Feat Revamp 0.8.0 #
New System: Origin Feats
Origin Feats are a group of feats that are offered in replacement of a Character's Background Feature and thus are granted to Characters at 1st Level during character Creation. Some existing feats have been reworked to fit this category and their complete rules text should be viewable under the Origin Feats Section below.
The following Feats now have a Level 4 Prerequisite:
Artificer Initiate
Eldritch Adept
Great Weapon Master
Metamagic Adept
Sentinel
Sharpshooter
The following Feats can be considered removed until future update:
Bountiful Luck
Dragon Fear
Dragon Hide
Drow High Magic
Dwarven Fortitude
Elven Accuracy
Fade Away
Fey Teleportation
Flames Phlegethos
Infernal Constitution
Orcish Fury
Prodigy
Squat Nimbleness
Svirfneblin Magic
Wood Elf Magic
New Feats #
Master-at-Arms #
- Prerequisite: Level 4+, Proficiency in Martial Weapons.
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- You gain one option of your choice from the Weapon Mastery feature.
- If you already have a Weapon Mastery, the one you choose must be different.
- Whenever you gain a Level, you can replace this feat’s Weapon Mastery with another one from the Weapon Mastery feature that you don’t have.
Origin Feats #
Alert #
- When you roll Initiative, you can add your Proficiency Bonus to the roll.
- Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Healer #
- If you have a Healer’s Kit, you can expend one use of it and tend to a Creature within 5 feet of yourself as an Action. That Creature can expend one of its Hit Dice, and you then roll that die. The Creature regains a number of Hit Points equal to the roll plus your Medicine Skill Bonus.
- Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s other benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
- Additionally whenever you expend a usage of a Healer’s Kit to attempt to stabilize a Creature, for every 5 points above the DC you roll, the Creature loses 1 point of Exhaustion.
Lucky #
- You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
- When you roll a d20 for an Attack Roll, Ability Check, or Saving Throw, you can spend 1 Luck Point to gain advantage on the roll.
- When a Creature rolls a d20 for an Attack Roll against you, you can spend 1 Luck Point to impose disadvantage on that roll.
Magic Initiate #
- You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for this feat’s spells (chosen when you select this feat).
- Choose a 1st Level spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
- Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
- You can take this feat more than once, but you must choose a different spell list each time.
Musician #
- You gain proficiency with three Musical Instruments of your choice.
- As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give (Heroic) Inspiration to allies who hear the song. The number of allies you can affect this way equals your Proficiency Bonus.
Rune Shaper #
- Prerequisite: Spellcasting or Rune Carver background
- You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
- You know a number of runes equal to your proficiency bonus, chosen from the Rune Spells table. Whenever you finish a Long Rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a Long Rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have. You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (chosen when you select this feat). Each time you gain a Level, you can replace one of the runes you know with another one from the Rune Spells table.
Rune Spells table #
Rune |
Spell |
Cloud |
Fog cloud |
Death |
Inflict wounds |
Dragon |
Chromatic orb |
Enemy |
Disguise self |
Fire |
Burning hands |
Friend |
Speak with animals |
Frost |
Armor of Agathys |
Hill |
Goodberry |
Journey |
Longstrider |
King |
Command |
Mountain |
Entangle |
Stone |
Sanctuary |
Storm |
Thunderwave |
Savage Attacker #
- When you hit a target with a Melee Weapon Attack, you can reroll a number of the Damage Dice up to your Proficiency Bonus, and you must use the new rolls.
Skilled #
- You gain proficiency in any combination of three skills or tools of your choice.
- Additionally you gain proficiency in one tool of your choice, this proficiency can be swapped over the course of a Week of Downtime.
Strike of the Giants #
- Prerequisite: Proficiency in Martial Weapons or Giant Foundling background
- You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
- Cloud Strike. The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
- Fire Strike. The target takes an extra 1d10 fire damage.
- Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
- Hill Strike. The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.
- Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.
- Storm Strike. The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.
- The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
- You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
Tavern Brawler #
- When you hit with your Unarmed Strikes and deal damage, you can deal an additional 2 points of damage.
- Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
- You have proficiency with improvised weapons.
- When you hit a Creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
Tough #
- When you gain this feat, and at every Character Level afterwards, you gain an additional 2 Maximum Hit Points.
Balance & Functional Changes #
Legend:
(~R) = A Rework of the previous Feat's effect.
