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36 Feats for 5th Edition

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
permission under the Community Content Agreement for Dungeon Masters Guild.
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.

Feats in Fifth Edition


Feats were introduced in the 3rd edition of
Dungeons & Dragons as a way of adding more
customization to characters within a class, control
access to features like creating magic items, and
giving fighters in particular more exceptional
abilities. In 4th edition, they increased in
frequency and prominence as a tool for
customizing and enhancing characters.
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In 5th edition, though, theyve taken an apparent


step back, being relegated to an optional system
that replaces a normal part of the character
progression. In order to take even a single feat,
you must give up an increase to your ability
scores.
If feats as a whole are less important to the game
in 5th edition, all this means that an individual feat
is more important to a given character. Even if
you play to level 20, you might take only one or
two feats over your entire career, which will serve
to differentiate you from other characters, some
of whom will have no feats at all.

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.

In creating the thirty-six feats in this manual, I


have looked towards existing feats for my
guidelines about how powerful each feat should
be, and when to include a single ability score
increase in order to shore up a feat that would
otherwise not be worth the high opportunity cost.
Thus, I tried to make feats that dip into the
abilities of another class about as useful and
powerful as Magic Initiate, Martial Adept, and
Ritual Caster. For weapon feats, I looked at Great
Weapon Master, Crossbow Expert, and
Sharpshooter. Other feats had a specific feat or
two as the standard I held them up against. Its
impossible to mechanically balance every feat
against each other, as they arent competing in the
same arena. Instead, my goal was to make it so
that every feat will be attractive to a certain type of
character that people are likely to play, without
being so overwhelmingly good that its seen as a
requirement.
Many feats in this manual exist to fill a specific
need I observed in myself, in my players during
play, or through interactions with other players
over the internet. Where there is a need to
represent some unique or unusual capability
mechanically, there should be a feat to represent
it.

Choose Your Own


Featventure
If the feats in this manual arent enough for you or
you are simply inspired to create your own, I
suggest you start small, by tweaking existing feats.
The first feat I formally designed for 5th edition,
Diplomat, is based on the Linguist feat from the
Players Handbook. They both give you three
languages, but the Linguist feat assumes you
learned them through study and book learning.
Accordingly, it gives you a +1 to Intelligence and
the ability to create codes and ciphers.
Its all very well and good for what it is, but it
doesnt recognize the possibility of characters who
have learned multiple languages through travel
and direct interaction with people. The Diplomat

feat gives the same choice of three languages, but


it gives you a +1 to Charisma. In place of the
ability to create ciphers, it gives you an ability to
decipher complex social situations.
Each of the two feats under discussion here
consist of three bullet points. For the first bullet
point, balancing the +1 to an ability score against
+1 to another ability score is a no-brainer. A +1
increase is a +1 increase, though some characters
will need Intelligence more and some will need
Charisma more. The second point of each feat,
the three languages, is identical. The third bullet
point is where we get into the realm of airy art
more than science. Is it better to be able to work
with literal codes, or figure out social codes? That
depends a lot on the situations you find yourself
in, but really, its a matter of which one seems
right for your character.
In other words, when youre keeping

Optional Rule: Heroic Feats


If, as a DM, you wish to see more customization
for characters or to allow players to more fully
achieve their visions for their characters at level 1,
you may consider this optional rule.
At certain overall character levels, each character
may choose one feat, which comes independently
of the normal progression. These feats are called
heroic feats, because they serve to make characters
more heroic in stature. The levels are 1st, 10th,
and 20th. You get one extra feat at the start of
your adventuring career, one at a mid-point when
youre on the cusp of reaching a significant new
tier of abilities, and a final one as a sort of extra
capstone on your abilities.
This change does make fighters and rogues
slightly less special, as theyre the character classes
that have the most opportunities to gain feats
under the existing rules.
It might also make the human variant that begins
with a feat stand out a bit too much at level 1. DMs
who implement this rule might consider only
allowing standard humans. Of course, as the allure
of added customization represented by a feat is
Page 3

the main reason the human variant rule is so


popular, there might not be a lot of complaints
with this edict.

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.

This rule helps preserve balance and make sure


that each class and feat does not lose its
significance. You cannot take the Expert or
Combat Training feats more than once, for
instance, as this would devalue the ability of
classes like rogue and fighter to gain multiple areas
of expertise and fighting styles.

The Feats

Animal Senses
You have keen senses, like those of an animal.

Increase your Wisdom score by 1, to a


maximum of 20.
You have advantage on Wisdom
(Perception) checks involving hearing or
smell.
You have advantage on Wisdom
(Survival) checks made to follow tracks
one hour or less old. This advantage is
lost if it rains more than lightly, or the
target travels across or through water.

