Feats with Stricter Requirements (5e Variant Rule)

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Feats with Strict Requirements[edit]

A notable design choice of feats and most other things in 5e is their ability to be used by most any type of player character. This presents a problem as a plethora of interesting designs for feats are locked behind feats being too generic. This variant rule seeks to change this design philosophy and allow for the creation of feats with requirements such as having another feat or levels in certain classes. By doing it, this rule can allow one to fill untouched niches not covered by other homebrew or official feats.

Besides these feats having tougher to meet requirements, these feats should otherwise still be balanced around gaining a single ability score increase. By doing so, the hope is that these feats will be comparable to official feats and usable at most tables.

Below is a list of some of the requirements that may qualify a feat to be on this page.

  • The feat requires you to have another feat.
  • The feat requires a certain class feature or requires you to have levels in a certain class or subset of classes.
  • The feat requires you to know a specific spell that is not a cantrip or 1st level spell.
  • The feat requires you to know a specific cantrip or 1st level spell that is not available to most spellcasting classes.
  • The feat requires you to be a certain level or higher.

Design Guidelines for Strict Feats[edit]

As stated before, these feats should be comparable in power and balance to first-party feats- that being, they should rarely, if ever, eclipse the value of a +2 ASI. The primary purpose of stricter feats should either be:

  • To offer an enhancement to a specific feature or ability, unlocking and developing new mechanics and interactions with it, that allows for more customization options for a player character beyond the rigid boundaries of race, class, and subclass.
  • Or, to mechanically and thematically connect disparate features that might exist in a multiclassed character, allowing that character to feel more rounded out.

Also, even though we are deviating from 5e guidelines (at least those that existed before OneD&D), remember that this 5e and not 3.5e. Feat trees should be no longer than three feats at most.

Combat Feats[edit]

Stricter requirement feats that are predominately used in combat.

Feat Prerequisites
Adaptable Shaper Wisdom score of 13 or higher, Wild Shape feature
Advanced Magic Initiate Magic Initiate feat
Anger of Iron Strength and Constitution of score of 15 or higher, Rage feature
As One Wisdom score of 13 or higher, proficiency in Animal Handling, Mounted Combatant feat
Barbearian Rage and Wild Shape features
Body Trainer Must have levels in a class with a d8 hit die or lower
Breadmancer The ability to cast the animate dead spell
Brutal Sneak Attacker Strength and Dexterity 13 or higher, Sneak Attack feature
Channeled Rage Rage feature
Conditioned Rage Rage and Second Wind features
Darklord Ability to cast darkness
Dexterous Rage Rage feature
Divine Energy Master At least 11th level, Divine Smite feature
Divine Illusion paladin of level 5 or higher
Divine Protection The ability to deal radiant damage and at least 11th level paladin or cleric
Divine Retributionist The ability to deal radiant damage and have a level in paladin or cleric
Dual-Wielding Master Dual wielder feat, 5th level
Duelist's Parry Defensive duelist feat, the ability to use the battlemaster parry maneuver
Eldritch Barrage The ability to cast eldritch blast
Eldritch Loyalist Mystic Arcanum feature
Eldritch Master Eldritch Blast Cantrip
Elemental Ki Monk 2nd level or higher.
Elemental Master Elemental Adept feat
Endurant Rage Endurant feat, rage feature
Familiar Warrior The ability to cast the find familiar spell
Fervor Channel Divinity feature
Fighting Sprint Second Wind or Action Surge
Fire Bolt Master The ability to cast the fire bolt spell, Charisma, Intelligence, or Wisdom 13 or more
Furious Fighter Rage and Action Surge features
Greater Familiar, Variant The ability to cast the find familiar spell
Greater Heartiness Constitution score 15 or higher, Tough Feat
Guillotine, Variant Extra attack, Strength 13 or higher
Heavy Rage Rage feature, proficiency with heavy armor
Hyperalert Alert feat
Improved Deflect Missiles Ki feature, Wisdom 15, and 15 Dexterity
Improved Indomitable Indomitable
Improved Magic Resistance Feat Magic Resistance
Improved Natural Armor Natural Armor
Improved Rage Rage feature
Improved Second Wind Second Wind, 5th level
Improved Uncanny Dodge Uncanny Dodge feature
Inspired Superiority Bardic Inspiration and the Combat Superiority feature or martial adept feat
Ki Battlemaster Ki and the Combat Superiority feature or martial adept feat
Ki Brute Ki feature, Strength 13 or higher
Ki Focused Blows Medium Size, Strength 16 or Dexterity 16 , Ki class feature.
Ki Mastery, Variant Ki feature
Ki-Empowered Rage Ki and Rage features
Lightning Fists of Flurry Dex 16, Ki class feature, Flurry of Blows.
Lord of Undead The ability to cast the animate dead spell
Magic Practitioner magic initiate feat, proficiency in Arcana, Nature, Religion or Performance.
Magical Sneak Attacker Sneak Attack, the ability to cast at least one spell
Metamagic Master The ability to use at least 1 Metamagic option
Mighty Spellcaster The ability to cast a spell of 7th level or higher
Monstrous Shaper Wild Shape
Poison Immunity Constitution score of 13 or higher, resistance to poison damage
Polymorph Master The ability to cast the polymorph spell
Psionic Vampire Psionics or Psionic Power feature
Quick Attacker Sneak Attack +3d6 or higher
Rage Mage Spellcasting or Pact magic feature, Rage feature
Rage Mastery Rage feature
Redundantly Resilient Resilient
Resistant Natural Armor Natural Armor, level 4
Slightly Armored Defense Unarmored Defense
Soul of Power Spellcasting or Pact Magic feature, and Ki feature
Spell Master, 2nd Variant The ability to cast a 6th level spell
Spellbreaker The ability to cast the dispel magic or counterspell spell
Summoning Master Conjuration or necromancy spell that creates or summons a creature
Superior Rage Rage feature
Superior Wind Second Wind, and the Combat Superiority feature or martial adept feat
Supreme Wild Shape Wisdom 15, wild shape class feature, Druid 10th level
Swarm Shape Wild Shape
Thoroughly Trained Ki feature
Triple Handed Witchblademaster 1 or more levels in Warlock, Hexblade patron
True Beast Barbarian with the Path of the Beast subclass
Unarmed Smite Divine Smite feature
Unarmored Bastion Unarmored Defense, at least one level in monk, at least one level in barbarian
Undead Master The ability to cast the animate dead spell
Vampiric Touch Master The ability to cast the vampiric touch spell
Wild Shape Savant Wild Shape, spell slots