(~N) = A New effect added to the Feat. Can also be a replacement of an old effect.
(~B) = A Buff to the previous effect.
(~C) = Clarifying an effects purpose or wording.
Actor #
- Prerequisite: Level 4+, Charisma 13+
- Increase your Charisma Score by 1, to a maximum of 20.
- You have advantage on Deception and Performance checks to convince others that you are that person.
- You can mimic the sounds of other Creatures, including speech. A Creature that hears the mimicry must succeed on an Insight check to determine the effect is faked (DC 8 plus your Charisma Modifier plus your Proficiency Bonus).
Athlete #
- Prerequisite: Level 4+, Strength or Dexterity 13+
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- When you are Prone you can stand by expending 5 feet of movement, additionally you can Jump by spending only 5 feet.
- You gain a Climbing Speed equal to your Speed.
- You gain Proficiency in the Athletics Skill, if you already have Proficiency in the Athletics Skill you gain Expertise instead.
- When determining the distance you can move during a Jump, you can use your Athletics Modifier in place of your Strength Modifier.
Charger #
- Prerequisite: Level 4+, Strength or Dexterity 13+
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- When you take the Dash Action, your Speed increases by an additional 10 feet.
- If you move at least 10 feet in a straight line toward a target immediately before hitting it with a Melee Attack as part of the Attack Action, choose one of the following effects: gain a 1d8 bonus to the Attack’s Damage, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
Chef #
- Prerequisite: Level 4+
- 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 if 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 number of Hit Points equal to 1d8 plus your Wisdom Modifier (minimum of 1).
- When you finish a Short or Long Rest, you can cook a number of treats equal to your Proficiency Bonus. After being made these special treats last until your next Short or Long Rest. A creature can use a Bonus Action to eat one of those treats to gain Temporary Hit Points equal to their maximum number of Hit Dice.
Crossbow Expert #
- Now a Weapon Mastery Feature named “Crossbow Master” instead of a General Feat (See: Weapon Mastery).
Crusher #
- Prerequisite: Level 4+
- Increase your Strength or Constitution Score 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: Level 4+, Dexterity 13+
- Increase your Dexterity Score by 1, to a maximum of 20.
- If 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 against Melee Attacks until the start of your next turn, potentially causing that Attack and other Melee Attacks to miss you.
Dual Wielder #
- Prerequisite: Level 4+, Strength or Dexterity 13+
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- When you take the Attack Action on your turn and Attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee Weapon that lacks the Two-Handed property and was in your hand while attacking with the Light Weapon.
- You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
Durable #
- Prerequisite: Level 4+
- Increase your Constitution Score by 1, to a maximum of 20.
- You have advantage on Death Saving Throws.
- As a Bonus Action, you can expend one of your Hit Die, roll the die, and regain a number of Hit Points equal to the roll plus your Constitution Modifier (minimum of 1).
Elemental Adept #
- Prerequisite: Level 4+, Spellcasting or Pact Magic Feature
- Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
- 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 reroll the die if it rolls a 1, and you must use the new roll.
- You can take this feat more than once, but you must choose a different Damage Type each time.
Fey Touched #
- Prerequisite: Level 4+
- Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
- Choose one 1st level spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared.
- You can cast each of these spells without expending a spell slot. Once you cast either spell 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.
Grappler #
- Prerequisite: Level 4+, Strength or Dexterity 13+
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- When you hit a Creature with an Unarmed Strike as part of the Attack Action on your turn, in addition to dealing the Attack’s Damage, you can attempt to Grapple the target. You can use this benefit only once per turn.
- You have advantage on Attack Rolls against a Creature Grappled by you.
- Your Speed isn’t halved when you move a Creature Grappled by you if the Creature is no more than one size larger than you.
Great Weapon Master #
- Prerequisite: Level 4+, Strength 13+
- Increase your Strength Score by 1, to a maximum of 20.
- When you hit a Creature with a weapon that has the Heavy property as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target equal to your Proficiency Bonus.
- Immediately after you score a Critical Hit with a Melee Weapon or reduce a Creature to 0 Hit Points with one, you can make one Attack with the same weapon as a Bonus Action.
Heavily Armoured #
- Prerequisite: Level 4+, Medium Armour Proficiency
- Increase your Strength or Constitution Score by 1, to a maximum of 20.
