Some random feats that have been in my mind lately... they should be rough around the edges, but I trust the spirit is clear. Many of these are stuff already being implemented unofficialy in some games, and frankly I think most of them are things the game needs. Any feedback is welcome!
Swift climber
Requeires Acrobatics proficiency
+1 dex. You may climb using your acrobatics skill instead of athletics
Tireless
Requires Athletics proficienci
+1 con. You may use bonus action to remove a level of exhaustion on yourself. If you do, you may not use this ability again until you finish a long or short rest.
Learned
Requires training two of the following: arcana, history, religion or nature
+1 in either wis or int. You may add your wisdom modifier (if positive) to ane of the following skills, as long as you have proficiency: arcana, history, religion or nature. Also, you may use any of those skills as a bonus action, as long as you're proficient with them.
Feint
Requires training in deception
+1 cha. You may make a deception check as a bonus action against an opponent within 30 ft. against its passive insight. If the check succeeds, you gain advantage in your next attack against that creature. This lasts until the start of your next turn.
Quick glance
Requires investigation, perception or insight.
You may use any of the prerrequisites of this feat as a bonus action, as long as you're proficient in that skill
challenger
Requires intimidation proficiency
You may use your strenght modifier instead of your charisma modifier in intimidation checks. As a bonus action, you may issue a challenge against all opposing creatures within 30 feet that can clearly perceive you. Make an intimidation check. Every opponent with a passive insight equal or lower than your roll is provoked until the start of your next turn. A provoked creature has disadvantage attacking creatures that didn't provoke them, unless said creatures used similar effects (like the Ancestral protectors of the Ancestral guardian's Barbarian). A creature stops being provoked if its unable to get adjacent to the provoker that turn, or ceases to be able to perceive it.
Faithful healer
Requires Medicine proficiency
+1 wisdom. Whenever a creature regains hit points directly by your magic, it regains an extra number of HP equal to your proficiency. This only works when the hp are regained directly (for instance, this does affect heal, cure wounds and healing world, but not goodberry or drain life).
Master musician
Requires performance proficiency
+1 cha, wis or int. You gain proficiency in all musical instruments, and given time, you may learn to use any musical instrument that you encounter (how much time it would take depends of the nature of the instrument - a matter of hours for an instrument that is a variant of something you're familiar with, might take weeks or months for something truly unusual, something used by mind flayers for example)
Diplomat
Requiers persuasion proficiency.
+1 cha. You learn four languages of your choice
deft hands
Requires training in sleight of hand
+1 dex. You may take TWO object interactions per turn (for instance, you may store a book in your hand and draw your sword as part of your attack action).
Cartographer
Requires training in survival
+1 wis or int. You are proficient in making maps. You may spend part time of your short or long rests drawing maps of the areas you've visited in the past 24 hours, assuming you have the materials. As long as you have the maps, you may retrace your steps and find your way in the mapped area without becoming lost, and anyone using your maps gains advantage in any survival rolls to reach a destination, or may skip the roll altogether if the route is easy to follow (for instance, if a well made road to a city is detailed). If you are proficient in water vehicles, you may make seabound charts as well.
subtle magician
Requires stealth proficiency
As a bonus action, make a slealth check and chose a spell of 5th level or lower you can cast with a casting time of one action or less. If the chosen spell has somantic or material components, this roll is made with disadvantage. Until your next turn, the next time you cast that spell, creatures with passive perception or investigation (whichever is higher) lower than your stealth roll won't be able to tell the source of the spell, even if it should be obvious (for instance if it's a ray, those affected by this feat wont be able to tell for sure where it came from). Of course, nothing prevents onlookers to make assumptions on the culprit (for instance, if you use charm person on a barbarian leader, its advisors might become suspicious on why he's being so uncaracteristically friendly to you, even if they dont know as a fact that you did something, and as per the spell description, said barbarian leader will on most circumstances know you charmed her, even if she didn't see you do it).
The use of this feat doesn't prevent opponents of using reactions against the spell as long as they can perceive the spell itself, unless said reactions require identifying the spellcaster (for instance an opposing caster may use counterspell against a fireball you cast, but not against a suggestion spell unless your stealth roll failed against him. As another example, a character with the mage slayer feat adjacent to you will be able to use a reaction to attack you after you cast a spell, but only if you fail the stealth roll against her)
Alpha
Requires animal handling proficiency
Friendly beasts within 30 feet from you get a bonus to AC, saving throws, ability checks, attack rolls and damage rolls equal to your proficiency. You may use a bonus action to chose a single friendly beast or monstruosity with int lower than 3 and give it a single command, wich might be an attack, dodge, dash, hide or help action. If the beast isn't neither predisposed to that action nor particularly bonded to you (for instance, an attack order to a horse indifferent to you that isn't trained to fight) the action fails unless you succeed on an animal handling check with CD equal to 15+ the CR of the target.
At leven 10, when you use this action you may give two commands to a single target, or two orders for two different targets (make a single roll if necesary). At level 20, you may split up a maximum of three orders between up to three targets (again, making a single roll if necesary).
Finally, when you finish a long rest, you may choose a friendly beast or monstruosity and make an animal handling check. The target gains temporary HP equal to the result. Those HP last until spent or when you use this ability again.
