clerics gain at 2nd level instead. Once
Prerequisite: Spellcasting or Pact Magic feature you've used the chosen Channel Divinity, you must then finish
Your magic is chaotic and unstable. Whenever you cast a a short or long rest before using it again.
1st level or higher spell and consume a spell slot to do so, you If the Channel Divinity references your Cleric level, it uses
may roll 1d6 on the chaos burst table. You may consume a your Proficiency Bonus instead. If the Channel Divinity forces
1st level or higher spell slot to choose which burst is activated a saving throw, the DC is equal to 8 + your Proficiency Bonus
instead of using the roll's result. + your Wisdom modifier.
The effects of the chaotic burst happen immediately after Lasting Magic
you finish casting the spell.
Prerequisite: Spellcasting or Pact Magic feature
Chaotic Burst Table Whenever you unwillingly lose concentration on a spell, the
d6 Chaotic Burst spell's effects last until the end of your next turn, instead of
1 Harmful burst. You take 1 necrotic damage. ending immediately. If the spell summoned creatures with
their own initiative, it lasts until the end of their next turn
Harmless burst. One of the following effects lasts until instead.
2
the end of your next turn (your choice): your eyes Additionally, whenever you cast a spell with a duration of 1
glow, or you are surrounded by a gentle wind or minute or longer, you may choose to double its duration, to a
strange whispers can be heard around you. maximum of 24 hours. After you've done so, you may not do
Disappearing burst. You teleport to an unoccupied so again until you finish a long rest.
3
space within 10 feet of you.
Thundering burst. Each creature within 5 feet of you
must succeed on a Dexterity saving throw against your
4
spell save DC or take 1d6 thunder damage and be
pushed back 5 feet.
5 Restorative burst. You gain 1d4 temporary hitpoints.
Protective burst. You add 2 to your AC until the end of
6
your next turn.

Dual Casting
Prerequisite: Spellcasting feature
You learn how to dual cast spells, combining them for
powerful effects. You can cast two spells at the same time on
your turn, the spells must have the following attributes:
They must have a casting time of 1 action or 1 bonus Narset's Reversal by Viktor Titov
action. If either spell has a casting time of 1 action, it takes
1 action to cast the combined spells, if neither do it takes Mirror Magic
1 bonus action to cast the combined spells.
They must be from two different schools of magic. Prerequisite: Spellcasting or Pact Magic feature
Only one of these spells can require concentration. Whenever you see a creature cast a spell, as a reaction you
Each spell's level must be equal to or less than 1/5 of your may attempt to cast the same spell. Make an Intelligence
level (rounded down, therefore from levels 1 to 4 you can (arcana) check, the DC is equal to 12 + the spell's level. If the
only combine cantrips). creature that cast the spell is friendly to you, the DC is 10 +
Each 1st level or higher spell cast this way consumes its the spell's level instead. On a success you know what spell
own spell slot and material components. Both of the spells they cast. If it had a casting time of 1 action, 1 bonus action
effects manifest at the same time, therefore one spells effects or 1 reaction, you may expend a spell slot of the same level as
cannot help the activation of the other's. If either of the spells that spell and cast it as if you knew the spell or had it
is countered, both are countered. Once you have cast two prepared. You cast this spell immediately after the spell you
spells at the same time this way, you may not do so again are copying is cast. You must provide any components
until you finish a short or long rest. required for the casting.
Once you've cast a spell this way, you may not do so again
Holy Acolyte until you finish a short or long rest.
Prerequisite: Wisdom 13 or higher
When you gain this feat, select a Divine Domain from the
Cleric subclasses. You may choose not to select a domain
when you gain this feat.
5
Increase your Dexterity or Charisma score by 1, to a
Tool Focused Feats maximum of 20.
You gain proficiency with one musical instrument of your
Bartender choice, or you choose a musical instrument with which
You have mastered the art of brewing and mixing drinks. You you already have proficiency and double your proficiency
gain the following benefits: bonus for each ability check you make with it.
You may spend 10 minutes playing a song with a musical
Increase your Constitution or Wisdom score by 1, to a instrument. When you do so, choose up to four friendly
maximum of 20. creatures (which can include yourself) within 30 feet of
You gain proficiency with brewer's supplies, if you are you who hear you. Each creature gains a d4 Inspiration
already proficient with them, double your proficiency die. Once within the next hour, the creature can roll the
bonus for all ability checks you make with them instead. die and add the number rolled to one ability check, attack
With one hour of work or when you finish a long rest, you roll or saving throw it makes. The creature can wait until
can prepare a number of strong drinks in small bottles after it rolls the d20 before deciding to use the Inspiration
equal to your proficiency bonus. These drinks last die, but must decide before the DM says whether the roll
indefinitely, but their effects described below last only for succeeds or fails. Once the Inspiration die is rolled, it is
8 hours after being made. A creature can use a bonus lost. A creature can't gain an Inspiration die from this feat
action to drink one of those drinks, if they do they gain again until it has finished a short or long rest. You may
1d6 temporary hitpoints. Creatures have advantage on choose to do this as part of a short rest.
saving throws against being Charmed or Frightened while
they have temporary hitpoints from this feat. Wayfinder
You become an expert at finding paths. You gain the following
Gambler benefit:
You've mastered the art of games. You gain the following Increase your Intelligence or Wisdom score by 1, to a
benefits: maximum of 20.
Increase your Wisdom or Charisma score by 1, to a You gain proficiency with navigator's tools and
maximum of 20. cartographer's supplies, if you are already proficient with
You gain proficiency with one gaming set of your choice, either of them, you double your proficiency bonus for all
or you choose a gaming set with which you already have ability checks you make with the tools you were already
proficiency and double your proficiency bonus for each proficient with instead.
ability check you make with it. You always know the direction north and cannot become
Whenever you win a game with a gaming set with which lost except by magical means.
you are proficient, you have advantage on all Wisdom You may spend one hour studying a map or navigator's
(insight) and Charisma (deception) checks you make tools with a certain location in mind. After you do, you
against the creatures you beat for the next hour. learn both the fastest and the safest way to reach the
During a short or long rest, you may try to rally others' chosen location. You may do this only if you know where
spirits by playing a short game with them. A number of the chosen location is (at least on a map).
creatures equal to your proficiency bonus including you
roll 1d4 on the gambler's table, and gain the
characteristics described until they next finish a short or
long rest.
Gambler's Table
d4 Gambling Effects
You subtract 1d4 from the next saving throw you
1
make.
2 Your movement speed increases by 5 feet.
3 Your AC increases by 1.
Whenever you fail an ability check or saving throw, you
may roll 1d6 and add it to the result, potentially
4
transforming it into a success. If you transform the roll
into a success, you may not use this feature again.

