User:D'Artagnan/5e Custom Feats
FEATS
Bear Grip
Strength 19, Constitution 15
- Can wield a 2handed melee weapon in your main hand. Can wield oversized weapons of
one size larger in 2 hands. Can dual wield weapons even if they don’t have the light property.
Titan Grip
Strength 20, Constitution 17, Bear Grip
- Can wield a twohanded (nonoversize) weapon in each hand. You may not add you ability
score modifier to the damage of the second weapon under any circumstances. While wielding 2 2handed weapons, your AC is lowered by 1, unless your strength is over 20.
Restoration Mage Adept
Spellclass level 8, casting ability 17
- Increase casting ability score by 1
- Your healing spells are 25% more effective in restoring lost HP
- For every 5 HP restored to another creature, you regain 1 HP
Destruction Mage Adept
Spellclass level 8, casting ability 17
- Increase casting ability score by 1
- Choose an element (Force, Lightning, Thunder, Fire, Cold, Acid, Poison, Necrotic, Psychic, Radiant). Add 1 to the DCs and
Attack rolls of spells that you cast that deal that element’s damage. Also add a +2 bonus to spell damage of this element.
Conjuration Mage Adept
Spellclass level 8, casting ability 17
- Increase casting ability score by 1
- When a creature you summoned or reanimated under your control is dropped below 0HP or ceases to exist, you regain 25% of its max HP
- Creatures you summon/reanimate that are under your control add your casting ability
modifier to their damage output
- (effects are not applied to a Summoner's Eidolon)
Alteration Mage Adept
Spellclass level 8, casting ability 17
- Increase casting ability score by 1
- Casting a transmutation spell of 1st level or higher raises your AC by 1 for a number of
minutes equal to the spell’s level. Your AC may not be increased by more than 2 in this way, and the +2 boost only lasts as long as the first boost’s duration, and is not reset or extended.
- You may convert HP to spell slots as an action
- Convert x(Hit die value) HP for an x level spell slot (max 6th level). You can only regain expended spell slots, and not for levels for which you have no spell slots
- The first time this is done, you suffer no penalty. But if you do this again before
taking a long rest, you take an additional 2xdy true necrotic damage. (x is spell slot level, y is hit die value).
Illusion Mage Adept
Spellclass level 8, casting ability 17
- Increase casting ability score by 1
- Your attack rolls and save DCs for illusion and enchantment spells of 1st level or higher
receive a +1 boost
- You may cast up to 3 separate illusions with minor illusion, which you learn if you did not
know it already.
- You gain advantage on Concentration saves for illusion and enchantment spells
Blademaster
Strength/Dexterity 17, proficiency with an axe, blade, or dagger
- Increase Strength or Dexterity by 1
- +2 Proficiencies with Swords, Axes or Daggers (even exotic)
- Critical Hits with axes, swords or daggers with which you are proficient have an increased
Critical Threshold, and receive +1 Brutal
Blunt Weapon Expert
Strength/Dexterity 17, proficiency with a bludgeoning weapon
- Increase Strength or Dexterity by 1
- +2 Proficiencies with bludgeoning weapons (even exotic)
- Add your proficiency bonus to the damage of bludgeoning weapons with which you are
proficient
Agile Striker
Dexterity 15
- Increase your Dexterity by 1
- After landing a critical hit, you may use your reaction to move up to half your walking speed without provoking opportunity attacks
- You can use dash as a bonus action after you hit your enemy with a weapon attack
Arcane Secrets
An 8th level spell slot, Intelligence 17
- Choose an 8th level spell from any list. You may cast this spell once per day without
a spell slot per Long Rest. Your Spellcasting ability is the same as the spellcasting class for which you have a 8th level spell slot.
Aggressive Advantage
Dexterity 15
- You gain proficiency on Initiative rolls
- You gain advantage on attack rolls against enemies who have not taken their first turn of an encounter yet
Arcanaforged Familiar
A spellcasting (incl. Runepriest) class with 6 levels'.
- You can cast find familiar once a long rest without a spell slot or components
- In addition to any other familiars you have access to, you may choose any small or tiny
beast as well.
- Add your Spellcasting ability modifier to you familiar’s AC (if it is unarmored) and attack rolls. You
share your level and spell save DC with your familiar.
- Your familiar’s HP is equal to 3*your level+your Spellcasting modifier, or its base HP,
whichever is higher.
- Depending on your race and class, your familiar may adopt a “tag” (Celestial, Fiend,
Planetouched, Fey, Draconic, etc). This is up to the DM’s discretion. Based on the tag, your familiar gains the following traits:
- Draconic: Resist chosen color’s type, and a cantrip based on type
- Fiend: Resist Fire, Firebolt cantrip
- Undead: Resist Poison and Necrotic, Chill Touch Cantrip
- Celestial: Resist Radiant, Light Cantrip
- Elemental
- Fire: Resist Fire, Create Bonfire Cantrip
- Water: Resist Cold, Shape Water Cantrip
- Air: Resist Lightning, Gust Cantrip
- Earth: Resist Poison, Mold Earth Cantrip
- Fey: Resist Charm and cannot be put to sleep, Friends cantrip
Juggernaut
Proficiency in Heavy Armor, Strength 17
- While wearing heavy armor, add your proficiency bonus to the damage of unarmed strikes.
