NEW Feats


Bordweall (Shield Wall)

In your hands a shield is a nigh impentrable defence, for you and for your comrades. Increase your Strength score by 1 to a maximum of 20. Additionally, when weilding a shield you gain the following benefits:

  • As a bonus action on your turn, you can attempt to form a defensive wall with a shield-bearing ally, granting each of you half cover until the start of your next turn. You lose this benefit early if you are ever more than 5ft from such an ally or if either of you no longer wield a shield
  • As a bonus action, you may crouch completely behind your shield, until the beggining of your next turn the next single attack against you is made with disadvantage. Additionally, you gain advantage on dexterity saving throws to avoid area of effect attacks until the beginning of your next turn.
















Scrappy

Pre-requisite: small size
Your small frame houses an oversized spirit of pure mean and fight. Let the larger folk beware. You gain the following benefits:

  • You may attempt to Grapple Creatures up to two size categories larger than yourself.
  • If you successfully grapple a creature, you may use your bonus action to deal 1d4 + your Strength bonus bludgeoning damage to your grappled target.
  • You have advantage on Athletics or Acrobatics checks to escape a grapple against any creature at least 1 size category larger than yourself.
  • Additionally, the first time you suffer from a critical hit, you immediately gain temporary hit points equal to your constitution modifier. These temporary hit points last 1 minute. Once you use this ability you may not do so again until you finish a short or long rest.

Skirmisher

You have mastered the art of moving in and out of battle with deadly precision.

When you attack a creature and then move at least 10 feet away, you may use your bonus action to attack a different target.

Once per round, if a creature attempts to make an opportunity attack against you, you may use your reaction to make a single melee or ranged attack against them and move 5 feet away. If your attack hits, the creature's attack is interrupted and they are unable to make an opprtunity attack against you until the start of your next turn. When rolling damage for this attack do not add any ability modifiers. If you are unable to move the 5 feet because you have no movement remaining, are grappled or restrained, there is not an unoccupied space to move to or another reason, then you are unable to use this feature.

Snickersnee

Your dedication to the small blade grants you a mastery of the dagger in melee that is unequaled. You gain the following benefits:

  • You add +1 to the weapon damage die for a dagger (1d4+1).
  • While wielding a dagger, the first time in a round that an opponent within 5 feet of you misses you with an attack, you may make an attack of opportunity against them. This attack does not expend your reaction.
  • If you score a critical hit with a dagger, you may expend your reaction to make an additional attack with a dagger.
  • Once per round you may draw any simple, light melee weapon without using your object interaction. Additionally, Sleight of Hand checks you make to conceal, draw, or perform tricks with a dagger are made with Advantage.







Credits

This is version 0.3 (2016-07-01)

1

PART 1 | Combat FEATS

Magical Feats

The below feats build off of the Magic Initiate feat. While they are essentially more powerful that that feat, the fact that they have requirements & cannot be taken until higher levels balances this. Some races, also recieve higher than level 1 spells as part of their racial feature. For example Tieflings (PHB p.43) and Eladrin (DMG p.286). The below feats provide the opportunity to add minimal casting strength that grows over time without multi-classing.

Dabbler in Mysteries

Pre-requisite: Magic Initiate feat, and minimum 4th level

The magical abilities you first gained have improved with practice. You gain additional spellcasting ability from the class you chose as part of the Magic Initiate feat.

Choose one new 1st-level spell and one 2nd-level spell from that class list. You learn each of those spells and may cast each at its lowest level. Once you cast one of these spells you cannot cast it again, until you complete a long rest. You may not cast any of your first level spells as a higher level spell using this ability.

You're spellcasting ability for these spells is the same as for your spells gained from the Magic Initiate feat.

Amateur Adept

Pre-requisite: Dabbler in Mysteries feat, and minimum 8th level

While not as powerful as those fully devoted to the arts, your skills have grown to an impressive level. You gain additional spellcasting ability from the class you chose as part of the Dabbler in Mysteries feat.

You learn one new cantrip from that list. In addition, choose one 1st level and one 2nd-level spell from that class list. You learn those spells and may cast each of them at their lowest level. Once you cast a particular spell with this feature, you cannot cast it again until you complete a long rest. You may not cast any of your first or second level spells as a higher level spell using this ability.

You're spellcasting ability for these spells is the same as for your spells gained from the Magic Initiate feat.

Spell Scholar

Pre-requisite: Amatuer Adept feat, and minimum 12th level

You have reached the pinnacle of ability for someone not wholly dedicated to the magical arts. You gain additional spellcasting ability from the class you chose as part of the Amatuer Adept feat.

You learn one new cantrip from that list. In addition, choose one 1st-level spell, and one 3rd-level spell from the class list you chose as part of the Magic Initiate feat. You learn those spells and may cast each of them at their lowest level. Once you cast a particular spell with this feature, you cannot cast it again until you complete a long rest. You may not cast any of your first or second level spells as a higher level spell using this ability.

You're spellcasting ability for these spells is the same as for your spells gained from the Magic Initiate feat.



























Is this balanced?

Some player's may be concerned that giving up 3 or 4 ASIs to get such a small progression in spell casting is too great a sacrifice. One could have instead taken 3 levels of wizard or cleric at each of those ASI levels. In that case they'd get 3 cantrips, 4 1st-level, & 2 2nd-level spells. However, they'd lose progression in their originally chosen class.

With Amatuer Adept they get 3 cantrips, 3 1st-level, 2 2nd level spells. This is somewhat weaker tan the standard progression as thee player lose out on one cantrip and one 1st level spell. They also do not have the flexibility of casting any of the spells multiple times or with a higher level spell slot. The spell progression does shiftfurther from standard with the final feat "Spell Scholar." At 12th level or above, a 3rd level spell once per long rest is an appropriate power increase.

The opportunity to maintain progression in your main class justifies the slightly reduced casting ability.


Credits

This is version 1.4 (2019-03-25)

2

PART 2 | Magic FEATS