The ADVENTURER Class

A Fully Customizable Character Class for 5E Dungeons & Dragons

 

 

 

Adventurer

A grey-haired man stands tall over the fallen bodies of a band of raiders, links in his mailed armor torn asunder. Bruised and bloodied, he raises his hammer towards the heavens, praising his god in victory. Bringing his holy symbol to his lips, he gives silent prayer for this divine deliverance. The village will be safe now, and soon he will move on.

Bright green eyes peer over the dusty tome as she stifles a sneeze, trying to be as quiet as possible. The short halfling looks round to make certain she didn’t alert the rakshasa eating at the table just a few steps away. With barely a whisper of sound, she slides the tome into her sack and slowly slinks into the nearby shadows, vanishing from sight.

Off in the distance a young man watches as a dozen riders gallop across the fields near his home. He wonders who they are and where do they ride with such speed? He has heard of such people: adventurers, heroes, men and woman of all races and creeds whose mighty deeds shape the very fabric of the world. Maybe one day, he dreams, maybe one day…

Adventurers are people who have heard the call and decided to answer it. They come in all shapes and sizes and with abilities and powers that ordinary folk can only dream of. Whether they stand up against injustice and evil, comb through lost ruins in search of ancient artifacts, or whisper words of wisdom into the ears of kings and mighty lords, adventurers always search for the next great challenge.

Conquerers of Challenges

Adventurers were once ordinary folk who overcame challenge after challenge, improving their skills and gaining power, learning more, mastering mysteries, and unlocking secrets lost or forgotten to most.

Each adventurer chooses the path they will walk, wielding weapons or spells, using cunning and craft, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against.

The Winding Road

Adventurers either seek the thrills and challenges of the world around them or find themselves swept away down the road to excitement. When one adventure is over, they often are carried by fate or destiny to the next. Few reach a point where the winding road eventually leads them home again, or to a place where they can finally call home.

PART 1 | CLASSES

 

 

Creating an Adventurer

To play an adventurer, your DM must allow the use of feats in your game. You will select the feats which best fit your concept of the adventurer you want to play. The adventurer class allows for complete customization of your character, and so can be used to create virtually an character.

Your selection of feats will provide the features and capabilities that your character will use while adventuring. Adventurers cannot multiclass, even if your game allows multiclassing as an option. Other classes cannot multiclass to the adventurer class, either.

Quick Build

Take the Skilled feat and the Resilient feat twice. Your remaining five feats can be used for armor, weapons, spells, and other features.

Class Features

As an adventurer, you gain the following class features.

Hit Points

Hit Dice:
1d8 per adventurer level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) per adventurer level after 1st

Proficiencies

You begin with only proficiencies gained from your race and background.

Additional proficiencies for armor, weapons, skills, tools, languages, and saving throws are gained through your feat selection at 1st and later levels.

Equipment

You begin with the equipment provided from your background. You have 2d10 x 10 gold pieces with which to buy additional equipment. If you desire additional funds, you can select the Windfall feat.

Feat

You can select a feat. You must meet any prerequisites for a feat before you can select it.

You are not required to select all of your feats when you gain them. If you have feats remaining, you can select a feat after finishing 30 days of downtime.

You can also use any remaining feats when you gain a new level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Since this class assumes the use of feats, you can forgo this feature to select a feat instead.

The Adventurer
Level Proficiency
Bonus
Features
1st +2 8 Feats
2nd +2 3 Feats
3rd +2 2 Feats
4th +2 Ability Score Improvement, Feat
5th +3 1 Feat
6th +3 2 Feats
7th +3 1 Feat
8th +3 Ability Score Improvement, Feat
9th +4 1 Feat
10th +4 2 Feats
11th +4 1 Feat
12th +4 Ability Score Improvement, Feat
13th +5 1 Feat
14th +5 2 Feats
15th +5 1 Feat
16th +5 Ability Score Improvement, Feat
17th +6 1 Feat
18th +6 2 Feats
19th +6 Ability Score Improvement, Feat
20th +6 2 Feats

PART 1 | CLASSES

 

 

Feats

Feats from the Player’s Handbook and other matieral have been included in the following. Many have had modifications made to them, however, so please review a feat carefully before selecting it. Ask your DM if they prefer you to use the modified or unmodified versions.