- You have advantage on saving throws to keeping your balance from being pushed or
knocked down when in Heavy Armor.
- While wearing heavy armor, your AC increases by 1
Combat Training
Level 8, Strength/Dexterity 15
- You may choose a fighting style from the Fighter’s list of fighting styles. You may choose
this feat again to receive another fighting style.
- Increase Strength or Dexterity by 1
Ferocity
- While Bloodied, receive +1 bonus to weapon attacks and damage rolls.
- Increase Strength or Dexterity by 1
Battle Hardened
- While Bloodied, receive +1 bonus to Armor Class and Saving Throws against damage.
- Increase Strength or Dexterity by 1
Opportunist
Dexterity/Wisdom 13
- Gain a +2 Bonus on Attack and Damage rolls of opportunity attacks you make
Strong Arm
Strength 15
- Proficient thrown weapons gain double range
- Melee weapons with which you have proficiency without the thrown property gain it, and have a throwing range of 20/40
Cold Climate Adapted
Constitution 13, Creation only (note: this should make sense for a character's backstory)
- +1 Constitution
- Resist Cold Damage
- Advantage on Con saves to resist the effects of cold climates
Hot Climate Adapted
Constitution 13, Creation only (note: this should make sense for a character's backstory)
- +1 Constitution
- Resist Fire Damage
- Advantage on Con saves to resist the effects of hot climates
Unseen Watcher
Dexterity 13, Proficiency in Perception
- Gain +10 on Passive Wisdom and perception checks while stealthed
- +2 to ranged attack rolls while stealthed
Dedication
- Gain expertise in a skill or tool kit you are proficient with, which doubles your proficiency bonus. You also increase the ability score of the skill you gain this feature for by 1, to a maximum of 20.
Vigorous Zeal
Constitution 13
- Can roll a hit die and add the result + your Con mod to an initiative roll, expending the hit
die. You must finish a short or long rest before using this feature again.
Hafted Defense
Proficiency with a spear/polearm
- While wielding a spear, lance, trident, pike, halberd or glaive with which you are proficient, you gain a +1 Bonus to AC
- When an opponent within range of your spear/polearm you are wielding misses you with a
melee attack, you may use your reaction to make an opportunity attack with said polearm.
Talented Crafter
Proficiency with a set of artisan’s tools
- Choose an artisanal craft with which you are proficient. Whenever you craft an object with
these tools, you spend only half the time needed to craft the item, and thus half the cost.
Light Armor Master
Proficiency in Light Armor
- Increase Dexterity by 1
- Increase AC by 1
- While wearing your light armor, you do not receive disadvantage on Stealth checks
because of it.
Gunslinger
Proficiency with a firearm, Dexterity 17, Level 9
- You may add your full proficiency bonus to the attack rolls of firearms with which you are
proficient.
- Increase the range thresholds of firearms you wield by 50%
- Firearms that hold one shot may be reloaded as a bonus action. Those that hold multiple
rounds are able to be reloaded twice as fast.
- One-handed firearms you fire do not have disadvantage against creatures for being within 5 feet away from you
Metamagician
The ability to cast a spell, your spellcasting ability is at least 15, Level 4
- Learn one metamagtic from the sorcerer class (use your Spellcasting Ability)
- Gain a number of sorcery points equal to your character level/3 (round up). If you already have sorcery points from the sorcerer class, you halve this number (round up). The sorcery points are regained after a long rest if you are not a sorcerer.
Bow Expert
Dexterity 15
- +1 to your Strength or Dexterity
- Critical hits or kills with a short or longbow with which you are proficient allow you to make an additional bow attack as a bonus action.
- +1 Dire with Longbows, Shortbows, and Greatbows with which you are proficient.
Assault Mage
Ability to cast a spell that deals damage, Spellcasting ability of at least 15, Level 8
- +1 to your Spellcasting Ability
- Critical hits or kills with a spell with a casting time of 1 action allow you to cast a cantrip with a casting time of 1 action as a bonus action.
Power Cantrip Caster
Ability to cast a cantrip that causes you to make an attack roll
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, magus, psion, sorcerer, summoner, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, summoner, or warlock; Wisdom for cleric or druid; or Intelligence for magus, psion, or wizard.
- Before you make an attack with a cantrip, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Dual-Nationality
(Ezaseron/Kiril Exclusive. Creation only, Unless at the DM's discretion)
- You may choose two nations for the purposes of National Bonuses (example: Kyua and Skymora; Agadon and North Giloria). Note that your backstory should support your choices in a logical way. For example, having a nationalities of both Zinderin and Manadel is a bit of a stretch.
Whip Master
Proficiency with Whips
- Whips you wield gain the light property, and their damage is increased to 1d6.
- When you critically hit a creature with a whip, it must succeed on a Strength or Dexterity saving throw (their choice) or be knocked prone. The Difficulty Class for this save is 8 + your proficiency bonus + your Strength/Dexterity Modifier (your choice).