Revised Feats

In an attempt to make all feats half-feats so they all include an ability score increase, here are the revised feats:

Player’s Handbook

Here are the revisions to the feats in the Player’s Handbook.

Alert

Always on the lookout for danger. you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain advantage on your Initiative roll when combat begins.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Armor Finesse (new)

Prerequisite: Proficiency with armor.

Replaces Medimum Armor Master.

You have trained in armor to make the most of your agility, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
  • When you wear heavy armor, you can add 1 to your AC if you have a Dexterity of 12 or higher.
  • Wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • You can don and doff armor in half the time.

Armor Master (new)

Prerequisite: Proficiency with armor.

Replaces Heavy Armor Master.

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • While you are wearing armor, when you take damage from non-magical weapons the damage is reduced by 1 if you are wearing light armor; 2 if you are wearing medium armor, and 3 if you are wearing heavy armor. If your armor is magical, this protection extends to damage from magical weapons.

Armor Training (new)

Replaces Lightly, Moderately, and Heavily Armored.

You have trained in the use of armors, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain two armor proficiencies which you may use on light, medium, or heavy armors (in that order), or shields.

You may take this feat more than once.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.

Choose one of the following features:

  • Your walking speed increases by 10 feet.
  • Climbing only costs you 1 extra foot of movement, instead of 2 extra feet for each foot moved.
  • You can make a running long jump or a running high jump after moving a distance at least equal to the distance of your jump, instead of twice the distance.

You may take this feat more than once, choosing a new feature each time.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the disguise kit.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

 

 

Charger

When you use your action to Dash, you can use your bonus action to make one melee weapon attack or to shove a creature.

  • Increase your Strength score by 1, to a maximum of 20.
  • If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeeded).

Combat Caster (new) ***

You dedication to magic in hostile situations has gained you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You do not have disadvantage when making a ranged spell attack and a hostile creature is within 5 feet of you.
  • You learn an jinx (cantrip) from any class.
  • Your jinxes recharge more quickly, recharging on 4-6 on a d6. If you also have the Potent Jinxes feature, your jinxes recharge on a 3-6 on a d6.
Design Note

In our homebrew, any cantrip which causes damage is known as a jinx. Classes have limited access to only 3-4 jinxes and only learn one for every 6 or 7 levels.

Defensive Duelist

Prerequisite: Dexterity 13 or higher

Increase your Dexterity score by 1, to a maximum of 20.

When you are wielding a melee weapon without the heavy property with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when only one of the weapons you’re wielding has the light property.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) checks made to detect the presence of secret doors or traps.
  • You have advantage on Intelligence (Investigation) checks made to determine how to open secret doors or disarm traps.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.
Design Note

Perception is used to locate something, while Investigation is used for figuring out how to work or access something.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.

  • When you complete a long rest, you regain all spent hit dice instead of just half your maximum hit dice.

  • When you complete a long rest, you recover up to two levels of exhaustion instead of only one.

Elemental Adept

Prerequisite: The ability to cast at least one spell with the damage type chosen below.

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain the following benefits:

  • Spells you cast ignore resistance to damage of the chosen type.
  • Once per turn, you can force a creature with immunity against the chosen damage type to make a saving throw instead. If it fails the save, it takes half damage instead of being immune.
  • You gain advantage on saving throws against the chosen damage type.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

 

 

Grappler

Prerequisite: Strength 13 or higher.

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature (but not you) is restrained until the grapple ends.

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain a +1 to damage rolls when you hit a creature with a heavy or versatile weapon weilded with both hands.
  • On your turn, when you are wielding a heavy or versatile melee weapon with both hands and score a critical hit or reduce a creature to 0 hit points, you can make one melee weapon attack with that weapon as a bonus action.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Healer’s kit.
  • As an action, when you are not within the reach of a hostile creature, you can spend one use of a healer’s kit to tend to a creature and restore ld6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it fin ishes a short or long rest.

Inspiring Leader

Prerequisite: Charisma 13 or higher.

Increase your Charisma score by 1, to a maximum of 20.

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.

A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain advantage on Intelligence (Investigation) checks.
  • You can accurately recall anything you have seen or heard within the past month.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.

Linguist

You have studied languages and codes. gaining the following benefits:

  • lncrease your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can learn a language in half the time (see Downtime rules).
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

You can select this feat multiple times.

Long Thrower (new)

You have mastered thrown weapons and gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your normal range with thrown weapons is doubled.
  • Your thrown weapon attacks ignore half cover and three-quarters cover against targets within normal range.

 

 

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

Increase any ability score by 1, to a maximum of 20.

You have one luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend your luck point to roll an additional d20. You can choose to spend your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check. or saving throw.

You can also spend your luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck point when you finish a long rest.

You may take this feat multiple times, gaining an additional luck point each time.

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Design Note

This feat grants an ASI to Intelligence, Wisdom, or Charisma because it allows you to understand your enemy better.

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.

You learn two cantrips of your choice from that class’s spell list.

In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Increase your spellcasting ability score for this feat by 1, to a maximum of 20.

You can select this feat multiple times.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain two superiority dice, which are a d6 (these dice are added to any superiority dice you have from another source). These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can ignore one source of difficult terrain if you move on your turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Design Note

Multiple sources of difficult terrain stack against your movement. This feat allows you to ignore one source of difficult terrain.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.
  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

 

 

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Wisdom (Insight) scores.

Polearm Master

You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Ranged Expert

Replaces Crossbow Expert.

Thanks to extensive practice with the ranged and thrown weapons, you gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls. (This applies to weapons with the thrown property as well.)
  • Your long range with a ranged or thrown weapon is increased by a distance equal to the weapon’s normal range.

Reactive (new)

Increase your Dexterity, Intelligence, or Wisdom score by 1, to a maximum of 20.

You can take two reactions during a round. You cannot take both reactions to the same triggering event.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

You can select this feat multiple times.

Ritual Caster

Prerequisite: lntelligence, Wisdom or Charisma 13 or higher.

Increase you Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. If you have a spellbook, it can be your ritual book as well.

When you choose this feat, you acquire two 1st-level spells of your choice that you write in your ritual book.

If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you can add it to your ritual book. The spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell. and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Savage Attacker

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • When you hit a creature with an opportunity attack, the creature’s speed becomes half for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your normal range with ranged weapons is doubled.
  • Your ranged weapon attacks ignore half cover and three-quarters cover against targets within normal range.

 

 

Shield Master

You use shields not just for protection but also for offense. You gain proficiency in shields if you are not already proficient. You gain the following benefits while you are wielding a shield:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You can use a bonus action to try to shove a creature within 5 feet of you with your shield (no Attack action required).
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
  • You can don and doff your shield as a bonus action.

Skilled

You gain the following benefits:

  • Increase any ability score by 1, to a maximum of 20.
  • You gain proficiency in any combination of two skills or tools of your choice.

You can select this feat multiple times.

Skulker

Prerequisite: Dexterity 13 or higher.

You are expert at slinking through shadows. You gain the folJowing benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Spell Sniper

Prerequisite: The ability to cast at least one spell.

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover against creatures within the spell’s original range.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid ; or Intelligence for wizard. Increase your spellcasting ability score for this feat by 1, to a maximum of 20.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • You attacks with improvised weapons deal 1d6 damage instead of 1d4.
  • Your unarmed strike deal +2 blugdeoning damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple or shove the target.

Tough

You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

 

 

War Caster

Prerequisite: The ability to cast at least one spell.

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by l, to a maximum of 20.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
  • Once on your turn you can add your proficiency bonus to the damage dealt by a weapon attack.