For the adventurer class, it is necessary that many feats can be selected more than once. Other classes are still restricted to feats listed in the other source books.

The feats have also been organized into the following categories for your convenience:

  • Combat
  • Mystic
  • Skill
  • Racial

(*)

Feats marked with an asterisk may be taken multiple times, but usually no more than once per tier. Tier 2 begins at 5th level, tier 3 at 11th level, and tier 4 at 17th level.

(2, 3, 4)

Feats marked with a number in parathesis indicate which tier the feat becomes available. These feats cannot be taken prior to the character gaining the level for the required tier.

 

 

Barbarian Feats

Rage (*)

In battle, you fight with primal ferocity. While you are not wearing heavy armor, you can enter a rage as a bonus action. While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make an unarmed strike or weapon attack using Strength, you deal +2 damage on the attack.
  • You have resistance to non-magical (???) bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged 2 times, you must finish a long rest before you can rage again.

You can select this multiple times, but no more than once per tier. Each time you select this feat you gain an additional use of your rage and the additional damage increases by +1 (maximum 5 uses, +5 damage).

Danger Sense

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

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

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Reckless Attack

You throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Unarmored Defense

Choose an ability other than Dexterity when you select this feat. While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + the ability modifier you chose.

You can use a shield and still benefit from this feat.

Extra Attack (2, *)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

You can select this feat multiple times, each time gaining an additional attack, but can only take this feat once per tier.

Fast Movement (2)

(replaced by MOBILITY)

Feral Instinct (2)

(replaced by ALERT)

Brutal Critical (2, *)

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

You can take this feat multiple times, but only once per tier. Each time you gain one additional weapon damage die.

Relentless Rage (3)

Prerequisite: Rage

Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage (3)

Prerequisite: Relentless Rage

Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Ability (4)

Choose an ability. When you make an ability check using the chosen ability, if your total is less than your ability score, you can use that score in place of the total.

Superior Ability (4)

Increase any one ability score by 4, to a maximum of 24. You can select this feat multiple times, but no more than once for any ability.

 

 

Bard Feats

Inspiration (*)

You can inspire others through stirring deeds, music, or words. To do so, when you succeed on an attack roll, ability check, or saving throw, or you can use a bonus action on your turn, choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.

Once within the next 10 minutes. the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

You can use this feature twice. You regain any expended uses when you finish a long rest.

You can take this feat multiple times, but only once in a tier. Each time you take this feat you can an addition use and the Inspiration die increases in size, going from d6, to d8, to d10, and finally d12.

Jack of All Trades

You can add half your proficiency bonus, rounded down, to any ability check that can benefit from a tool proficiency and doesn’t already include your proficiency bonus.

Helpful (Song of) Rest

You can use soothing music, oration, medicine, food, etc. to help revitalize your wounded allies during a short rest. If you or any friendly creatures regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The addition healing die increases as you progress into higher tiers: going from d6, to d8, to d10, and finally d12.

Expertise (*)

Choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

You can select this feat multiple times, but only once per tier.

Font of Inspiration (2)

Prerequisite: Inspiration

You regain all of your expended uses of Inspiration when you finish a short or long rest.

Countercharm (2)

You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being charmed, frightened, incapacitate, paralyzed, or unconscious.

**WORK ON TO MAKE BROADER. Maybe enchantment effects, etc.?**

A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Magical Secrets (2, *)

Prerequisite: The ability to cast at least one spell.

You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any spell list of a spell level you can cast. These spells become known spells. Your spellcasting ability for these spells must be an ability for which you can cast spells.

**WORDING**

You can select this feat multiple times, but only once per tier.

Superior Inspiration (4)

Prerequisite: Inspiration

Your Charisma score increases by 1, to a maximum of 20.

In addition, when you roll initiative (at the start of an encounter) and have no uses of Inspiration left, you regain one use.

 

 

Cleric Feats

Devotee

You have dedicated your service to a deity or patron. You gain the following benefits:

Channel Divinity

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level,

C HANNEL DIVINITY: T’uRN UNDEAD As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must ma ke a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

DESTROY UNDEAD Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. D ESTROY UNDEAD Cleric l evel Destroys Undead of CR … 5th 1/2 or lower 8th 1 or lower 11th 2 or lower 14th 3 or lower 17th 4 or lower

DIVINE INTERVENTION Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assista nce you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The OM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

 

 

Druid Feats

Wild Shape

You gain the ability to use your action to magically assume the shape of a beast that you have seen before. You can use this ability twice. You regain expended uses when you finish a short or long rest.

