Level Feats

These feats become available to you at any point that you would forgo gaining an Ability Score Improvement. Any prerequisites listed must be met before the feat can be taken.  
Able Sailor
You are completely at home aboard a ship, gaining the following benefits:  
  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in Acrobatics.
  • When you make an Acrobatics check to keep your footing on a ship, a Sleight of Hand of hand skill check dealing with knots or ropes, or any check using Vehicles (Water), you double your proficiency bonus to the check.
  • Climbing no longer costs you extra movement.
 
Actor
Skilled at mimicry and dramatics, you gain the following benefits:  
  • Increase your Charisma score by 1, to a maximum of 20.
  • 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.
 
Adroit Crafter
Prerequisite: Proficiency in a skill or tool You’ve trained in crafting items using a skill or tool that you’re proficient with, and the steps in crafting have become second nature to you. You gain the following benefits:  
  • The time it takes to create an item using your proficient skills or tools is halved.
  • If you fail to successfully craft the item and would lose the components, you retain the components instead.
 
Advanced Prestidigitation
Must know the Prestidigitation cantrip You have taken a spell that many believe to be a minor magical trick that novice spellcasters use for practice to new heights.  
  • Increase your intelligence score by 1, to a maximum of 20.
  • Prestidigitation no longer counts against the number of Cantrips you know.
The spell has the following changes:
  • A range of 150ft.
  • Casting time is a Bonus Action.
  • You may cast it with your choice of Somatic or Vocal components (you no longer need to perform both).
  • Your nonmagical trinkets and illusory images last up to ten minutes.
  • All area of effects can affect up to 10 cubic feet.
  • As a free action you can attach any one effect to any spell you cast.
  • If you cast this spell multiple times, there is no limit on how many of its non-instantaneous effects you can have active at a time and you can dismiss any effect as a bonus action.
 
Alert
Always on the lookout for danger, you gain the following benefits:  
  • You gain a +5 bonus to initiative.
  • 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.
 
Anti-Somatic Caster
Prerequisite:The Ability to cast spells and a spellcasting ability score of 13 or higher Innumerable hours researching and dissecting your spells, grants you a unique insight into the makeup of magic. You have an uncanny understanding of how various elements work in unison to culminate in spellcasting, and devise ways to manipulate and alter certain aspects of magic's Weave. Your remarkable command over these aspects, gives you the ability to replace certain components within spells, while still yielding the desired effects.  
  • You can substitute somatic components with verbal components, allowing you to ignore your spell's somatic components.
  • Intimate understanding of a spell's many components, lets you optimize casting. You can add your Spellcasting Ability modifier to your spell's damage.
  • This boundless thirst for knowledge continuously sharpens your casting prowess. Your Spellcasting Ability score increases by 1, to a maximum of 20.
 
Arcane Librarian
Prerequisite: Intelligence score of 12 or greater
  • Your intelligence is increased by 1 to a maximum of 20.
  • You gain proficiency with Calligrapher's Supplies.
  • You gain the ability cast Comprehend Languages once per long rest. Intelligence is your spellcasting ability for this spell, and you cast them at their lowest possible levels.
 
Arcanist
You study the arcane arts, gaining the following benefits:  
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
 
Artificer Initiate
You’ve learned some of an artificer’s inventiveness:  
  • You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
  • You can cast this feat’s 1st-level spell without expending a spell slot once per long rest
  • You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
 
Artisan
You are a skilled artisan capable of crafting items both swiftly and with minimal time and tools. You gain the following benefits:  
  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in two artisan's tools of your choice.
  • If you have access to a workshop and proper tools, you can craft items in half the normal time.
  • You are skilled enough to craft small items while on the road. If you have access to tools, you can make progress on an item while taking a long rest. For every three long rests you spend crafting, you make one workday worth of progress.
 
Astute
Your mind is lightning quick, enabling you to rapidly analyze and learn from your mistakes. You gain the following benefits:  
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can use Intelligence, instead of Dexterity, when calculating initiative.
  • When you miss with an attack roll or fail an ability check or saving throw, you can use your reaction to analyze the failure. The next time you try to perform the same task or resist the same effect before you finish a short or long rest, you have advantage on the roll. Once you use your reaction in this way, you can't do so again until you finish a short or long rest.
 
Athlete
  You have undergone extensive physical training to gain the following benefits:  
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
 
Attuned Mind
Prerequisite: Intelligence score of 15 or higher Either through your innately inquisitive mind or with the help and tutelage from skilled experts, you've gleamed a deeper understanding of the arcane energies instilled in magical objects. Investigation and experimentation with all sorts of wondrous items has made the ability to attune to them, second nature to you.  
  • Increase your spell casting ability score (Intelligence, Wisdom or Charisma), by 1, to a maximum of 20.
  • Extensive knowledge in all kinds of magical items, grants you advantage on Arcana or History skill checks, when identifying magic items and their lore.
  • You only require 1 minute of focused concentration, instead of one hour, in order to attune to an item.
  • You have the ability to attune to 4 items simultaneously.
 
