Feats

All PCs gain a feat at 1st level, and each odd level thereafter. Some races may gain bonus feats.

PHB Feats

Where did the Player's Handbook feats go?

Feats (PHB)

Combat

Making you more awesome at killing people.

General

Feat Requirements Description

Execute

Target must be at 50% or less HP

Your melee attacks cause death on a failed Con save; on success, double damage.

Hamstring

Your melee attacks cause a 50% movement penalty (Con ends)

Disarm

On successful melee attack against an enemy wielding a weapon, enemy must roll an attack with that weapon, beating your attack roll. If he fails, he drops the weapon. Anyone with two hands on their weapon gains advantage to these checks.

Action Surge

You gain three bonus Action Points per encounter.

Power Charge

Str 13

When you use the Charge action (single action, move up to twice base movement in a straight line, then attack once), you inflict 50% bonus damage.

Victory Rush

Multiattack 1

When you fell an opponent with a melee attack, you gain an immediate bonus attack or half-distance charge attack. Max once/rd.

Iron Fist

Gain proficiency with unarmed attacks, which now inflict 1d6 damage. You are considered armed without weapons.

Block

Maneuver Requirements Description
Block

Reaction to an incoming attack or area effect, must be wielding a weapon or shield; roll a Str save, and reduce damage suffered by that amount. If using a shield that you're proficient with, its AC bonus is added to your roll. If your blocking weapon or shield is not proficient, suffer disadvantage to the roll. (Note: after the first Block attempt each round is used, further attempts cost 1 AP each)

Riposte

When you successfully use Block, you may take an immediate melee attack against your attacker.

Critical Block

Wielding a shield

When you suffer a critical hit while blocking with a shield, it is treated as non-critical. Furthermore, you negate damage from Sneak Attack and similar abilities.

Revenge

When you successfully block an attack, keep track of the damage dealt (before the block). On your next successful melee attack against the attacker within 3 rounds, you may add this amount to the damage dealt. You can have only one such "charge" at a time.

Rebound

When an enemy fails to hit you due to Block, he is either pushed back 1 square or knocked prone (his choice).

Dodge

Feat Requirements Description
Dodge

Reaction to an incoming targeted attack; roll a Dex save. If it exceeds the attack roll, you avoid the attack entirely. (Note: after the first one each round is used, reactions cost 1 AP each)

Focused Defense

As a free action once/rd, you may designate one enemy; against that enemy, the Action Point cost for any action to defend against that enemy is halved. Any action costing half an AP costs nothing the first time it is used each round, 1 AP the second, 0 the third, etc.

Evade and Counter Dodge, proficiency bonus of +3 or higher

When you successfully use Dodge, you may take an immediate attack against your attacker, or an immediate move of up to half your base movement rate without provoking.

Evasion

Dex 13

When you are allowed a Dex save against an area effect for partial effect, you actually suffer no effect on a successful save. If no save was allowed, you are allowed a Dex save at a reasonable DC for half damage.

Proactive Defense Focused Defense, proficiency bonus of +3 or higher

The AP cost reduction applies to offensive actions against your chosen target, not just defensive ones.

Group Fighting

Feat Requirements Description

Cleave

Your melee attack affects 3 squares adjacent to each other and within your reach. Still have to beat subject's AC to hit them. Not a "chain".

Great Cleave

Cleave and Multiattack 1

Your Cleave affects 5 squares.

Whirlwind Attack

Great Cleave and Multiattack 2

Your Cleave affects all squares in reach.

Bladestorm

Whirlwind Attack and Multiattack 3

You may move at normal speed, affecting every enemy in reach as in Whirlwind Attack.

Eye of the Storm

You're not outnumbered; they're outmatched. For each enemy currently threatening you in melee (minimum 2), gain +1 to attack and damage rolls.

Light Weapons

Feat Requirements Description

Flurry

Light weapon

You attack many times in quick succession, probing enemy's defenses. Gain advantage on your attack and damage roll.

Raptor Strike

Wielding two one-handed weapons

1 action, melee attack, requires two weapons; you attack with both weapons in a single strike. Roll two attack rolls and two damage rolls, and use the higher of each for both weapons.

Heavy Weapons

Feat Requirements Description

Slam

Heavy weapon

Melee attack inflicts double damage, but provokes opportunity attacks.

Great Slam

Slam, Multiattack 1

Your Slam causes stun 1 rd (Con negates)

Devastate

Slam, Multiattack 1

Your Slam causes Vulnerable (weapons) 50% for 1 rd

Unbalancing Strike

Heavy weapon

unbalanced, meaning they cannot take use physical-attack-based reactions, and are disadvantaged against push/pull, knockdown, etc.