You can transform into beasts of CR 1/4 or lower. The creatures cannot have a flying or swimming speed. You can stay in a beast shape for thirty minutes. You then revert to your normal form unless you expend another use of this ability.

You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.

  • When you transform, you assume the creatures’s hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your new form. If your new form is capable of casting spells, you are unable to cast any of them. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. If your new form has legendary actions or legendary resistances, you cannot use them.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Improved Wild Shape

Prerequisite: Wild Shape

You can use your beast shape to transform into beasts of CR 1/2 or lower. The beasts you transform into can have a swimming speed. You can stay in beast shape for 1 hour.

Lycan Ancestory

Prerequisite: Wild Shape

You can use your wild shape as a bonus action instead of your action. The CR of your wild shape is doubled.

Greater Wild Shape (2)

Prerequisite: Improved Wild Shape

You can use your beast shape to transform into beasts of CR 1 or lower. The beasts you transform into can have a flying speed. You can stay in beast shape for 2 hours.

Superior Wild Shape (3)

Prerequisite: Greater Wild Shape

You can use your beast shape to transform into beasts of CR 2 or lower. Your attacks while in beast shape are magical. You can stay in beast shape for 4 hours.

Master Wild Shape (4)

Prerequisite: Superior Wild Shape

You can use your beast shape to transform into beasts of CR 3 or lower. You can stay in beast shape for 8 hours.

Timeless Body (4)

(see MONK)

Beast Spells (4)

Prerequisite: Wild Shape, the ability to cast a spell

You can cast your spells in any shape you assume using Beast Shape. You can perform the somatic and verbal components of a spell while in a beast shape, but you aren’t able to provide material components.

Spirit of the Wild (Archdruid) (4)

Prerequisite: Wild Shape

You can use your Beast Shape an unlimited number of times.

 

 

Fighter Feats

Fighting Style (*)

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list below.

You can select this feat once per tier. Each time you do so, you must select a different fighting style.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisibile creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. 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 one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is 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.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wieldling any weapons or a shield when you make the attack roll, the d6 becoems a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

Your Constitution score increases by 1, to a maximum of 20.

You learn to channel the adrenaline rush from combat to protect yourself from harm. On your turn, you can spend one Hit Die to heal yourself as a bonus action. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Action Surge

You gain the ability to push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this ability, you must finish a short or long rest before you can use it again. You can select this feat a second time once you reach tier 4. When you do so, you gain another use of this ability.

Indomitable (2, *)

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

You gain the ability to reroll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature a number of times equal to your proficiency bonus and regain all spent uses when you finish a long rest.

 

 

Monk Feats

Unarmored Movement

(replaced by Improved Mobility)

Improved Mobility (3)

You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, you can move along vertical surfaces and across liquids on your turn without falling during the move.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and shortswords and any simple melee weapon that doesn’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding permitted weapons:

You can use Dexterity instead of Strength for the attack and damage rolls.

You can roll a d4 in place of the normal damage of your unarmed strike or permitted weapon. The d4 increases to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

When you use the Attack action with an unarmed strike or a permitted weapon on your turn, you can make one unarmed strike as a bonus action.

Ki (Physical Adept)

Your training allows you to harness the mystic energy of ki, represented by a number of ki points. You gain a number ki points equal to your proficiency bonus and regain all expended ki points when you finish a short or long rest.

You gain the following features: Flurry of Blows, Patient Defense, and Step of the Wind.

Flurry of Blows

Immediately a fter you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Deflect Missiles

Prerequisite: Martial Arts

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so. the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your character level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with disadvantage using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a permitted weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Slow Fall

Prerequisite: Ki

You can spend a kit point and use your reaction when you fall to reduce any falling damage you take by an amount equal to five your character level.

 

 

Stunning Strike (2)

Prerequisite: Ki

You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike.

The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. The DC for this save equals 8 + your proficiency bonus + your Wisdom modifier.

Ki-Empowered (Mystic) Strikes (2)

Prerequisite: Ki

By spending 1 ki point, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion (2)

When 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail.

If you succeed on the saving throw, you can move a distance up to your speed.