- You gain proficiency with Heavy Armour.
- While wearing Heavy Armour your Speed increases by 5 feet.
Heavy Armour Master #
- Prerequisite: Level 4+, Heavy Armour Proficiency
- Increase your Strength or Constitution Score by 1, to a maximum of 20.
- When you’re hit by an Attack while you’re wearing Heavy Armour, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that Attack is reduced by an amount equal to your Proficiency Bonus.
Inspiring Leader #
- Prerequisite: Level 4+, Wisdom or Charisma 13+
- Increase your Wisdom or Charisma Score by 1, to a maximum of 20.
- When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance.
- The chosen Creatures gain Temporary Hit Points equal to your Character Level plus the Modifier of the Ability you increase with this feat.
Keen Mind #
- Prerequisite: Level 4+, Intelligence 13+
- Increase your Intelligence Score by 1, to a maximum of 20.
- Choose one of the following Skills as your Focused Skill: Arcana, History, Investigation, Nature, or Religion.
- If you lack proficiency in your Focused Skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it. Over the course of a week of downtime you can change your Focused Skill to another available option.
- You can take the Study Action as a Bonus Action (The Study Action allows you to make an Intelligence (Arcana, History, Investigation, Nature, or Religion) Check).
Lightly Armoured #
- Prerequisite: Level 4+
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- You gain proficiency with Light Armour and Shields.
Mage Slayer #
- Prerequisite: Level 4+
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- When you damage a Creature that is concentrating, it has disadvantage on the Saving Throw it makes to maintain Concentration.
- If you fail an Intelligence, Wisdom, or Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Martial Weapon Training #
- Prerequisite: Level 4+
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- You gain proficiency with Martial Weapons.
Medium Armour Master #
- Prerequisite: Level 4+, Medium Armour Proficiency
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- While you’re wearing Medium Armour, your maximum AC bonus from your dexterity is 4 rather than 2.
- Wearing Medium Armour doesn’t impose disadvantage on your Stealth Checks.
Moderately Armoured #
- Prerequisite: Level 4+, Medium Armour Proficiency
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- You gain Proficiency with Medium Armour.
Mounted Combatant #
- Prerequisite: Level 4+
- Increase your Strength, Dexterity, or Wisdom Score by 1, to a maximum of 20.
- While mounted, you have advantage on Attack Rolls against any unmounted Creature within 5 feet of your mount that is at least one size smaller than the mount.
- 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. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.
- While mounted, you can force an Attack that hits your mount to hit you instead if you don’t have the Incapacitated condition.
Observant #
- Prerequisite: Level 4+, Intelligence or Wisdom 13+
- Increase your Intelligence or Wisdom Score by 1, to a maximum of 20.
- Choose one of the following Skills as your Focused Skill: Insight, Investigation, or Perception.
- If you lack proficiency in your Focused Skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it. Over the course of a week of downtime you can change your Focused Skill to another available option.
- You can take the Search Action as a Bonus Action (The Search Action allows you to make a Wisdom (Insight, Medicine, Perception, or Survival) Check).
Piercer #
- Prerequisite: Level 4+
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- Once per turn, when you hit a Creature with an Attack that deals Piercing Damage, you can reroll one of the Attack’s Damage dice, using the higher roll.
- When you score a Critical Hit that deals Piercing Damage to a Creature, Attacks made against that Creature score a Critical Hit on a roll of 19 or 20.
Poisoner #
- Prerequisite: Level 4+
- Increase your Dexterity or Intelligence Score by 1, to a maximum of 20.
- When you make a damage roll that deals Poison Damage, it ignores Resistance to Poison Damage.
- You gain proficiency with the Poisoner’s Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus.
- As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applies, the poison retains its potency for 1 minute or until you hit with the poisoned item, whichever is shorter. When a Creature takes damage from the poisoned item, that Creature must succeed on a Constitution Saving Throw (DC 8 plus the Modifier of the ability increased by this feat plus your Proficiency Bonus) or take 2d8 Poison Damage and gain the Poisoned condition until the end of your next turn.
Polearm Master #
- Now a Weapon Mastery Feature instead of a General Feat (See: Weapon Mastery).
Resilient #
- Prerequisite: Level 4+
- Choose one ability in which you lack Saving Throw proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.
- You gain Saving Throw proficiency with the chosen ability.