Discovery Feats[edit]

Stricter requirement feats that improve ways of handling locations, investigating or travel.

Feat Prerequisites
Adaptable Shaper Wisdom score of 13 or higher, Wild Shape feature
Eldritch Loyalist Mystic Arcanum feature
Elemental Ki Monk 2nd level or higher.
Fighting Sprint Second Wind or Action Surge
Improved Second Wind Second Wind, 5th level
Leader of the Familiars The ability to cast the Find Familiar spell.
Monstrous Shaper Wild Shape
Persistent Shapeshifter Wild Shape Druid class feature, Constitution and Wisdom both 13 or higher
Resistant Natural Armor Natural Armor, level 4
Swarm Shape Wild Shape
Wild Shape Savant Wild Shape, spell slots


Interaction Feats[edit]

Stricter requirement feats that improve the way you deal with objects and other creatures.

Feat Prerequisites
Advanced Magic Initiate Magic Initiate feat
As One Wisdom score of 13 or higher, proficiency in Animal Handling, Mounted Combatant feat
Blindsight Blind Fighting Fighting Style and expertise in the Perception skill or the Observant feat.
Eidetic Spellbook Keen Mind, Intelligence 13 or higher, must be a wizard
Eldritch Loyalist Mystic Arcanum feature
Eldritch Spellkeeper Pact of the Tome, at least one level of wizard
Familiar Warrior The ability to cast the find familiar spell
Fervor Channel Divinity feature
Greater Familiar, Variant The ability to cast the find familiar spell
Hyperalert Alert feat
Improved Arcane Recovery Arcane Recovery, 5th level
Improved Indomitable Indomitable
Leader of the Familiars The ability to cast the Find Familiar spell.
Magic Practitioner magic initiate feat, proficiency in Arcana, Nature, Religion or Performance.
Mind Jammer Intelligence and Wisdom 17 or higher, and 12th level or higher
Persistent Shapeshifter Wild Shape Druid class feature, Constitution and Wisdom both 13 or higher
Poison Immunity Constitution score of 13 or higher, resistance to poison damage
Puppet Master The ability to cast the animate dead spell
Restorative Hands Lay on Hands, 4th level
Skill Master Skilled Feat
Sorcerous Spellkeeper At least one level of wizard, at least one level of sorcerer
Spell Memorizer Keen Mind, Intelligence 13 or higher, must be a wizard
Spellbreaker The ability to cast the dispel magic or counterspell spell


Incomplete Stricter Requirement Feats[edit]

Stricter requirement feats with one or many improving, reviewing, or removing templates present. Please help work on the problem presented on the template.

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