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By Alexandra Erin
Copyright Notice
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
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All other original material in this work is copyright 2016 by Alexandra Erin and published under the Community Content
Agreement for Dungeon Masters Guild.
Page 1
Introduction
Welcome! In this slim manual, you will find a
multitude of feats, along with a couple of new
fighting styles and a metamagic option that can
work with them.
What is a Feat?
A feat is literally an accomplishment or
achievement, an impressive act. Many feats
represent the ability to perform such acts, but
perhaps it is better to understand feat as being
short for feature. As each class and race is
defined by features common to them, featsor
little features--allow you to make a character who
breaks the mold in some way.
Some feats do little more than grant proficiency to
characters. Other feats represent additional
combat training. Many of these feats act as a
complement to one of the fighting styles
commonly available to warrior classes, or act as
extended armor training. Some feats represent
personal characters, such as toughness or luck.
Others represent specialized training, such as
unusual skill at mundane healing or the ability to
dabble in an area usually reserved for certain
character classes or archetypes.
You will find feats of all those sorts and more in
this manual, numbering thirty-six feats in total. A
small number of these feats previously appeared in
the supplements Clerics of Lesser Domains and
Warlocks of Other Patrons, but a whopping
twenty-eight of them are entirely new.
A Feat of Balancing
Because feats are rarer, more precious, and require
you to give an ability score increase, feats in 5th
edition tend to be bigger than in previous
editions, and have a deeper impact.
In theory, each feat should be about as useful to a
character as an increase of +2 to their most
important ability score. In practice, trying to
balance Well, I could get a +1 to the modifier I
use for attacking, calculating my armor class,
sneaking around, and my tool proficiencies.
against But Im really lucky three times a day! or
I know a lot of languages. Game balance, when
not strictly comparing two abilities that directly
inflict or mitigate damage, is more art than
science.
There are some feats in the Players Handbook
that pretty much everyone agrees are worth it,
though mostly these feats are simply useful for
people building characters towards a specific
purpose. Others languish overlooked in
conversations about character optimization, while
still being a favorite for players whose characters
need them as a missing puzzle piece to bring their
character concept to life. The Linguist feat isnt
going to win many fights, but its exactly the feat
some players are looking for, exactly the feat some
characters need.
Page 4
New Feats
All the feats in this chapter may be taken like any
other feat, as long as you meet the prerequisites.
Bear in mind as you read them that all the normal
rules apply, including the injunction that you
cannot take a given feat more than once unless it
specifies. This applies even to feats that allow you
multiple choices.
The Feats
Animal Senses
You have keen senses, like those of an animal.
Anointer
Optional Prerequisite: Cleric or Paladin
You have been trained and blessed in the ability to
create and use holy water. You gain the following
benefits:
Apothecary
You are skilled at gathering and using herbs for
healing and harm.
Beast Shape
You have the unusual ability to assume the form
of a beast.
When you gain this feat, choose a single beast of
no larger than your own actual size, with a CR no
greater than 1/4, or 1/8 if the beast has a flying
speed. As an action, you can assume the shape of
this beast (and only this beast) as if you were using
the druids Wild Shape feature. You can remain in
the shape of this beast for a number of hours
equal to your level. Except as noted here, this
ability functions identically to the druids Wild
Shape feature.
Combat Training
Prerequisite: Proficiency in at least one martial weapon.
Intensive training has allowed you to learn and
benefit from a combat style.
Blind Fighter
You are unusually skilled at fighting without
relying on your vision.
Common Sense
You have an unusually high level of intuition or an
overly rational approach to problem solving,
either of which allows you to avoid common
pitfalls and find solutions to thorny problems
more easily.
Combat Reflexes
Your reflexes are highly honed and you are always
on the lookout for opportunities. When an enemy
Page 6
Dagger Master
Divine Channel
Die Hard
Some people just dont know when to quit. Youre
one of them.
Diplomat
What can you say? Youre a people person.
Eldritch Gift
Prerequisite: Warlock or Pact Initiate feat.
Choose a warlock Pact Boon that you do not
already have. You gain this boon.
Empathy
You have an unusual level of insight into the
minds and emotions of others.
Elven Heritage
You have some elven blood, or, if you are an elf,
some other elven blood.
