Additional Feats


Ankle Biter, Ankle Twister

Prerequisite: Goblin race

When you take this feat you gain the following bonuses:-

  • +1 Dexterity or +1 Constitution
  • When a creature fails to shove or grapple you, you may immediately use your reaction to make a Bite attack. This counts as an unarmed stirke, and deals 1d6 + your strength modifier in damage. If the target creature is Larger than you, it can also count as a finesse weapon.
  • When you take the Disengage action you may move through squares occupied by enemies, so long as they are at least one size larger than you. Once per turn when you do so you may make a free attempt to Shove the target prone.

Ascetic Adept

Your unarmed strikes now deal 1d4 damage and are treated as Finesse weapons. In addition, you gain the Unarmoured Defense feature of a first level monk.

Monks who take this feat gain +1 AC while unarmoured, increase their ki pool size by 2 points, and their martial arts die is increased by one size.

Bardic Adept

You gain the Bardic Inspiration feature as a first level Bard.

A bard who takes this feat gets an additional use of their Bardic Inspiration per rest, and any roll on their Bardic Inspiration dice of 1 or 2 is treated as rolling a 3.

Binding Adept

You gain proficiency with Binder's tools and choose one 1st level Vestige which you can bind to yourself. Once chosen, this cannot be changed.

Binders who take this feat instead can bind an additional Vestige beyond their normal allowed amount, and increase the total levels of Vestiges they can bind at once by an amount equal to half their proficiency bonus (rounded up), such that a 5th level Binder could bind three Vestiges at once, and a total of seven Vestige levels.

Blood Drinker

Prerequisite: Dhampir Race

When you take this feat you gain the following bonuses:-

  • When you empower you Vampiric Bite, you also gain temporary hit points equal to the piercing damage of the bite.
  • The damage dice of your Vampire Bite increases to 1d8.
  • You are now able to Empower your Vampiric Bite on corpses, so long as they are dead for no longer than 1 minute.

Burn! Burn! Burn!

Prerequisite: Goblin race

You embrace your inner desire for destruction and fire. When you take this feat you gain the following bonuses:-

  • Torches you wield are now treated as being simple, light finesse weapons for you. They now deal 1d4 + your strength modifier bludgeoning and 1 fire damage.
  • You reduce all fire damage taken by an amount equal to your proficiency bonus (minimum 1 damage taken).
  • Once per turn whenh you deal fire damage, you increase it by an amount equal to your proficiency bonus. This includes damage from torches, alchemist's fire, and spells.

Cantrip Expert

Choose one cantrip you know that deals damage. It now deals an additional dice of damage, and has its attack roll or save DC increased by +1. If you chose Eldritch Blast, only the first beam that hits each turn deals an additional dice of damage.

Careful Claws

Prerequisite: Tabaxi Race

When you take this feat you gain the following bonuses:-

  • +1 Strength or Dexterity
  • Your claws are now treated as a finesse weapon.
  • Your claws are viable weapons for Two-Weapon Fighting, but you cannot use the same claw to attack on your bonus action as you did with your action.
  • From 5th level, when you take the Attack action you can attack an additional time with your claws. This does not stack with any Extra Attack or similar features.

Divine Adept

When you take this feat you choose one Divine Domain, and gain their second level Channel Divinity feature, which can be used once per short rest.

Clerics who take this feat can choose a different domain to gain the Channel Divinity feature of (ideally a domain that matches their chosen deity), and gain an additional use of Channel Divinity each rest. In addition, the save DC of their Turn Undead feature, and their Channel Divinity options if they have a saving throw, is increased by +2.

Druidic Adept

You gain one use of the Wild Shape feature, as if you were a second level druid. It refreshes on a short rest, but gains an additional hour duration for each two character levels you have. It otherwise does not improve.

A druid who takes this feat otherwise instead gains one additional use of Wild Shape every short rest, and all their Wildshape forms have +10 hit points and +1 AC.

Elemental Wild Shape

Prerequisite: Wild Shape feature

When you use Wild Shape, you can choose one of the following damage types: Fire, Cold, Acid, Poison, Lightning. While Wild Shape is maintained, you gain resistance to the chosen damage type and deal 1d6 damage with the first successful attack you make each turn.

Faithful Steed

Prerequisite: 6th level

You learn how to cast the Find Steed spell once per long rest without expending a spell slot. Whenever you cast the spell, the steed's maximum hit points are increased by three times your character level.

Improved Two-Weapon Fighting

Prerequisite: Extra Attack Feature or Similar

When you use your bonus action to make a Two-Weapon fighting attack, you can make a second Two-Weapon fighting attack as part of the same bonus action.

Lingering Performance

Prerequisite: Bardic Performance feature

When you take this feat you gain the following bonuses:-

  • +1 Constitution or Charisma (your choice)
  • When a creature with your Bardic Inspiration uses it on a dice roll, they can use it on a second diceroll, so long as the roll is before the end of that creature's next turn.

Maneuver Adept

When you take this feat you may choose one martial maneuver that you meet the prerequisites for (both maneuvers known and rank) and add it to your list of maneuvers known.

If you do not have any levels in the Crusader, Swordsage, or Warblade classes you can use this once per encounter. Your rank level is treated as half your character level, so a 6th level Fighter would be treated as a 3rd level Maneuver user, and able to take up to Rank 2 Maneuvers.