Stillness of Mind (2)

Prerequisite: Ki

By spending 1 ki point, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body (2)

Prerequisite: Ki

Your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon (3)

Prerequisite: Ki

You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Timeless Body (3)

You suffer none of the frailty of old age, and you can’t be aged magically. For every 10 years that pass, your body ages only 1 year. In addition, you no longer need food or water. Although you to age more slowly, you will still die of old age.

Empty Body (4)

Prerequisite: Ki

You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

Perfect Self (4)

When you roll for initiative (at the start of an encounter) and have no ki points remaining, you regain 4 ki points.

 

 

Paladin Feats

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears . As an action, you can open your awareness to detect such forces. For 1 minute, you know the location of any celestial, fiend, or undead within 60 feet of you. Such creatures are not hidden from you while this feature is in effect. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.

Lay on Hands

Prerequisite: ???

Your blessed touch can heal wounds. As an action, you can touch a creature and heal it by expending your own Hit Dice. Choose a number of your Hit Dice and roll them. The creature regains hit points equal to the total of the roll. You can also expend one of your Hit Dice to cure the creature touched of one disease or neutralize one poison affecting it.

You can use this feature as long as you have Hit Dice remaining. This feature has no effect on undead and constructs.

Divine Smite (*)

Prerequisite: ???

Once on your turn when you hit a creature with a melee weapon attack, you can deal an extra 2d8 radiant or necrotic damage (your choice when you select this feature) to the target. You can use this feature twice and regain all expended uses when you finish a long rest.

You can take this feat muliple times, but no more than once per tier. Each time you take this feat, the damage increases by 1d8 and your number of uses increases by one (maximum 5d8, 5 uses).

Divine Health

Prerequisite: ???

The divine magic flowing through you makes you immune to disease.

Aura of Protection (2)

Prerequisite: ???

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Aura of Courage (3)

Prerequisite: ???

You and friendly creatutes within 10 feet of you can’t be frightened while you are conscious.

Improve Divine Smite (3)

Prerequisite: Divine

You are so suffused with zealous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant or necrotic damage (the same as your Divine Smites).

If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

Cleansing Touch (3)

Prerequisite: Lay on Hands

You can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Inspired Auras (4)

Prerequisite: Aura of Protection or Aura of Courage

The range of your auras increase to 30 feet.

 

 

Ranger Feats

Favored Enemy (*)

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities. oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and ores) as favored enemies.

Once on each of your turns, when you deal damage to a favored enemy, you add your proficiency bonus to the damage to that creature.

In addition, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature. you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Each time you select this feat, you choose one additional favored enemy, as well as an associated language. You can take this feat no more than once per tier.

Natural Explorer (*)

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, underground, or urban. When you make an lntelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • You can’t be tracked by nonmagical means, unless you choose to leave a trail.

You can select this feat multiple times, selecting an additional favored terrain. You can take this feat no more than once per tier.

Primeval Awarness

You can use your action to focus your awareness on the region around you. For 1 hour, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, beasts, celestials, dragons, elementals, fey, fiends, humanoids, and undead.

This feature doesn’t reveal the creatures’ precise location or number, however it does reveal the general direction.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Land’s Stride (2)

Your speed increases by 5 feet and you gain a climbing speed and swimming speed equal to your walking speed.

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Hide in Plain Sight (2)

You can choose a number of creatures, including yourself, equal to your character level. You spend 1 minute per creature creating camouflage for a specified terrain using mud, dirt, plants, soot, or other materials at hand.

While a creature is camouflaged in this manner, it gains a +10 bonus to any Dexterity (Stealth) checks it makes while in the specified terrain. It can also attempt to Hide even while not lightly or heavily obscured.

WORK ON LEVEL OF OBSCUREMENT.

Vanish (3)

You drawn on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feral Senses (4)

You gain blindsight with 30 feet range.

 

 

Foe Slayer (4)

Prerequisite: Favored Enemy

Once on each of your turns, you can add your character level to the damage roll you make against one of your favored enemies.

 

 

Rogue Feats

Expertise (*)

Choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You can select this feat multiple times, but only once per tier.

Sneak Attack (*)

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra ld6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse, light, or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

You can select this feat multiple times, but no more than once per tier. Each time you select this feat, the extra damage increases: at 5th level it is 3d6, 11th level is 6d6, and 17th level is 10d6.

Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge (2)

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Reliable Talent (3)

You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blind Sense (3)

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Elusive (4)

You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck (4)

You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check or saving throw, you can treat the d20 roll as a 20.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

 

Sorcerer Feats

Flexible Casting

Prerequisite: The ability to cast at least one 1st-level spell

You can use your Hit Dice to gain additional spell slots, or sacrifice spell slots to gain additional Hit Dice. You learn other ways to use your Hit Dice as you reach higher levels.

Creating Spell Slots. You can transform unexpended Hit Dice into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot Hit Dice Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Hit Dice. As a bonus action on your turn, you can expend one spell slot and gain a number of Hit Dice equal to the slot’s level.

Metamagic (*)

Prerequisite: Flexible Casting

You gain the ability to twist your spells to suit your needs. You gain two of the Metamagic options of your choice from the sorcerer class. Instead of sorcery points, you fuel your metamagic by spending your Hit Dice.

You can select this feat multiple times, each time you learn a new metamagic option. You can only select this feat once per tier.

 

 

Warlock Feats

Pact Magic

You gain

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Eldritch Invocations (*)

Prerequisite: Pact Magic

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

You gain two eldritch invocations of your choice from the warlock class. You must meet any prerequisites for an invocation you choose before selecting it.

You can select this feat multiple times, but no more than once per tier. Each time you gain two additional eldritch invocations.

 

 

Wizard Feats

Spellbook (WIP)

Prerequisite: 1st-Level Spells

You have a spellbook which allows you to access additional spells when you encounter them. By spending 8 hours studying spells in your spellbook, you can exchange spells you know for spells in your spellbook.

Copying a Spell into the Book. When you find a spell of lst level or higher, you can add it to your spell book if it is of a spell level you can cast and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the spellcaster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. 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. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book, for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spell book, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many spellcaster keep backup spellbooks in a safe place.

The Book’s Appearance. Your spell book is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Spell (Arcane) Recovery (*)

Prerequisite: 1st-Level Spells

You have learned to regain some of mystical energy by studying your spellbook, praying, or meditating. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one + half the number of spellcasting feats you have selected (rounded down). The slots cannot be above 2nd level.

You can take this feat once per tier. Each time you select this feat the spell slot level increases by one level.

Spell Mastery (4)

Prerequisite: Spellbook

You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells (4)

Prerequisite: Spell Mastery

You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level spells in you know as your signature spells. You can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. lf you want to cast either spell at a higher level, you must expend a spell slot as normal.

 

 

Spellcasting Feats

Spells are divided into three spell list: Arcane, Divine, and Primal. Arcane spells use Intelligence, Divine spells use Charisma, and Primal spells use Wisdom as your spellcasting modifier.

When you choose a spellcasting feat, you must choose which spell list (and thus which ability) to which you will gain access. Feats with prerequisites must be from the same spell list. If you take Apprentice Spells for the Arcane spell list, your 1st-Level Spells must also be for the Arcane spell list.

Each spellcasting feat can be used to access a different spell list.

Apprentice Spells

You gain 3 cantrips of your choice from the chosen list. You gain an additional cantrip at 5th and 11th levels.

You can take this feat more than once, but must choose a different spell list each time.

1st-Level Spells

Prerequisite: Apprentice Spells or Magic Initiate

You learn three first level spells from the choosen list and gain two 1st-level spell slots. You can take this feat up to two times for each spell list.

2nd-Level Spells

Prerequisite: 1st-Level Spells, 3rd Character Level

You learn two spells from the choosen list and gain two 2nd-level spell slots. The spells you learn can be up to 2nd-level spells. You can take this feat again for the same spell list, gaining one more 2nd-level spell slot and learning two more spells of up to 2nd-level.

You can take this feat up to two times for each spell list.

3rd-Level Spells (2)

Prerequisite: 2nd-Level Spells, 5th Character Level

You learn two spells from the choosen list and gain two 3rd-level spell slots. The spells you learn can be up to 3rd-level spells. You can take this feat again for the same spell list, gaining one more 3rd-level spell slot and learning two more spells of up to 3rd-level.

You can take this feat up to two times for each spell list.