Page 7
Entangling Strike
You have mastered special techniques for snaring
foes with your weapons.
Expert
You are a perfectionist when it comes to skills,
and you have practiced one skill in particular until
it is second nature to you.
Faith Healer
You have the ability to heal with a touch,
represented by a pool of 10 hp. As an action,
touch a creature and spend any amount of points
from this pool to heal them of an equal amount of
hit points. You may spend 5 points to cure the
creature of a disease or poison that afflicts them
instead. You regain all expended points after you
complete a long rest.
If you have the paladin Lay On Hands feature, the
points of healing you gain from this feat are
combined with the points granted by that feature.
Additionally, by spending an action touching a
creature who died within 1 minute, you may roll
percentile dice. If the amount rolled is lower than
or equal to your level, you cast revivify on the
creature, without using a spell slot or any material
components. You may only attempt this roll once
per creature (unless it returns to life and then
dies), and once you have succeeded on the roll
you may not attempt to raise another creature in
this fashion until you have completed a long rest.
Free Runner
You practice a form of extreme mobility thats
especially useful for navigating obstacle-strewn
landscapes like a city skyline. To benefit from this
Page 8
Inner Focus
Metamagic
Prerequisite: The ability to cast at least one spell.
You have mastered techniques that allow you to
alter or enhance spells on the fly, as you cast them.
Mind Speech
Jinx
When it comes to bad luck, you seem to be a
carrier. When a creature you can see makes a
saving throw, ability check, or attack roll, you can
force them to roll an additional die and use the
lowest die roll from among those rolled. A
creature with the legendary resistance feature can
expend a use of that feature to negate this effect.
If the same attempt is being affected by both the
Luck feat and this feat, all die rolls are thrown out
and a single die roll is rolled. This roll cannot then
be altered by any ability that allows for a reroll or
rolling additional d20s.
Once youve used this feat, you cannot do so
again until youve completed a short or long rest.
Mystic Adept
Prerequisite: A class that grants you the Spellcasting
feature but not the Ritual Casting feature.
While characters such as eldritch knights, arcane
tricksters, paladins, and rangers will never have the
depth or breadth of power of true spellcasters,
some individuals are more dedicated to the mystic
arts than others.
Page 9
Net Master
You have practiced using the net in combat until
you are able to use it with startling effectiveness.
New Beginning
You have had a change in your life situation, such
as discovering you are the heir to a noble title or
joining a religious order. Choose one background
other than the one you already have. You gain one
skill proficiency, one language or tool proficiency,
and the feature granted by that background. You
may change a characteristic (such as a bond or
ideal) to match your new station and changed
outlook.
The DM may require you to spend some
downtime adjusting to your new situation before
you can gain the benefits of this feat.
Pact Initiate
Powerful Build
You are incredibly physically powerful.
Page 10
Quick Draw
Oracle
You are in touch with a higher plane or
supernatural forces, allowing you to cast certain
spells as a ritual. They are augury, divination, and
one of the following: commune, commune with nature,
contact other plane. Make the choice when you gain
this feat. Your spellcasting ability with these spells
is Charisma. You may cast each of these spells
once, and after casting any of them you cannot
cast the others until you have completed a short
Sapper
Slayer
You are supernaturally well suited to hunt and slay
a certain type of creatures, such as the undead.
This gives you the following benefits:
Unarmed Master
Mystic Scribe
Prerequisite: The ability to cast spells.
You can create spell scrolls, using the magic item
crafting rules found in the Dungeon Masters
Guide. You do not require a magic item
formulary to make a specific spell scroll, but you
must meet all other requirements, including being
able to cast the desired spell and being a minimum
of 3rd level, and pay the required cost.
Page 11
Gladiator
When you wield a trident in one hand, it gains the
light and finesse properties. When you wield a net,
you can use it as a melee weapon with the light,
finesse, and thrown properties. When thrown, its
range increases to 15/20. The DC of the Strength
check needed to remove a net from a creature you
netted increases by your proficiency bonus.
Unarmed
Your unarmed strikes do 1d4 damage instead of 1
damage. When you take the Attack action on your
turn, you may make a single unarmed strike as a
bonus action.
Page 13