Feat Construction Kit (5e Sourcebook)

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The Feat Construction Kit allows a DM or (if permitted) a player to create their own bundle of benefits into a feat.

Each feature listed below has a value. When you take a feat, you can instead choose a number of features. The combined value of the features cannot exceed 9.

You may recognize some of these features as 3rd edition feats. This is intended, for those who like the style of 3rd edition. However, I did not retain the feat chains or high ability score prerequisites except where it is mechanically necessary.

List of Features

General

Create Cipher (3). 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.

Fluent (3). You learn two languages of your choice.

Great Charisma (4). Your Charisma increases by 1, to a maximum of 20. You can take this feature multiple times.

Great Constitution (4). Your Constitution increases by 1, to a maximum of 20. You can take this feature multiple times.

Great Dexterity (4). Your Dexterity increases by 1, to a maximum of 20. You can take this feature multiple times.

Great Intelligence (4). Your Intelligence increases by 1, to a maximum of 20. You can take this feature multiple times.

Great Strength (4). Your Strength increases by 1, to a maximum of 20. You can take this feature multiple times.

Great Wisdom (4). Your Wisdom increases by 1, to a maximum of 20. You can take this feature multiple times.

Improved Initiative (2). You gain a +2 bonus to your initiative checks, to a maximum of +6. You can take this feature multiple times.

Keen Awareness (4). You always know which way is north, and the number of hours left before the next sunrise or sunset. In addition you can accurately recall anything you have seen or heard within the past month.

Lip Reading (2). 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.

Low-Light Vision (3). Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Observant (2). You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Mobility

Improved Speed (2). Your walking speed increases by 5 feet. You can take this feature a second time.

Nimble (2). When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.

Run (4). When you take the Dash action you can move an additional 10 feet. When you jump during the Dash, you leap twice the normal distance.

Health

Remain Conscious (4). When you are dropped to 0 hit points, you do not fall unconscious unless you are instantly killed. You remain conscious until you fail your first death saving throw or you are stabilized.

Stamina (4). When you roll a Hit Die to regain hit points, the amount of hit points regained is equal to the die roll plus twice your Constitution modifier (min. 2)

Toughness (4). 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 point. You can take this feature multiple times.

Weapons and Armor

Armor Proficiency (Light) (4). You gain proficiency with light armor.

Armor Proficiency (Medium) (4). Prerequisite: Armor Proficiency (Light). You gain proficiency with medium armor and shields.
Medium Armor Suppleness (4). Prerequisite: Armor Proficiency (Medium). Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
Medium Armor Mastery (4). Prerequisite: Armor Proficiency (Medium). When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Armor Proficiency (Heavy) (4). Prerequisite: Armor Proficiency (Medium). You gain proficiency with heavy armor.
Heavy Armor Mastery (4). Prerequisite: Armor Proficiency (Heavy). While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Weapon Proficiency (2). You gain proficiency with two weapons of your choice.

Saving Throws

Close Spell Resistance (4). You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Dungeon Survival (4). You have advantage on saving throws made to avoid or resist traps, and resistance to damage dealt by traps.

Endurance (4). You have advantage on Constitution saving throws against extreme environments, suffocation and fatigue.

Perfect Health (4). Prerequisite: Constitution save proficiency. When you make a Constitution saving throw against disease or poison, you add double your proficiency bonus (instead of your normal proficiency bonus).

Resilience (4). You gain proficiency with one saving throw of your choice.

Skills and Tools

Dungeon Perception (4). You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks made to detect the presence of secret doors. In addition, you can search for traps while traveling at a normal pace.

Jack of All Trades (4). You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Skill Proficiency (4). You gain proficiency in one skill or tool of your choice. You can take this feature a second time. If you do so you gain two proficiencies (instead of one).

Skill Expertise (4). Choose one skill your are proficient with. Your proficiency bonus is doubled for any ability check you make with that proficiency.

Skill Focus (4). Choose one skill you are proficient with. When you make a check with that proficiency, you can add 5 to the roll. You must finish a long rest before you can use this benefit again.

Acrobatics

Acrobatic Recovery (2). When an effect would knock you prone, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check to avoid being knocked prone.

Sure-Footed Maneuver (2). You can use a bonus action on your turn to make a DC 15 Dexterity (Acrobatics) check. On a success, until the end of your turn you ignore difficult terrain.

Healer's Kit

Field Surgery (4). As an action, you can spend one use of a healer's kit to tend to a creature and heal 1d6+4 hit points to it, plus a number of hit points equal to the creature's maximum number of Hit Dice. That creature can't regain hit points in this way again until they finish a short or long rest.

First Aid (4). When you use a healer's kit to stabilize a creature, they also regain 1 hit point.