Knockdown

Heavy weapon

Your melee attacks cause knockdown (Str negates, vs your proficient Str check)

Punt

Heavy weapon

Your melee attacks cause push 1, or 2 with a two-handed weapon.

Notes:

  • Bloodied means the target is below half HP (if elite or leader, one-quarter HP; if villain, 10% hp).
  • The jury's out on Power Attack and such feats. I'm still considering whether I want "combo point" mechanics or not.
  • A shield counts as a heavy weapon when used to bash.

Proficiencies

Gaining basic combat proficiencies some classes have automatically, or enabling basic combat styles.

Feat Description Reasoning

Armor Proficiency

You can wear all types of armor.

It shouldn't take 12 levels to build up to plate mail. Heavy/medium/light armor are self-balancing; the heavier types aren't necessarily "better" (barring a revamp of armor, that is)

Weapon Proficiency

You may use all weapons.

See above

Dual Wield

You may dual wield any one-handed weapons, and draw/sheath two weapons at a time.

Removed the unnecessary +1. I thought this system was supposed to be less complicated.

Quick Load

Ignore the "loading" penalty of weapons.

Ehh, why not?

Ranged Weapons

Feat Requirements Description

Archer

Proficiency in one or more ranged weapons

Decrease reload time for ranged weapons by 1 round (minimum: free action once/rd). No disadvantage when firing point-blank. You are not considered unarmed when wielding only a ranged weapon, and in fact threaten an area with that weapon as if it were a melee weapon.

Aim

advantage against your next ranged attack against that target taken within 5 rounds. You lose the benefit if you move before the attack.

Called Shot

1 action, ranged attack; you target a specific location, causing various effects. The shot is harder to land, represented by a penalty to your attack roll.

  • Arm: -4 to hit. Normal damage, plus all actions using that arm are disadvantaged, and any melee damage caused by a weapon in that arm inflict half damage (Con ends).
  • Leg: -4 to hit. Normal damage, plus 50% movement speed penalty (Con ends).
  • Foot: -8 to hit. Normal damage, plus pinned. Str ends; on success, suffer normal damage again, and 50% movement speed penalty (Con ends).
  • Hand: -8 to hit. Normal damage, plus cannot wield weapons, cast spells, or make attacks using that hand. Con ends, but subject must remove the missile, suffering normal damage again, then disadvantage and half damage with that hand (Con ends).
  • Heart: -12 to hit; double damage, with 10-20 crit range (double again on crit).
Concussive Shot

confused for 1 rd (Wis negates).

Multi Shot

Single action; you fire three attacks, each at a different target. All must fit in a cone emanating from your position.

Quick Shot

Bonus action; you take a normal ranged attack.

Precise Shot

You suffer no disadvantage for attacking at long range, and ignore any cover penalties for all but total and near-total cover.

Covering Fire

Proficiency bonus of +5 or higher

Bonus action, weapon range, circle 3; no damage, but subjects no longer threatens an area until their next action (Wis negates, fear effect).

Steady Shot

Proficiency bonus of +5 or higher

Single action; normal ranged attack, plus you gain an extra bonus action.

Volley

Proficiency bonus of +5 or higher

Single action, weapon range, circle 3; normal damage to all in area (Dex save for half).

Barrage

Proficiency bonus of +6 or higher

Single action; normal ranged damage in a 30-ft cone.

Kill Shot

Proficiency bonus of +6 or higher

Single action; normal damage, plus, if 3x normal damage would kill the subject, subject must pass a Con save or die instantly.

Spellcasting

Feats
Feat Description
Careful Targeting

When casting an area spell, you may remove 1 ally or other square from the effect per point of your primary casting ability modifier.

Chain Spell

Targeted spell becomes chain 5. Each jump costs 1 Mana.

Spell Steal

On a successful Dispel check, you "steal" the spell. Beneficial enhancements are transferred to you. Shaping effects change their allegiance. (Contingent on porting over dispel/counterspell mechanics)

Twin Spell

You may cast two spells simultaneously in the same action:

  • The action is the longer action of the two.
  • The Mana or slot cost is the sum of both spells.
  • Each can be targeted independently.
  • Any interruption will interrupt both spells.
Spell Mantle

You may create a Spell Mantle, which is a group of powers whose normal casting time is one action or less, for which the target is you. When activated, all spells become active at once, following normal rules (such as Mana/slot cost). The maximum number of spells in this mantle is equal to 1 per point of your primary ability modifier.