Ritual Caster #
- Prerequisite: Level 4+; Intelligence, Wisdom, or Charisma 13+
- Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
- Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slot you have. The spells’ spellcasting ability is the ability increased by this feat. Whenever you Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.
- With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest.
Sentinel #
- Prerequisite: Level 4+
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- Immediately after a Creature within 5 feet of you takes the Disengage Action or hits a target other than you with an Attack, you can make an Opportunity Attack against that Creature.
- When you hit a Creature with an Opportunity Attack, the Creature’s Speed becomes 0 for the rest of the current turn.
Shadow-Touched #
- Prerequisite: Level 4+
- Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
- Choose one 1st level spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell 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 sell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increase by this feat.
Sharpshooter #
- Prerequisite: Level 4+, Dexterity 13+
- Increase your Dexterity Score by 1, to a maximum of 20.
- Your Ranged Attacks with weapons ignore Half Cover and Three-Quarters Cover.
- Being within 5 feet of an enemy doesn’t impose disadvantage on your Attack Rolls with Ranged Weapons.
- Attack at long range doesn’t impose disadvantage on your Attack Rolls with Ranged Weapons.
Shield Master #
- Prerequisite: Level 4+, Shield Proficiency
- Increase your Strength Score by 1, to a maximum of 20.
- 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 you Shield if it’s equipped, forcing the target to make a Strength Saving Throw (DC 8 plus your Strength Modifier plus your Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to fall Prone (your choice). You can use this benefit only once on each of your turns.
- If you’re 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 holding a Shield.
Skill Expert #
- Prerequisite: Level 4+
- Increase an Ability Score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill of your choice.
- Choose one skill with which you have proficiency but lack Expertise. You gain Expertise with that skill.
Skulker #
- Prerequisite: Level 4+, Dexterity 13+
- Increase your Dexterity Score by 1, to a maximum of 20.
- You have Blindsight with a range of 10 feet.
- You exploit the distractions of battle, gaining advantage on any Stealth check you make as part of the Hide Action during combat.
- If you make an Attack Roll while hidden and the roll misses, making the Attack Roll doesn’t reveal your location.
Slasher #
- Prerequisite: Level 4+
- Increase your Strength or Dexterity Score by 1, to a maximum of 20.
- Once per turn when you hit a Creature with an Attack that deals Slashing Damage, you can cause the target’s next Attack to be made with disadvantage.
- When you score a Critical Hit that deals Slashing Damage to a Creature, for every 5 feet the Creature chooses to move on its turn it takes 1d4 Slashing Damage, this effect ignoring Resistance to Slashing Damage.
Swift #
- Prerequisite: Level 4+, Dexterity or Constitution 13+
- Increase your Dexterity or Constitution Score by 1, to a maximum of 20.
- Your Speed increases by 10 feet.
- When you take the Dash Action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of your turn.
- Opportunity Attacks have disadvantage against you.
Spell Sniper #
- Prerequisite: Level 4+, Spellcasting or Pact Magic Feature
- Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
- Your Attack Rolls for spells ignore Half Cover and Three-Quarters Cover.
- Being within 5 feet of an enemy doesn’t impose disadvantage on your Attack Rolls with spells.
- When you cast a spell that has a range of at least 10 feet and requires you to make an Attack Roll, you can increase the spell’s range by 60 feet.
Telekinetic #
- Prerequisite: Level 4+
- Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
- You learn the Mage Hand spell. You can cast it without Verbal or Somatic Components, you can make the spectral hand Invisible, and its range increases by 30 feet when you cast it. The spell’s spellcasting ability is the ability increased by this feat.
- As a Bonus Action, you can telekinetically shove one Creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength Saving Throw (DC 8 plus the Ability Modifier of the score increased by this feat plus your Proficiency Bonus) or be moved 5 feet toward or away from you.
Telepathic #
- Prerequisite: Level 4+
- Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
- You can speak telepathically to any Creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the Creature understands you only if it knows that language. The Creature can respond to you telepathically.
- You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.
War Caster #
- Prerequisite: Level 4+, Spellcasting or Pact Magic Feature
- Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
- You have advantage on Constitution Saving Throws that you make to maintain Concentration.
- When a Creature provokes an Opportunity Attack from you by leaving your reach, you can take a 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.
- You can perform the Somatic components of spells even when you have Weapons or a Shield in one or both hands.