Stealth

Cunning Evasion (3). Prerequisite: Dex 13. When you succeed on a Dexterity saving throw, you can use your reaction to move up to 10 feet and take the Hide action.

Improved Hiding (3). Prerequisite: Dex 13. You can try to hide when you are lightly obscured from the creature from which you are hiding.

Combat

Combat Expertise (4). When you take the Dodge action, you can make a weapon attack as a bonus action. You have disadvantage on this attack roll.

Combat Focus (4). When you hit a creature with a weapon attack, you enter a combat focus for 1 minute. While focused, you have advantage on Wisdom saving throws. You regain the ability to do this when you finish a short rest.

Cloak Defense (2). If you are wearing a cloak, you can hold it in one empty hand. If you do so, you gain a +1 bonus to your AC. You do not gain this bonus if you are also holding a shield. If you are not wearing a cloak, you can use an action to wrap a cloak around one arm and grip it with an empty hand to gain the same benefit.

Damage Reduction (3). Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 1. You can take this feature multiple times, to a maximum of three times.

Distracting Strike (2). 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.

Mobility (4). Prerequisite: Dex 13. Opportunity attacks made against you have disadvantage.

Mounted Deflection (2). You can force an attack targeted at your mount to target you instead.

Mount's Evasion (2). 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.

Improved Critical (4). Choose one type of weapon you are proficient with. You score a critical hit with that weapon if the attack die shows a 19 or 20.

Quick Draw (2). Drawing a one-handed weapon does not expend your object interaction.

Shield Cover (4). Prerequisite: Proficiency with shields. 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.

Shield Evasion (2). Prerequisite: Proficiency with shields. 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.

Weapon Focus (3). Choose one type of weapon you are proficient with. You gain a +1 bonus to attack rolls with that weapon.

Weapon Penetration (4). Choose one of the following damage types: bludgeoning, piercing or slashing. Your weapon attacks ignore resistance to the chosen type. You can choose this feature multiple times, each time choosing a different damage type.

Grappling, Shoving and Unarmed

Close-Quarters Fighting (4). You have advantage on attack rolls against creatures you are grappling.

Clever Wrestling (3). You can attempt to grapple creatures that are no larger than two sizes larger than you (instead of one size larger).

Grapple Focus (3). You gain a +1 bonus to ability checks made to grapple, to escape a grapple, or to contest a creature attempting to escape your grapple.

Grapple Pin (2). 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.

Improved Unarmed Strike (4). You are proficient with improvised weapons and unarmed strikes. Your unarmed strike uses a d4 for 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 the target.

Shield Shove (2). If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

Shove Focus (2). You gain a +1 bonus to ability checks made to shove a creature.

Melee

Charge (4). When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

Charge Focus (4). Prerequisite: Charge. If you move at least 20 feet in a straight line immediately before taking the bonus action granted by the Charge feature, 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).

Cleave (4). On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Combat Insight (4). Prerequisite: Int 13. When you hit a creature with a melee weapon, you may add your Intelligence modifier to the damage roll (instead of your Strength modifier).

Driving Attack (4). When you hit a creature with a melee weapon that deals piercing damage, you can use a bonus action to shove the target. On a successful shove, you both push the target 5 feet away from you and knock it prone.

Hampering Attack (2). 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.

Mounted Combat (4). You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

Power Attack (4). Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

Brutal Strike (4). Prerequisite: Power Attack. Once on your turn when you hit with a power attack, you can choose to apply a brutal strike. The target of the attack must make a Constitution saving throw with a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save, the target has disadvantage on attack rolls and ability checks until the start of your next turn.

Two-Weapon Fighting (4). When you are fighting with two weapons and use your bonus action to attack with a weapon, you add your ability score as normal to the damage roll.

Two-Weapon Defense (4). While you are wielding a separate melee weapon in each hand, you gain a +1 bonus to your Armor Class.

Whirling Cloak (3). When you hit a creature with a melee weapon attack and you are wearing a cloak, you can use a bonus action to make a melee weapon attack with the cloak. The cloak is considered to be a martial weapon with which you are proficient. On a hit, you deal no damage, but the target cannot make opportunity attacks until the start of your next turn.

Opportunity Shennanigans

Combat Reflexes (3). Prerequisite: Dex 13. The first opportunity attack you make before the start of your next turn does not expend your reaction.

Double Hit (4). Prerequisite: Combat Reflexes. If you qualify for two-weapon fighting, then after you make your first opportunity attack each round you may immediately use your reaction to make an attack with your second weapon against the same target, as though you were two-weapon fighting.