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:

You have the ability to craft holy water


using the normal rules for crafting. The
materials from which you make the holy
water may be a liquid such as water,
aromatic oil, or even wine or mead, and

something to sanctify it with such as


herbs or other oils. The cost of these
materials is subsumed in the normal cost
for crafting.
You may bless a container of water or
other reasonably pure liquid in an
equivalent amount to a flask of holy water
to convert it into a single use of shortlived holy water. This holy water has all
the properties of normal holy water, but it
becomes normal liquid again after you use
this ability again, or 24 hours later. Once
you have used this ability, you cannot do
so again until you have completed a short
rest.
You may expend a flask of holy water to
cast the bless or heroism spell on a single
target you touch with the water. The spell
requires no slot and requires no
concentration from you, but lasts as long
as the recipient of it concentrates on it, up
to its normal duration.
Once you have reached level 3, you may
choose to cast the magic weapon spell
instead as a 2nd level spell, with
concentration of the spell passing to a
creature you touch as part of the casting.
Once you have cast any spell in this
fashion, you cannot use this ability again
until you have completed a long rest.

Apothecary
You are skilled at gathering and using herbs for
healing and harm.

You gain proficiency with the herbalism


kit and poisoners kit.
You can craft antitoxin, healers kits,
healing potions, and basic poison at half
the normal cost in materials. While
crafting such items, you can support
yourself at a comfortable level instead of
a modest level without having to pay.
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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.

leaves your reach, you can make an opportunity


attack against it without spending a reaction, but
you cannot make another opportunity attack
during that turn.

Combat Training
Prerequisite: Proficiency in at least one martial weapon.
Intensive training has allowed you to learn and
benefit from a combat style.

Once you have used this feat, you cannot do so


again until you have completed a short or long
rest.

Blind Fighter
You are unusually skilled at fighting without
relying on your vision.

Other creatures do not gain advantage for


attacking you while hidden.
You do not suffer disadvantage for
attacking creatures you cannot see.
You can use the Search action to locate a
hidden creature as a bonus action.

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.

Cast Iron Stomach


You have a sturdy constitution that allows you to
stomach anything without complaint.

Your Constitution increases by 1, to a


maximum of 20.
You have advantage on saving throws
against poison and resistance to poison
damage. If you have resistance to poison
damage from another source, you are
immune to all ingested poison.
You are immune to revolting smells (such
as that of a troglodyte) and can eat
spoiled or rotten food without ill effect.

Combat Reflexes
Your reflexes are highly honed and you are always
on the lookout for opportunities. When an enemy

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Your Strength or Dexterity increases by 1,


to a maximum of 20.
You learn one fighting style, chosen from
among those available to any class. You
cannot choose the same fighting style
twice, even if you are later given the
opportunity to choose another.

Your Intelligence or Wisdom increases by


1, to a maximum of 20.
You have three common sense points.
Once expended, these points are
refreshed when you complete a long rest.
If you do something that the DM
considers to be a bad idea (defined as
something with consequences the DM
believes to be obvious or intrinsic to the
situation, but which you have not
considered) while you have common
sense points remaining, the DM will tell
you, taking one common sense point and
allowing you a chance to reconsider your
action.
You may spend a common sense point at
any time to ask the DM for advice. The
DM will tell you anything about the
current situation youre overlooking and
suggest a course of action. This
suggestion need not be (and is not likely

to be) a detailed plan of action, but a


starting point.

advise you on the best way to behave in


any situation where decorum counts.

Dagger Master

Divine Channel

You have mastered the dagger, the quintessential


weapon of rogues and murderers, until it is
practically an extension of your body.

You have been blessed with a limited ability to


Channel Divinity. You gain the following benefits:

When you wield a dagger, its damage die


is 1d6, not 1d4, and its throwing range is
30/90.
A hand wielding a dagger is considered to
be empty for purposes of somatic
components of spells and the duelist
fighting style.
If you are wielding a dagger and another
melee weapon in separate hands, you gain
a +1 bonus to AC.

Die Hard
Some people just dont know when to quit. Youre
one of them.

Your Constitution increases by 1, to a


maximum of 20.
You are only killed outright by damage
that reduces you to 0 if the leftover
amount is equal to your character level
plus your Constitution.
If you succeed on the very first death
saving throw you make after being
reduced to 0, you can instantly stabilize. If
you do not, then you ignore the failure,
but continue to save normally on
subsequent terms.

Diplomat
What can you say? Youre a people person.

Increase your Charisma by 1, to a


maximum of 20.
You learn three languages of choice.
You have a natural knack for
understanding protocol and manners even
in unfamiliar situations in cultures that are
not known to you. The DM will inform
you before you commit an unwitting faux
pas or unknowingly give insult, and will

Increase your Wisdom or Charisma by 1,


to a maximum of 20.
Choose any one Channel Divinity feature
that is available to clerics or paladins of
3rd level or lower. You gain one use of
Channel Divinity that can be used for
these or any other Channel Divinity
features you have. This is added to other
uses of Channel Divinity you have gained
from a class feature, if any. You regain
this use when you have completed a short
or long rest.