Dark Eld Bard by Orchetto


Musician
Through time and effort, you've become an accomplished
musician. You gain the following benefits:
6
Weapon Focused Feats Trident Master
Prerequisite: Proficiency with tridents
Club Master Tridents you wield deal 1d8 instead of 1d6 piercing
Prerequisite: Proficiency with clubs damage one handed, and 1d10 instead of 1d8 two handed.
You gain proficiency with greatclubs, if you weren't The range at which you can throw a trident increases to
proficient with them already. 30/90 feet.
Additionally, clubs you wield deal 1d6 instead of 1d4 Finally, whenever you score a critical hit with a trident
bludgeoning damage and greatclubs you wield deal 1d10 against a creature holding a weapon, the creature must
instead of 1d8 bludgeoning damage. succeed on a Strength saving throw (DC: 8 + your proficiency
Finally, whenever you score a critical hit on a creature with bonus + your Strength modifier) or be disarmed by you as
a club or greatclub, the creature must succeed on a you knock the weapon from its hand, making it land at its
Constitution saving throw (DC: 8 + your proficiency bonus + feet.
your Strength modifier), or have its speed reduced to 0 and
be unable to make reactions until the end of its next turn.
Dagger Master
Daggers you wield deal 1d6 instead of 1d4 piercing damage
and you can roll one additional weapon damage die when
determining the extra damage for a critical hit with a dagger.
Additionally, you can draw a dagger as part of the attack
you make with one, and the range at which you can throw
daggers increases to 30/90 feet.
Finally, you have advantage on Dexterity (sleight of hand)
and Dexterity (stealth) checks made to conceal a dagger on
your person or stash one elsewhere, and may attempt to do
so as a bonus action.
Dart Master
Prerequisite: Proficiency with darts
You can draw a dart as part of the attack you make with
one, and the range at which you can throw darts increases to
30/90 feet. Auxesia Seether by LuckyFK
Finally, as a bonus action, you may aim with a dart, giving
yourself advantage on the next attack you make with it this Whip Master
turn. Prerequisite: Proficiency with whips
Whips you wield deal 1d6 instead of 1d4 slashing damage.
Net Master Whenever you jump while holding a whip, if there is
Prerequisite: Proficiency with nets something within range that you could use your whip to
When you use an action, bonus action, or reaction to attack swing on (a tree branch, for example) you may do so as part
with a net, you can make the same number of attacks you can of your movement to increase your jump distance by 10 feet.
normally make with any weapon, instead of just one. Also, Finally, as a bonus action you may use a whip to do the
being within 5 feet of a hostile creature doesn’t impose following things:
disadvantage on attack rolls you make with a net. Activating a switch, pressing a button or pulling a lever
Finally, you can spend 10 minute to repair a broken net, no within 10 feet of you.
material cost required. Attempting to pull a small object or small or medium
Sling Master creature within 10 feet of you towards you. If it is an
object, you pull it 5 feet towards you and may catch it in
Prerequisite: Proficiency with slings your hand if it is small enough. If it is a creature, it must
The range of slings increases to 60/150 feet in your hands. succeed on a Strength (athletics) or Dexterity (acrobatics)
Finally, once per turn you may try to load two stones into a check contested by you or be pulled 5 feet towards you.
sling when you attack with it. If you do, when you take the Making a loud cracking sound. Each creature within 5 feet
attack action on your turn to attack with a sling, you may of you must succeed on a Constitution saving throw (DC:
make one additional attack with disadvantage against the 8 + your proficiency bonus + your Strength or Dexterity
same target as part of the action. modifier, your choice) or be deafened until the end of their
next turn.
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