Mythic Boons #
Boon of Combat Prowess #
- Prerequisite: Level 19+
- Increase one Ability Score of your choice by 1, to a maximum of 30.
- When you miss with an Attack Roll, you can hit instead. Once you use this benefit, you can’t use it again until the start of your next turn.
Boon of Dimensional Travel #
- Prerequisite: Level 19+
- Increase one Ability Score of your choice by 1, to a maximum of 30.
- Immediately after you take the Attack Action or cast a spell with a Casting Time of 1 Action, you can teleport up to 30 feet to an unoccupied space you can see.
Boon of Energy Resistance #
- Prerequisite: Level 19+
- Increase one Ability Score of your choice by 1, to a maximum of 30.
- You gain Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices.
- When you take damage of one of the two types chosen, you can take a Reaction to direct damage of the same type toward another Creature you can see within 60 feet of yourself that isn’t behind Total Cover. If you do so, that Creature must succeed on a Dexterity Saving Throw (DC 8 plus your Constitution Modifier plus your Proficiency Bonus) or take damage equal to 2d12 plus your Constitution Modifier.
Boon of Fate #
- Prerequisite: Level 19+
- Increase one Ability Score of your choice by 1, to a maximum of 30.
- When you or another Creature within 60 feet of you succeeds on or fails an Attack Roll, Ability Check, or Saving Throw, you can roll 2d4 and apply the total rolled as a bonus or penalty to the roll. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.
Boon of Fortitude #
- Prerequisite: Level 19+
- Increase one Ability Score of your choice by 1, to a maximum of 30.
- Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution Modifier. Once you’ve regained these additional Hit Points, you can’t do so again until the start of your next turn.
Boon of Irresistible Offense #
- Prerequisite: Level 19+
- Increase your Strength or Dexterity Score of your choice by 1, to a maximum of 30.
- The Bludgeoning, Piercing, and Slashing Damage you deal always ignores Resistance.
- When you score a Critical Hit on an Attack Roll, you can deal extra damage to the target equal to the Ability Score increased by this feat. The extra damage’s type is the same as the Attack’s type.
Boon of Recovery #
- Prerequisite: Level 19+
- Increase one Ability Score of your choice by 1, to a maximum of 30.
- When you would be reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit, you can’t use it again until you finish a Long Rest.
- You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll’s total. You regain all the expended dice when you finish a Long Rest.
Boon of Skill #
- Prerequisite: Level 19+
- Increase one Ability Score of your choice by 1, to a maximum of 30.
- You gain proficiency in all skills.
- Choose one skill in which you lack Expertise. You gain expertise in that skill.
Boon of Speed #
- Prerequisite: Level 19+
- Increase one Ability Score of your choice by 1, to a maximum of 30.
- As a Bonus Action, you can take the Disengage Action, which also ends the Grappled condition on you.
- Your Speed increases by 30 feet.
Boon of Spell Recall #
- Prerequisite: Level 19+, Spellcasting Feature
- Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 30.
- Whenever you cast a spell with a 1st to 4th level spell slot, roll 1d4. If the number you roll is the same as the slot’s level, the slot isn’t expended.
Boon of Night Spirit #
- Prerequisite: Level 19+
- Increase one Ability Score of your choice by 1, to a maximum of 30.
- While within Dim Light or Darkness, you can use your Bonus Action to gain the Invisible condition. The condition ends on you immediately after you take an Action, a Bonus Action, or a Reaction.
- While within Dim Light or Darkness, you have Resistance to all damage except Force, Psychic, and Radiant.
Boon of Truesight #
- Prerequisite: Level 19+
- Increase one Ability Score of your choice by 1, to a maximum of 30.
- You have Truesight with a range of 60 feet.
Unknown Fate Feats:
Artificer Initiatie - Temporarily banned
Dungeon Delver
Eldritch Adept - Temporarily banned
Fighting Initiate - Temporarily banned
Gunner
Linguist
Martial Adept - Temporarily banned
Metamagic Adept - Temporarily banned
Non-PHB Feats (but they'll still work backwards compatibly):
Ember of the Fire Giant
Fury of the Frost Giant
Guile of the Cloud Giant
Keenness of the Stone Giant
Soul of the Storm Giant
Vigor of the Hill Giant
Same with the following:
Gift of the Chromatic Dragon
Gift of the Gem Dragon
Gift of the Metallic Dragon