4th-Level Spells (2)

Prerequisite: 3rd-Level Spells, 7th Character Level

You learn two spells from the choosen list and gain two 4th-level spell slots. The spells you learn can be up to 4th-level spells. You can take this feat again for the same spell list, gaining one more 4th-level spell slot and learning two more spells of up to 4th-level.

You can take this feat up to two times for each spell list.

5th-Level Spells (2)

Prerequisite: 4th-Level Spells, 9th Character Level

You learn two spells from the choosen list and gain two 5th-level spell slots. The spells you learn can be up to 5th-level spells. You can take this feat again for the same spell list, gaining one more 5th-level spell slot and learning two more spells of up to 5th-level.

You can take this feat up to two times for each spell list.

6th-Level Spells (3)

Prerequisite: 5th-Level Spells, 11th Character Level

You learn two spells from the choosen list and gain one 6th-level spell slot. The spells you learn can be up to 6th-level spells. You can take this feat again for the same spell list in tier 4, gaining one more 6th-level spell slot and learning two more spells of up to 6th-level.

You can take this feat up to two times for each spell list.

7th-Level Spells (3)

Prerequisite: 6th-Level Spells, 13th Character Level

You learn two spells from the choosen list and gain one 7th-level spell slot. The spells you learn can be up to 7th-level spells. You can take this feat again for the same spell list in tier 4, gaining one more 7th-level spell slot and learning two more spells of up to 7th-level.

You can take this feat up to two times for each spell list.

8th-Level Spells (3)

Prerequisite: 7th-Level Spells, 15th Character Level

You learn two spells from the choosen list and gain one 8th-level spell slot. The spells you learn can be up to 8th-level spells.

9th-Level Spells (4)

Prerequisite: 8th-Level Spells, 17th Character Level

You learn two spells from the choosen list and gain one 9th-level spell slot. The spells you learn can be up to 9th-level spells.

 

 

The Concierge
Level Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Apprentice Spells 3 2 1
1st-Level Spells 3 3 4 1
1st-Level Spells 3 6 4 2 2
2nd-Level Spells 3 8 4 3 3
2nd-Level Spells 4 10 4 3 2 4
3rd-Level Spells 4 12 4 3 3 5
3rd-Level Spells 4 14 4 3 3 2 6
4th-Level Spells 4 16 4 3 3 3 7
4th-Level Spells 4 18 4 3 3 3 2 8
5th-Level Spells 4 20 4 3 3 3 3 9
5th-Level Spells 5 22 4 3 3 3 3 1 0
6th-Level Spells 5 24 4 3 3 3 3 1 1
7th-Level Spells 5 26 4 3 3 3 3 1 1 2
8th-Level Spells 5 28 4 3 3 3 3 1 1 1 3
9th-Level Spells 5 30 4 3 3 3 3 1 1 1 1 7
6th-Level Spells 5 32 4 3 3 3 3 2 1 1 1 8
7th-Level Spells 5 34 4 3 3 3 3 2 2 1 1 9

New Feats

Windfall

A windfall comes your way. You gain 500 gp for each character level.

 

 

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.

 

 

Heros: Illustrator | wingbuffet@gmail.com

Barbarian - Rage, d12 HD, Danger Sense, Fast Movement, Brutal Critical Bard - Inspiration, Jack of All Trades, Font of Inspiration, Magical Secrets Cleric - Channel Divinity (Turn Undead), Destroy Undead, Divine Intervention Druid - Wild Shape, ….. ? Fighter - Fighting Style, Second Wind, Action Surge, Indomitable; Extra Attack (2&3) Monk - Martial Arts (Unarmored Defense), Ki (Un. Move, Def. Miss., Slow Fall, Stunning Strike), Evasion, Diamond Soul (???) Paladin - Lay on Hands, Divine Smite, Divine Health, Auras (x2) Ranger - Favored Enemy, Natural Explorer, Fighting Style, Land Strike, Hide in Plain Sight/Vanish Rogue - Sneak Attack, Expertise, Cunning Action, Uncanny Dodge, Evasion, Reliable Talent Sorcerer - Metamagics, Font of Magic Warlock - Eldritch Invocations, Pact Boon Wizard - Arcane Recovery

Spend HD for Rage, Lay on Hands, Ki, Font of Magic, etc.

Extra Attack Expertise Evasion Indomitable Ability Spellcasting (Pact Magic)