Clever Opportunist (3). If you hit a creature of your size or smaller with an melee opportunity attack you may exchange positions with that creature. Both you and the target must have a speed greater than 0 feet, and must legally be able to move to the new location.

Defensive Sweep (4). If a hostile creature starts and ends its turn in the same space within 5 feet of you, you can use your reaction to make a melee weapon attack against it.

Hindering Opportunist (4). When a friendly creature makes an opportunity attack against a creature within 5 feet of you, you can use your reaction to use the Help action to have the attack be made with advantage.

Inescapable (3). Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Opportunity Countercast (2). 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.

Opportunity Shove (2). When you make an opportunity attack you can choose to shove the target.

Sentinel Strike (3). 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.

Stalward Defense (3). When a creature within 5 feet of you makes a melee attack against a target other than you, you can use your reaction to have that attack be made with disadvantage.

Stand Still (3). When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

Ranged

Combat Archery (2). Being within 5 feet of a hostile creature doesn't impose disadvantage on attacks you make with a bow or crossbow.

Point Blank Shot (4). When you make a ranged attack against a target within 30 feet of you, you gain a +1 bonus to the damage roll.

Extra Range (2). When you make a weapon ranged attack, increase the weapon's normal and long range by 50-percent.

Deadeye Shot (3). When a friendly creature hits a creature you can see, you can use your reaction to make a ranged attack against the same target. If your attack hits, you add +10 to the attack's damage. You regain the ability to use this feature when you finish a long rest.

Far Shot (3). Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Manyshot (4). Prerequisite: Dex 13. Once on your turn when you make an attack with a shortbow or longbow, you can shoot a number of additional arrows equal to your Dexterity modifier at the same target. Make an attack roll for each arrow, with a -5 penalty to each attack roll.

Precise Shot (3). When you make a ranged weapon attack, you ignore half-cover and three-quarters cover.

Power Shot (3). Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Rapid Reload (2). You ignore the loading property for crossbows you are proficient with.

Rapid Shot (4). When you make an attack with a ranged weapon, you may use a bonus action to make another attack with the same weapon. You do not add your ability modifier to the damage roll of this bonus attack. You are still subject to the weapon's properties, such as a crossbow's loading property.

Silent Shot (3). When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

True Grit (4). When you use the Attack action and attack with a one-handed weapon, you may use your bonus action to attack with a loaded hand crossbow you are holding.

Spellcasting

All spellcasting feats have the prerequisite that you have the ability to cast at least one spell.

Arcane Consumption (4). When you cast a spell, you can gain one level of exhaustion to increase the spell's save DC by 5. You regain the ability to use this feature when you finish a long rest.

Arcane Flourish (3). When you make a Charisma (Performance) check, you can expend a spell slot to gain a bonus to the check equal to the spell slot's level.

Arcane Toughness (4). When you are dropped to 0 hit points, you can expend a spell slot to gain a number of hit points equal to the spell slot's level.

Combat Casting (3). You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Elemental Penetration (4). Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to the chosen type. You can choose this feature multiple times, each time choosing a different damage type.

Elemental Power (3). Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Whenever you roll damage for a spell that deals damage of the chosen type, treat any rolled 1s as being a 2. You can choose this feature multiple times, each time choosing a different damage type.

Eschew Materials (3). When you cast a spell that requires a material component with no associated cost, you do not require the component.

Eschew Somatics (3). You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Eschew Verbalizaion (3). You can perform the verbal components of spells even if you are unable to speak.

Far Spell (3). When you cast a spell that requires you to make an attack roll, the spell's range is doubled.

Persistent Casting (3). You do not lose concentration on a spell if you are incapacitated.

Plant Defiance (3). Prerequisite: You can cast the locate animals or plants spell. You can use your action to turn plants. This functions as the cleric Turn Undead feature except that it works against plants instead of undead. You must finish a long rest before you can do so again.

Shadow Reflection (3). Prerequisite: You can cast the darkness spell . You have resistance against damage dealt to you from opportunity attacks.

Spell Opportunity (3). 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.

Spell Precision (3). Your ranged spell attacks ignore half cover and three-quarters cover.

Find Familiar

These features relate to the find familiar spell. You must be able to cast that spell to take one of these features.

Bonded Familiar (4). Prerequisite: Ability to cast the find familiar spell. If your familiar is within 5 feet of you, you can force an attack targeted at your familiar to target you instead. Similarly, if your familiar is within 5 feet of you, you can force an attack targeted at you to target your familiar instead.

Combat Familiar (3). Prerequisite: Ability to cast the find familiar spell. When you use your familiar to cast a spell, your familiar does not provoke opportunity attacks until the start of your next turn.

Enspell Familiar (4). Prerequisite: Ability to cast the find familiar spell. Any spell you cast on yourself also affects your familiar if it is within 100 feet of you.

