Feats: changes, rulings, or additions
This is a list of feat changes and additional feats added to the World(s). Please let me know, if you think a feat needs to be rebalanced or want to have an official ruling on a feat.
Prerequisite: Constitution 13 or higher
Rebalanced to reduces all damage types by 3. Sharpshooter.
The first two benefits work with a ranged attack made with any weapon, not just ranged weapons. Throwing a weapon counts as a "ranged attack", but that doesn't make the weapon a "ranged weapon". So, the third effect that says "ranged weapon" doesn't work with thrown weapons. Sage Advice Ruling Shield Master (dnd playtest).
Doesn't effect downtime sessions.
Prerequisite: Requires a Wisdom score of 13 or higher
Prerequisite: Medium or Small creature, and Strength 13 or higher
Prerequisite: The ability to cast at least one spell
Prerequisite: Mage Slayer feat
Prerequisite: Character level 11 or higher
Prerequisite: *Prerequisite: Genasi (air)
Official Feats
Durable (dnd 1 playtest).Prerequisite: Constitution 13 or higher
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Heavy Armor Master (CNNF).
Hardy and resilient, you gain the following benefits:
- Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
- Defy Death. You have Advantage on Death Saving Throws.
- Speedy Recovery. As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll plus your Constitution Modifier.
Rebalanced to reduces all damage types by 3. Sharpshooter.
The first two benefits work with a ranged attack made with any weapon, not just ranged weapons. Throwing a weapon counts as a "ranged attack", but that doesn't make the weapon a "ranged weapon". So, the third effect that says "ranged weapon" doesn't work with thrown weapons. Sage Advice Ruling Shield Master (dnd playtest).
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Lucky. - Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
- Shield Bash. If you attack a creature within 5 feet of you as part of the Attack Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.
- Interpose Shield. 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 and are wielding a Shield, interposing your shield between yourself and the source of the effect.
Doesn't effect downtime sessions.
Homebrew and non-WOTC Feats
Blood Hound. (Grim Hollow)Prerequisite: Requires a Wisdom score of 13 or higher
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Flanking Opportunist. (CNNF)
Your keen senses are heightened beyond that of most people. Whether these senses were heightened through training, through the loss of other senses, or they simply matured as you did, you gain the following benefits:
- While conscious, whenever a creature that is small or larger moves, within 10 feet of you, you immediately become aware of its presence.
- Your attack rolls do not have disadvantage against invisible creatures that you are aware of.
- You have advantage on Wisdom (perception) and Wisdom (survival) checks that rely on sound or smell.
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Hulking Figure. (Grim Hollow)
You know how to take full advantage of a flanked opponent.
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When an ally who is flanking a creature with you makes an attack against that creature, you can use your reaction to make a melee weapon attack against that creature. If you or your flanking ally kill the creature on the turn you used your reaction, you get your reaction back.
Prerequisite: Medium or Small creature, and Strength 13 or higher
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You are a broad and formidable size for your race, either due to extensive training or natural build. You gain the following benefits:
- You count as one size larger (to a maximum size of large) when determining your carrying capacity and the weight you can push, drag, and lift.
- When you hit a creature with a melee attack, if you used your strength modifier to hit the creature, you deal an additional 1d4 damage. This damage is of the same type as the weapon attack.
- Whenever you attempt a Charisma (intimidation) check against a creature of your size or smaller, you can add your Strength modifier to the result.
- 12/30/22: Due to dnd beyond limitations; there is a small creature version and a medium creature version.
Prerequisite: The ability to cast at least one spell
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Mageseeker. (CNNF)
Your rapid-fire style of casting cantrips allows you to weave magic with uncanny speed, granting you the following benefit:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Whenever you cast a cantrip that can only target a single enemy, you can instead target two enemies within 15 feet of one another. You can use this feature a number of times equal to your proficiency modifier per long rest.
Prerequisite: Mage Slayer feat
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Mystic Conflux. (Critical Role)
You have honed and perfected your skills fighting against spellcasters. You gain the following benefits:
- Whenever you hit a spellcaster with a melee attack, you force the target to make a Constitution Saving Throw against a DC equal (to 8 + your Strength modifier + your Proficiency Bonus) or (to 8 + your Dexterity modifier + your Proficiency Bonus). On failure, the target is unable to use any teleportation and blink spells until the beginning of your next turn. You can use this feature a number of times equal to your proficiency modifier per long rest.
- You have advantage on saving throws against being cursed.
- You are immune to any effect that would sense your emotions/thoughts against your will, and the charmed condition.
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Spell Scroll Expert. (CNNF)
You possess an intuitive understanding of the way magic ebbs and flows within enchanted items. Such items attune easily to you, and you are able to sound out their secrets. You gain the following benefits:
- You can attune to up to four magic items at once.
- You can cast the identify spell without expending a spell slot or material component. You must finish a long rest before you can do so again.
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Spelldriver. Kai Kitumaru was the first known spelldriver. (Critical Role)
You've learned to properly read and focus the magic within a spell scroll, letting you guarantee the use of the spell inside.
- Your Intelligence score increases by 1, to a maximum of 20.
- Any spell scroll who's spell level is lower than your Level/2 (rounded down) doesn't require you to make a skill check to cast the spell inside.
- Once per day when you cast a spell scroll, you can roll the damage it deals at advantage.
Prerequisite: Character level 11 or higher
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Vital Sacrifice. (Critical Role)
Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting. When you use your bonus action to cast a spell of 1st level or higher, you can use your action to cast another spell of 1st level or higher. However, only one of them can be 3rd level or higher.
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Zephyr Dash. (CNNF)
You've learned secrets of hemocraft that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take 1d6 necrotic damage to gain a blood boon. Your blood boon lasts for 1 hour or until expended.
You can expend this blood boon to gain one of the following benefits:
- When you make an attack roll, you roll 1d6 and add it to the total.
- When you hit with an attack or spell attack, you deal an additional 2d6 necrotic damage.
- When you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll 1d4 and reduce their save by the amount rolled.
Prerequisite: *Prerequisite: Genasi (air)
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Your Body is made of tempests of air, barely held together by your mortal nature. You gain the following benefit:
- You ignore difficult terrain caused by adverse weather effects, such as strong winds or diving rain.
- Whenever you take the Disengage action on your turn, you can choose to dissipate into gas for the duration of your movement. During this movement, you can pass through another creature's space or gaps as small as 1 inch. You take 5 (1d10) force damage if you end your turn inside an object.
- As an action or when you Disengage, you can make a special unarmed attack with a free hand by using air to slash the target. This attack deals 1d10 slashing damage on a hit, and has a range of 10 feet.
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