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.

Your Wisdom increases by 1 to a


maximum of 20.
You gain advantage on Wisdom (Insight)
checks against humanoid creatures.
If you succeed on a Wisdom (Insight)
check involving a creature, the DM may
tell you one piece of information about
the characters personality or state of
mind in addition to whatever information
you gleaned. Additionally, if the creature
lies to you, you will know it. This later
facet lasts until you have taken a short or
long rest.

Elven Heritage
You have some elven blood, or, if you are an elf,
some other elven blood.

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You gain proficiency in Perception. Choose an


elven sub-race to which you do not belong, and
gain the following benefits:

High Elf: Your intelligence increases by 1,


to a maximum of 20, and you gain your
choice of one of the high elfs features:
Elf Weapon Training, or Cantrip.
Wood Elf: You gain your choice of one
of the wood elfs features: Elf Weapon
Training, Fleet of Foot, or Mask of the
Wild. If you choose Fleet of Foot, your
base walking speed increases by 5 feet
instead of becoming 35 feet.
Dark Elf: Your Charisma increases by 1,
to a maximum of 20, and you gain the
Drow Magic feature.

Entangling Strike
You have mastered special techniques for snaring
foes with your weapons.

You learn the maneuvers Disarming


Attack, Maneuvering Attack, and Trip
Attack, from among those available to the
Battle Master fighter archetype. When
one of these maneuvers callsf for a saving
throw, your save DC is equal to 8 + your
proficiency bonus + your Strength or
Dexterity modifier (your choice).
However, unless you know these
maneuvers from another source, you may
only use them with a whip, flail, or sickle.
You gain a superiority die that can only be
used with these maneuvers. As long as
you have no other superiority dice from
class features, this die is a d6. Otherwise,
it is the same size as your other
superiority dice. When expended, you
regain this die when you finish a short or
long rest.
Special: If you are a monk, you gain
proficiency in whips and flails, which are
considered to be monk weapons for you.

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.

Increase one attribute of your choice by 1,


to a maximum of 20.
Choose one of your skill or tool
proficiencies. You now have expertise
with this skill or tool, allowing you to add
double your normal proficiency bonus to
any ability check that would benefit from
it.
When you make an ability check that
benefits from part or all of your
proficiency bonus and you roll a 1 on the
d20, you may re-roll the die, though you
must use the second result.

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

feat, you must be wearing light or no armor. While


you are doing so, you gain the following benefits:

Your base walking speed increases by 5.


You may use Dexterity in place of
Strength for calculating jumping distance
or height, and may use a Dexterity
(Acrobatics) check in place of a Strength
(Athletics) check for purposes of
jumping.
When you take the Dash action, moving
through difficult terrain, crawling,
squeezing, and climbing do not cost
additional movement, and you can get to
your feet without spending movement.
When participating in a chase using the
rules in the Dungeon Masters Guide,
you can ignore the first Constitution
check you fail to avoid exhaustion.

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

Prerequisite: The ability to cast spells using Intelligence or


Charisma.

Increase your Intelligence or Charisma by


1, to a maximum of 20.
You gain the ability to use yourself as an
arcane focus when you cast spells that
require material components.

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.

You have a store of 2 sorcery points, as


the sorcerer class feature. You regain
these points when you finish a long rest.
Note that you do not gain the sorcerers
Flexible Casting feature, and cannot
convert spell slots to sorcery points or
vice-versa unless you have that feature
through other means.
You learn two metamagic techniques
from among those available to sorcerers
at 3rd level.

Your Intelligence or Wisdom increases by


1, to a maximum of 20.
You gain telepathy (as described in the
Monster Manual) with a range of 30
feet.

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.

Choose one class that you belong to that


gives you the Spellcasting feature but not
the Ritual Casting feature. You gain the
ability to cast spells belonging to that class
as rituals, if they have the ritual tag. You
must know the spell, or (if you prepare
spells) have it prepared to cast it as a
ritual.
For each level of spell that you can cast as
a member of this class, choose one spell
of that level or lower that has the ritual
tag. This spell is always prepared, if you
prepare spells, or is added to your spell

Page 9

list, if you dont. When you gain a new


level of spellcasting as a member of your
chosen class, you gain another such spell.
These additional spells are not restricted
by school, even if your normal spell
selections are.

Net Master
You have practiced using the net in combat until
you are able to use it with startling effectiveness.

You do not gain disadvantage for making


a ranged attack with a net while within 5
feet of a hostile creature.
When a creature within five feet of you
makes a Strength check to attempt to
remove a net, you may make an
opportunity attack against them as a
reaction.
When a creature within five feet of you is
caught in a net, you may make a shove
attempt against them as a bonus action.