This feat can be taken multiple times. When you take it a second time you can choose to either learn another maneuver, as above, or add an additional use per encounter for the Maneuver you already learned from this feat. Note: Maneuvers not yet finished! Disregard for now.

Oathbound Adept

When you take this feat you gain the Divine Smite feature as a second level Paladin. You can use it once without expending a spell slot each long rest. You cannot use this feature by expending spell slots more times than your Proficiency Bonus per long rest, regardless of how many spell slots you have.

Paladins who take this feat instead receive the additional use of the feature without expending a spell slot and their Divine Smite and Improved Divine Smite feature damage die is now increased to d12 instead of d8.

Second Aura

Prerequisite: 8th level Paladin

You gain the 7th level aura feature of another Paladin subclass that has a 7th level aura feature. You must abide by the tenets of this second Paladin subclass.

Second Bloodline

Prerequisite: 4th Level Sorcerer

You gain the first level features of another Sorcerer subclass. Any features that scale based off your sorcerer level always treat you as if you were first level.

Second Cabal

Prerequisite: 4th level Binder

You gain the third level features of another Binder subclass. Any features that scale based off your binder level always treat you as if you were third level.

Second Circle

Prerequisite: 4th level Druid

You gain the second level features of another Druid subclass. Any features that scale based off your druid level always treat you as if you were second level.

Second College

Prerequisite: 4th level Bard

You gain the third level features of another Bard subclass. Any that improve based on your bard level (such as Glamour) always treat you as if you were third level.

Second Conclave

Prerequisite: 4th level Ranger

You gain the third level features of another Ranger subclass. Any features that improve based off your Ranger level always treat you as if you were third level.

Second Domain

Prerequisite: 4th level Cleric

You gain the first level features of another Cleric subclass, including their first level domain spells. At 10th level, this also grants you their Channel Divinity features from 2nd level in the chosen domain.

Second Martial Archetype

Prerequisite: 4th level Fighter

You gain the third level features of another Fighter subclass. Any features which improve based off your fighter level (such as Eldritch Knight spellcasting) treat you as if you are always third level.

Second Path

Prerequisite: 4th level Barbarian

You gain the third level features of another Barbarian subclass.

Second Patron

Prerequisite: 4th level Warlock

You gain the first level features of another Warlock subclass.

Second Roguish Archetype

Prerequisite: 4th level Rogue

You gain the third level features of another Rogue subclass. Any features which improve based off your rogue level treat you as if you are always third level.

Second Speciality

Prerequisite: 4th level Artificer

You gain the third level feature of another Artificer subclass. If you choose Battle Smith, your Steel Defender is always treated as if you were third level for its hits points, but otherwise scales normally.

Second Tradition

Prerequisite: 4th level Wizard

You gain the level features of another Arcane Tradition.

Second Way

Prerequisite: 4th level Monk

You gain the third level feature of another Monk subclass. Any features which improve based off your monk level treat you as if you are always third level.

Sneak Adept

You gain access to the Sneak Attack feature as if you were a 1st level rogue.

A rogue who takes this feat instead increases their Sneak Attack damage by +2d6.

Spellsurge

Prerequisite: Spellcasting feature

When you cast a spell that expends a spell slot you can choose to treat it as if it were cast from a slot a number of levels higher up to your proficiency bonus. To do so, you must reduce your current and maximum hit points by three times the amount of levels you grant it. You must be able to expend a spell slot of the higher level chosen in order to upcast it that high with Spellsurge.

For instance, a 5th level wizard could expend a 1st level slot to cast Magic Missile, sacrificing 6 hit points in order to treat it as if it were cast from a 3rd level slot, but they could not sacrifice 9 hit points to treat it as if it were from a 4th level slot, as they do not yet posses 4th level spell slots.

The maximum health reduction is removed on completion of a long rest.

Third Wind

Prerequisite: Second Wind feature

When you take this feat you gain the following bonuses:-

  • +1 Strength, Dexterity, or Constitution (your choice)
  • After using Second Wind, you gain temporary hit points equal to the amount healed.
  • Instead of a bonus action you can use Second Wind as a reaction after taking damage, so long as the damage leaves you below half hit points.

Thuggery

Prerequisite: Sneak Attack feature

When you take this feat you gain the following bonuses:-

  • +1 Strength or Dexterity (your choice)
  • Your sneak attack can now be used with any weapon, not just the ones specified in its description.
  • When you deal Sneak Attack damage to a creature after being Hidden from them, they must succeed on a Wisdom saving throw (DC8 + your proficiency bonus + your strength or dexterity modifier) or be Frightened of you until the end of their next turn.

Wanderer Adept

You gain the Favoured Enemy feature as if you were a first level ranger. You also add your Wisdom modifier (minimum 1) to weapon damage rolls against your favoured enemies.

Rangers who take this feat gain the other features they didn't choose at first level (Favoured Enemy/Favoured Foe, Natural Explorer/Deft Explorer) and also add their Wisdom modifier to weapon and cantrip damage rolls against their favoured enemies.

Wildheart Adept

You gain one use of the Rage feature, as if you were a first level Barbarian. It can be used once per long rest. While enraged by this, you gain access to the Reckless Attack feature.

A Barbarian who takes this feat gains an additional use of Rage and their Rage damage increases by +2.