Ready for Anything

When readying an action, you need not specify a trigger; in effect, the chosen action becomes immediate until your next turn.

Wield Spell

At-will, free; choose one spell. You are now "wielding" that spell. You threaten an area with the spell (equal to a line 5x1 in your front arc, subject to the spell's range limits). You are considered armed. If you end up using the spell as an attack of opportunity, you must pay its Mana/slot cost; if you use it multiple times in the same round, you need only spend the cost once.

Interrupt Request

When readying an action, you need only specify a trigger, not what actions you are readying. Any actions you then take are subtracted from your next turn (max one std, one swift, and one move, plus any free). Cannot combine with Ready for Anything.

Skill

Agility

Feat Requirements Description
Extended Reach

Dex 15

Your natural reach increases by 5 ft, as you're able to dart forward, attack, and leap backward at lightning speed.

Tumble

Dex 15

You gain the "Jump" movement type. At-will, as a move action, you leap from your current square to a square within half your normal movement rate; you do not step on the ground in any intervening square, but rather follow a shallow parabolic trajectory (max height = 1/4 jump length). You do not provoke for any square of this movement, nor do creatures and objects block your path (although walls do, and, at the DM's discretion, certain creatures may be especially hard to bypass, requiring an Agility check).

Fwang

Gained at least +2 to Dex through ability score increases, Tumble

As Tumble, except the distance equals your base movement, and the vertical height half that.

Spider Climb

Gained at least +2 to Dex through ability score increases

You can cling to any solid wall that would be a DC 20 or less to climb.

Disengage

Gained at least +2 to Dex through ability score increases

As a reaction to an incoming attack, you leap backward up to half your movement rate, without provoking opportunity attacks. Free the first time each round; costs 1 AP otherwise.

Perception

Feat Requirements Description

Alert

Wis 13

You gain advantage to initiative checks, and can always act in a surprise round if conscious. You awaken automatically when danger is present, taking 1 round to gather your bearings. Attackers of which you are unaware do not gain advantage when attacking you.

Blindsense

Wis 15, at least 1 point of increase to Wis

You may "reserve" an amount of Focus up to your current amount, gaining Blindsense in a radius of 5-ft per point reserved. With Blindsense, you know the position of all creatures in the area, regardless of cover or concealment, and are aware of any attacks against you originating in that area. Reserved Focus cannot be used for re-rolling checks, nor for other abilities that reserve Focus.

Defensive Precognition

Wis 17, at least 3 points of increase to Wis

You may "reserve" an amount of Focus up to your current amount, gaining a bonus of +1 to AC and saving throws per point reserved. Reserved Focus cannot be used for re-rolling checks, nor for other abilities that reserve Focus.

Offensive Precognition

Wis 17, at least 3 points of increase to Wis

You may "reserve" an amount of Focus up to your current amount, gaining a bonus of +1 to attack rolls per point reserved. Reserved Focus cannot be used for re-rolling checks, nor for other abilities that reserve Focus.

Stealth

Feat Description
Hide In Plain Sight

You may attempt to Hide even while observed, although you are disadvantaged.

Blind Spot

You may attempt to Hide without concealment, provided you are currently standing in a subject's rear arc. You'll have disadvantage on the roll, and it applies only to subjects whose rear arc you are standing in.

Vanish

Whenever you gain access to concealment or enter a blind spot, you may use Stealth as a reaction.

Snipe

After firing a ranged weapon, you may immediately attempt a new Stealth check (at disadvantage) to remain hidden. On success, the target does not become aware of you, but will be alerted to danger if not already.

Silent Surge

You may use the charge action without breaking stealth. You may only charge half the normal distance. After charging, you are no longer hidden.

Role

Defender

Feat Requirements Description
Aegis

Attacks against allies adjacent to you are disadvantaged.

Intervene

When an ally is attacked (who is standing within a standard move action of your position), you may move to interpose yourself, without spending Action Points (max once/rd).

Road Block

All enemies who attempt to move through your threatened area must pass a Str check opposed to your own, or they are blocked.

Taunt

At-will, free; subject is compelled to focus hostilities on you (all hostile actions must be centered on you) for 3 rounds. Doesn't work on subjects with no emotion or ability to communicate.

Iron Curtain Aegis, proficiency bonus of +3 or higher

Adjacent allies gain resistance to all attacks.

Leader

Feat Requirements Description
Battle Cry

Free action; you let out a battle cry, causing one of the effects below until the end of the encounter, or until you use Battle Cry again. Only one of the effects can be active at a time, and each may be used no more than once per encounter.