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Some random feats that have been in my mind lately... they should be rough around the edges, but I trust the spirit is clear. Many of these are stuff already being implemented unofficialy in some games, and frankly I think most of them are things the game needs. Any feedback is welcome!
Swift climber
Requeires Acrobatics proficiency
+1 dex. You may climb using your acrobatics skill instead of athletics
Tireless
Requires Athletics proficienci
+1 con. You may use bonus action to remove a level of exhaustion on yourself. If you do, you may not use this ability again until you finish a long or short rest.
Learned
Requires training two of the following: arcana, history, religion or nature
+1 in either wis or int. You may add your wisdom modifier (if positive) to ane of the following skills, as long as you have proficiency: arcana, history, religion or nature. Also, you may use any of those skills as a bonus action, as long as you're proficient with them.
Feint
Requires training in deception
+1 cha. You may make a deception check as a bonus action against an opponent within 30 ft. against its passive insight. If the check succeeds, you gain advantage in your next attack against that creature. This lasts until the start of your next turn.
Quick glance
Requires investigation, perception or insight.
You may use any of the prerrequisites of this feat as a bonus action, as long as you're proficient in that skill
challenger
Requires intimidation proficiency
You may use your strenght modifier instead of your charisma modifier in intimidation checks. As a bonus action, you may issue a challenge against all opposing creatures within 30 feet that can clearly perceive you. Make an intimidation check. Every opponent with a passive insight equal or lower than your roll is provoked until the start of your next turn. A provoked creature has disadvantage attacking creatures that didn't provoke them, unless said creatures used similar effects (like the Ancestral protectors of the Ancestral guardian's Barbarian). A creature stops being provoked if its unable to get adjacent to the provoker that turn, or ceases to be able to perceive it.
Faithful healer
Requires Medicine proficiency
+1 wisdom. Whenever a creature regains hit points directly by your magic, it regains an extra number of HP equal to your proficiency. This only works when the hp are regained directly (for instance, this does affect heal, cure wounds and healing world, but not goodberry or drain life).
Master musician
Requires performance proficiency
+1 cha, wis or int. You gain proficiency in all musical instruments, and given time, you may learn to use any musical instrument that you encounter (how much time it would take depends of the nature of the instrument - a matter of hours for an instrument that is a variant of something you're familiar with, might take weeks or months for something truly unusual, something used by mind flayers for example)
Diplomat
Requiers persuasion proficiency.
+1 cha. You learn four languages of your choice
deft hands
Requires training in sleight of hand
+1 dex. You may take TWO object interactions per turn (for instance, you may store a book in your hand and draw your sword as part of your attack action).
Cartographer
Requires training in survival
+1 wis or int. You are proficient in making maps. You may spend part time of your short or long rests drawing maps of the areas you've visited in the past 24 hours, assuming you have the materials. As long as you have the maps, you may retrace your steps and find your way in the mapped area without becoming lost, and anyone using your maps gains advantage in any survival rolls to reach a destination, or may skip the roll altogether if the route is easy to follow (for instance, if a well made road to a city is detailed). If you are proficient in water vehicles, you may make seabound charts as well.
subtle magician
Requires stealth proficiency
As a bonus action, make a slealth check and chose a spell of 5th level or lower you can cast with a casting time of one action or less. If the chosen spell has somantic or material components, this roll is made with disadvantage. Until your next turn, the next time you cast that spell, creatures with passive perception or investigation (whichever is higher) lower than your stealth roll won't be able to tell the source of the spell, even if it should be obvious (for instance if it's a ray, those affected by this feat wont be able to tell for sure where it came from). Of course, nothing prevents onlookers to make assumptions on the culprit (for instance, if you use charm person on a barbarian leader, its advisors might become suspicious on why he's being so uncaracteristically friendly to you, even if they dont know as a fact that you did something, and as per the spell description, said barbarian leader will on most circumstances know you charmed her, even if she didn't see you do it).
The use of this feat doesn't prevent opponents of using reactions against the spell as long as they can perceive the spell itself, unless said reactions require identifying the spellcaster (for instance an opposing caster may use counterspell against a fireball you cast, but not against a suggestion spell unless your stealth roll failed against him. As another example, a character with the mage slayer feat adjacent to you will be able to use a reaction to attack you after you cast a spell, but only if you fail the stealth roll against her)
Alpha
Requires animal handling proficiency
Friendly beasts within 30 feet from you get a bonus to AC, saving throws, ability checks, attack rolls and damage rolls equal to your proficiency. You may use a bonus action to chose a single friendly beast or monstruosity with int lower than 3 and give it a single command, wich might be an attack, dodge, dash, hide or help action. If the beast isn't neither predisposed to that action nor particularly bonded to you (for instance, an attack order to a horse indifferent to you that isn't trained to fight) the action fails unless you succeed on an animal handling check with CD equal to 15+ the CR of the target.
At leven 10, when you use this action you may give two commands to a single target, or two orders for two different targets (make a single roll if necesary). At level 20, you may split up a maximum of three orders between up to three targets (again, making a single roll if necesary).
Finally, when you finish a long rest, you may choose a friendly beast or monstruosity and make an animal handling check. The target gains temporary HP equal to the result. Those HP last until spent or when you use this ability again.