Familiar Concentration (4). Prerequisite: Ability to cast the find familiar spell. If you are concentrating on a spell, you can use your bonus action to transfer the concentration to your familiar if it is within 5 feet of you. Your familiar concentrates on the spell to maintain it, instead of you. If you transfer a second concentration to your familiar, the familiar breaks concentration with the first.

Familiar Spell (3). Prerequisite: Ability to cast the find familiar spell. Choose one 1st-level spell you know. Your familiar can cast the chosen spell once as a 1st-level spell, and regains the ability to do so when you finish a long rest. It does not require components to cast the spell, but cannot cast a spell that has a material component with a gold piece value.

Improved Familiar (4). Prerequisite: Ability to cast the find familiar spell. When you cast find familiar, you can choose one of the following creatures to be your familiar. The creature's type is shown in parenthesis. In addition, for some creatures you must be of a certain character level or higher.

Lurking Familiar (3). Prerequisite: Ability to cast the find familiar spell. If your familiar is in the same space as you, it has total cover.

Shadowform Familiar (4). Prerequisite: Ability to cast the find familiar spell. When you gain a familiar, you can choose to make it a shadowform familiar. A shadowform familiar is a monstrosity (instead of a beast).

A shadowform familiar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. However, a shadowform familiar cannot move further than 30 feet from you and is dropped to 0 hit points if forced to do so.

Stitched Flesh Familiar (3). Prerequisite: Ability to cast the find familiar spell. When you gain a familiar, you can choose to make it a stitched flesh familiar. A stitched flesh familiar is undead (instead of a beast) and has immunity to poison and the poisoned condition.

Class-Like

These feats give access to features that iconic to specific classes. A "class-like" feat can be used as an alternative to multiclassing, or to build on the features of your existing class.

Bardic Training (4). Prerequisite: Cha 13. You can use a bonus action to grant a creature one bardic inspiration die, which is a d6, in the same was as a bard. You regain the use of this feature when you finish a long rest. If you already have Bardic Inspiration, this feature increases the number of bardic inspiration you can grant between rests by 1. You can choose this feature multiple times.

Clerical Training (8). Prerequisite: Wis 13. You can use Channel Divinity once, to Turn Undead like a cleric. You must finish a short rest or long rest before you can do so again. If you are already able to Channel Divinity, the number of times you can use Channel Divinity between rests increases by 1.

Magical Training (3). Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn one cantrip or one 1st-level spell of your choice from that class’s spell list. 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.

If you chose a 1st-level spell, you cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Martial Training (4). You learn one maneuver 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).

If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. 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.

You can choose this feat multiple times.

Rage (4). Prerequisite: Str 13. You can use your action to enter a rage, once, in the same way as a barbarian. You must finish a long rest before you can rage again. If you are already able to enter a rage, this feature increases the number of rages you can enter between rests by 1. You can take this feature multiple times.

Bard

Battle Dancer (4). Prerequisite: Ability to use Bardic Inspiration. When a friendly creature you can see uses one of your Bardic Inspiration dice, you can use your reaction to move 10 feet and make a melee weapon attack.

Cleric

Divine Armor (4). Prerequisite: Ability to Channel Divinity. When you use your Channel Divinity, you gain resistance to all damage except psychic until the start of your next turn.

Divine Fortune (3). Prerequisite: Ability to Channel Divinity. When you use your Channel Divinity, you have advantage on your next saving throw made before the start of your next turn.

Monk

Axiomatic Strike (4). Prerequisite: Ability to make a Stunning Strike. When you attempt a stunning strike on a creature, and that creature's alignment is chaotic, it takes an extra 2d6 force damage if it fails the saving throw and half as much if it succeeds.

Rogue

Deadly Precision (3). Prerequisite: Ability to use Sneak Attack. You can re-roll any result of 1 on your sneak attack’s extra damage dice. You must keep the result of the re-roll, even if it is another 1.

Ranger

Favored Power Attack (4). Prerequisite: Power Attack; Favored Enemy. When you make a power attack against your favored enemy and do not have disadvantage, you may choose to have disadvantage. If you do so and the attack hits, you deal an extra 5 damage.

Elf

Elven Accuracy (4). Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Focused Mind (4). Whenever you have advantage on an Intelligence ability check, you can reroll one of the dice once.

Optional

The following features use optional rules from the Dungeon Master's Guide.

Acrobatic Strike (3). When you successfully tumble (DMG p. 272) and move through a hostile creature's space, you have advantage on your first attack roll made against that creature on the same turn.

Eyes in the Back of your Head (4). Creatures do not gain advantage against you if they are flanking you.

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