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.

or long rest. You regain your use of all of them


when you complete a long rest.

Pact Initiate

Powerful Build
You are incredibly physically powerful.

Page 10

Your Strength increases by 1, to a


maximum of 20.
You are considered one size larger for
purposes of lifting and carrying weight, as
well as for grappling and shoving
(whether you are the one doing it or the
one its being done to), escaping from
nets, or any effect that creatures gain
advantage against or immunity to based
on being at least a certain size.

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

Choose an otherworldly patron, if you


dont already have one. You gain none of
the usual benefits from this patron.
You learn one of the 1st level spells from
the list of spells granted by your
otherworldly patron. Charisma is your
spellcasting ability for this spell, which is
considered a warlock spell. You can cast
this spell once as a 1st level spell without
using a slot, after which you must
complete a short rest before you can do
so again.

Your Dexterity or Wisdom increases by


+1, to a maximum of 20.
After rolling for initiative but before the
first turn of combat, you may draw one
weapon (if necessary) and make a single
weapon attack with it. If multiple
creatures are present who have the ability
to act before initiative begins, these
actions resolve in initiative order.
When you make a weapon attack, you
may stow one weapon and draw one
weapon as part of the action, bonus
action, or reaction, in any order necessary.
E.g., you could draw your sword, strike,
and then sheathe it, or stow your sword,

draw a bow, and attack with it. Similarly,


if you have multiple attacks, you could
attack with one weapon, stow it, and then
draw another and attack with that.

Sapper

Clubs have the finesse property when you


wield them.
When you attack an enemy with a club
and you meet the criteria for using the
rogues Sneak Attack ability, you inflict an
additional 1d6 damage. This stacks with
the damage from Sneak Attack if you
have that feature.
When you strike a surprised opponent
with a club, if the creatures current hit
points after the attack is less than or equal
to the damage the attack inflicted, they
are reduced to 0 hp and rendered
unconscious. This has no effect on
constructs or undead.

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:

Increase your Strength or Dexterity by 1,


to a maximum of 20.
You gain one type of favored enemy, as
per the ranger feature. Your weapon
attacks against your favored enemies are
considered magical for purposes of
damage resistance or immunity.

Unarmed Master

When you make an unarmed strike as part


of the Attack action on your turn, it
inflicts an additional 1d4 damage on a hit.
Whenever you have the ability to make
multiple unarmed strikes as part of the
same action or bonus action, you may
choose to make a single unarmed strike
with advantage instead.
Before you make an unarmed strike, you
may choose to take a -5 penalty to the

attack roll. If the attacks hits, you add


+10 to the attacks damage.

Way of the Bow


You have practiced a style of archery that relies on
intuition as much as perception. This allows you
to attack with fluid rapidity or with great
deliberation, as the situation demands.

When you take the Disengage or Dash


action on your turn, you can make a
single ranged weapon attack with a
shortbow or longbow as a bonus action.
When an ally takes the Help action to give
you advantage on an attack against
another creature, you can make a ranged
weapon attack using a shortbow or
longbow against that creature as a
reaction.
As a bonus action, you may aim at a
creature who has less than total cover
from you. This gives you advantage on
the next ranged weapon attack you make
against that creature before the end of
your turn.

Special Optional Feat


All feats are optional, but this one requires special
DM dispensation if you are not playing in a
campaign that uses the optional magic item
crafting rules. If allowed, this feat can bring the
production of spell scrolls within the purview of
player characters even in campaigns where the
secrets of creating all other magic items are lost in
the mists of time.

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

Appendix: Other New Options


New Fighting Styles
The following new fighting styles should be
considered valid options for fighters, and may be
added to the paladin or ranger lists if the DM
deems them fitting.
Any character who meets the prerequisite for the
Combat Training feat may select them, the same
as any other fighting style.

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.

New Metamagic Options


Arcane Admixture
When you first choose this option, choose one
damage type from among acid, cold, fire,
lightning, thunder, and poison. Whenever you cast
a spell that inflicts one of the other types of
damage, you may spend 1 sorcery point to change
the damage type to an arcane mix of the original
and your chosen type. For purposes of immunity,
resistance, or vulnerability, the damage type is
considered to be whichever is most harmful to the
creature. For the purpose of additional effects
specific to the creature, it is considered to be both.
For example, a clay golem hit with an admixture
of acid and fire would both be healed by the acid
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damage and frightened by the fire damage, while a


troll hit with a mixture of fire and cold would have
its regeneration suppressed by the fire damage.

If You Enjoyed This Supplement


Please check out these additional titles by the author:

Armoury of Enchantment: New Magic Items for 5th Edition


Clerics of Lesser Domains: Divine Options for 5th Edition
Warlocks of Other Patrons: Eldritch Options for 5th Edition

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