Battlewise
Prerequisite: Wisdom score of 13 or higher Your experience on the battlefield has harden you and gifted you with tactical instinct.  
  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain a bonus to initiative equal to your Wisdom modifier.
  • You can use the Help action as a bonus action.
 
Blacksmith
Having honed your talents at the forge, you gain the following benefits:  
  • You gain proficiency with smith's tools. If you are already proficient with them, you add double your proficiecny bonus to checks you make with them.
  • While crafting items using smith's tools, you can work in 10 gp increments, rather than 5 gp increments.
  • Over the course of any short or long rest, you can sharpen one nonmagical melee weapon that does piercing or slashing damage and give it a bonus to damage rolls equal to your proficiency bonus. Once you have dealt damage witht he weapon a number of times equal to your level, the bonus goes away.
 
Bound Weapon
After extensive practice and rituals with a specific weapon, you have magically bonded to it, receiving the following traits :  
  • You gain proficiency with a simple or martial weapon.
  • You can magically manifest the weapon into your hands as a bonus action. Similarly, you can stow the weapon into a pocket dimension that only you can access.
  • By performing an 8-hour ritual, you can transfer the magical effects of another weapon to your bound weapon. The first weapon is then destroyed. If your bound weapon already has a magical effect applied to it, it loses the effect during the transfer.
  • If you have the ability to cast spells, you can use your Bound Weapon as a Spell Casting Focus.
 
Bountiful Luck
Prerequisite: Halfling Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!   When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.   When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.  
Calculated Actions
Intelligence score of 13 or higher You use your intelligence as a tool, finding some tasks easier when you put your mind to it.  
  • Increase your Intelligence score by 1, to a maximum of 20.
  • Whenever you make an ability check or saving throw that does not already use your Intelligence modifier you can add your Intelligence modifier to that roll. You must declare that you are using this feature after you roll the die, but before the outcome is determined. Once you use this feature, you can’t do so again until you finish a short or long rest.
 
Careful Crafter
Prerequisite: Proficiency in a skill or tool You’ve trained in crafting items using a skill or tool that you’re proficient with, and your creations are known for being well made and reliable. You gain the following benefits:  
  • You make all ability checks for crafting with advantage.
  • Anyone assisting you in crafting an item gains advantage on their ability checks for crafting.
  • If you fail to successfully craft the item, the amount of time it took to complete the process is halved.
 
Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.   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 attack’s 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 succeed).  
Chef
Time spent mastering the culinary arts has paid off , granting you the following benefits:  
  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
 
Crossbow Expert
  Thanks to extensive practice with the crossbow, you gain the following benefits:  
  • You ignore the loading property of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
 
Crusher
You are practiced in the art of crushing your enemies, granting you the following benefits:  
  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
  •  
    Defensive Duelist
    Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon 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.  
    Dragon Fear
    Prerequisite: Dragonborn When angered, you can radiate menace. You gain the following benefits:  
    • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
    • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
     
    Dragon Hide
    Prerequisite: Dragonborn You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:  
  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
  •  
    Drow High Magic
    Prerequisite: Elf (Drow) You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.  
    Dual Wielder
    You master fighting with two weapons, gaining the following benefits:  
    • 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 the one-handed melee weapons you are wielding aren't light.
    • 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:  
    • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
    • You have advantage on saving throws made to avoid or resist traps.
    • You have resistance to the damage dealt by traps.
    • Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
     
    Durable
    Hardy and resilient, you gain the following benefits:  
    • Increase your Constitution score by 1, to a maximum of 20.
    • 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).
     
    Dwarven Fortitude
    Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:  
    • Increase your Constitution score by 1, to a maximum of 20.
    • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
     
    Eldritch Adept
    Spellcasting or Pact Magic feature Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.   Whenever you gain a level, you can replace the invocation with another one from the warlock class.  
    Elemental Adept
    Prerequisite: The ability to cast at least one spell When you gain this feat, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder.  
    • Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
    • You can select this feat multiple times. Each time you do so, you must choose a different damage type.
     
    Elven Accuracy
    Prerequisite: Elf or half-elf The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:  
    • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
    • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
     
    Fade Away
    Prerequisite: Gnome Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:  
    • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
    • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
     
    Feline Grace
    Prerequisite: Tabaxi Your incredible reflexes and agility further improve. You gain the following benefits:  
    • Increase your Dexterity score by 1, to a maximum of 20.
    • You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.
    • You don’t take damage from falling 20 feet or less if you aren’t incapacitated.
     
    Fey Teleportation
    Prerequisite: Elf (high) Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:  
    • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
    • You learn to speak, read, and write Sylvan.
    • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
     
    Fey Touched
    Your exposure to the Feywild’s magic has changed you, granting you the following benefits:  
    • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
    • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
    •  
      Fighting Initiate
      Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.   Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.  
      Firearm Specialist
      You are adept at using guns effectively.  
      • You gain proficiency with Firearms.
      • If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
      • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.
       
      Flames of Phlegethos
      Prerequisite: Tiefling You learn to call on hellfire to serve your commands. You gain the following benefits:  
      • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
      • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
      • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
       
      Grappler
      You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:  
      • 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, you and the creature are both restrained until the grapple ends.

    Comments

    Please Login in order to comment!