  • Inspire Allies: You and allies within 60 ft are inspired, gaining advantage to one attack roll or saving throw per round. (If used between rounds, counts against the next round)
  • Demoralize Enemies: Enemies within 60 ft are demoralized, and suffer disadvantage to attacks and saving throws until they successfully inflict damage or debilitation to you or an ally.
  • Charge!: You and allies within 60 ft gain +50% movement speed, and on your next attack, if you use the Charge action, gain +50% bonus damage.
  • Rallying Cry: You and allies within 60 ft regain 20% of lost HP or one lost AP (each person chooses).
  • Regroup: Allies within 60 ft gain an immediate move action toward you. This movement does not provoke attacks.
Coordination

Free action, costs 1 AP; allies instantly gain 1 temporary Action Point, to be used immediately, or not at all.

Inspiring Presence

Constant 60-ft emanation; you and allies gain advantage to saving throws against fear, and +1 to movement, attack rolls, and saving throws.

Skirmisher

Feat Requirements Description

Secret Power

Sometimes, you discover a secret, inner power as you gain experience.

Elemental Savant

Can have only one "ancestry" feat.

Flameborn

You have a fiery ancestry. Gain resistance to fire, advantage to fire damage rolls, and Ignite: immediate action, costs 1 Mana per round; you become living flame. Gain immunity to fire damage, a fly speed of 30 ft, and a natural attack inflicting 3d6 fire damage in a cone 20 or 3d10 in a line 5x50.

Frostborn

You have a frosty ancestry. Gain resistance to cold, advantage to cold damage rolls, and Iceform: immediate action, costs 1 Mana per round; you become a hulk of ice and frost. Gain immunity to cold damage, resistance to all damage types except fire, and vulnerability to fire. Your unarmed attack inflicts 3d10 damage plus chilled (Con ends), and you emanate a 15-ft aura causing 2d6 cold damage plus chilled 1 rd on turn start.

Elemental Monstrosity

Your elemental form increases in size, and some other shit happens. TBD

Item Crafting

All Item Crafting feats work as follows:

  • You can craft all items of appropriate level of the type your feat allows using raw materials.
  • You can find raw materials in your travels, or can purchase them for gold.
  • For simplicity's sake, all raw materials of a certain type are abstracted. Thus, you might find or purchase 5,000 GP worth of "blacksmithing materials" that can be used to craft any blacksmithing item up to 5,000 GP in value.
  • The market cost of crafting materials is 5 SP per 1 GP (in other words, half the price of the item it could craft).
  • You can scrap items made from the same raw materials as the items you can craft, yielding 1/3 of the item's market value in materials. For example, if a certain magic sword with market value 12,000 GP is scrapped, it yields 4,000 GP worth of blacksmithing materials (two-thirds of the 6,000 GP worth you'd need to make the sword anew).
  • When you have an Item Crafting feat, it is possible to find more value in encounters than you otherwise might. For example, if your party defeats and Iron Golem, which, disappointingly, has no treasure to offer, you might find a wealth of blacksmithing components. (In other words, the mats you occasionally find are a bonus above and beyond normal treasure)
  • See 5e Items for a list of items that can be crafted with these skills (work in progress).
Feat Prerequisite Description

Alchemist

Int 13+

You can brew potions, elixirs, oils, and unstable, explosive mixtures.

Blacksmithing

Str 13+

You can forge weapons, shields, and armor out of metal.

Engineering

Int 13+

You can make trinkets, automata, and even firearms.

Inscription

Int 13+

You can inscribe magical glyphs, carve runes, or scribe scrolls and tomes.

Jewelcrafting

Dex 13+

You can make jewels, cut gemstones, and blow glass.

Leatherworking

Dex 13+

You can tan hides and sew leather into armor, bracers, boots, or other useful items.

Tailoring

Int 13+

You can sew fabrics into garments, including armor, cloaks, slippers, and other useful items.

Miscellaneous

Feat Requirements Description
Improved Initiative

When rolling initiative, you have advantage.

Lucky

Whenever you roll a d20, you can "reserve" that roll, immediately re-rolling and taking the latter result. At any time, you can swap out a d20 roll for your reserved roll. You may have only one roll in reserve at a time.

Really Lucky Lucky, proficiency bonus of +3 or higher

You may now have 3 rolls in reserve at a time.

Preparation

At the beginning of each round (including a surprise round), you may take an immediate move or bonus action, as if you had spent an Action Point, but with no cost.

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