Feats in 5E
“Randy, how the fuck do feats work in 5E?” – A Player (Probably)
Feats in 5E have been changed. Before one of you loses your minds, the way feats are working now are they are actually optional. That’s right, OPTIONAL!
When you reach certain levels noted in certain classes, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature. Alternatively, when you reach one of the noted levels, you can forgo improving any of your ability scores to take a feat.
::Unearthed Arcana Feats::
You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table.
You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components.
- When you first take this feat, you gain the least dragonmark. You learn the spells listed under the Least column..
- At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You also learn the spell listed under the Lesser column.
- At 9th level and higher, your mark’s power increases again, becoming a greater dragonmark. You also learn the spell listed under the Greater column.
You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether.
Prerequisites: Intelligence 13 or higher.
When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.
If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it.
In addition, you have proficiency with artisan’s tools (quicksmith’s tools). Using
those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clock-work animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
You are skilled in the creation of servos, tiny constructs that function as personal assistants.
Prerequisites: Intelligence 13 or higher.
You can cast the find familiar spell as a ritual, creating a servo to
serve as your familiar instead of an animal. In every other way, a servo familiar functions as described in the find familiar spell.
You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own.
Bane of Wolves
Wolves and the creatures that mimic them barely stand a chance against you
- Werewolves, wolves, dire wolves, and other lupine creatures have disadvantage on all melee attack rolls against you.
- You have resistance to damage dealt by a lupine creature’s first melee attack during each of its turns.
You have a stylish addiction to nicotine.
Prerequisites: Addiction to Nicotine [Flaw]
Benefit: As an action, during combat you can light your pipe, this action gives you advantage on attack rolls in the following 2 rounds. You may toss your pipe as a ranged attack dealing 1d4 fire damage.
You have crude control over electricity effects near you.
- You gain resistance to lightning damage.
- When you take electricity damage from a source, as a reaction, you may send a line of electricity arcing from your body to a single target within 20 feet. The target can take a Dexterity Saving Throw (DC = 8 +Proficiency Bonus + Dexterity Saving Throw), on a failed save the target takes the same amount of damage you took, on a successful save, they take half as much.
You can channel negative energy to accelerate poisonous effects.
Prerequisites: Corantus as patron deity, Channel Divinity
Benefits: You can spend a rebuke undead attempt to speed up the effects of poison, affecting all creatures within 20 feet of you. Any poisoned creature in the area that has not yet attempted its saving throw against the poison’s secondary effect must do so immediately. (This takes the place of the saving throw at the end of the normal poison duration.)
You are a master of two paths or have trained in two subclass traditions.
Perquisites: Must have already taken a subclass.
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- You choose a second subclass from one class you already have access to a subclass in. When you gain benefits for your subclass, you can choose from either of the two subclasses. (You do not gain the benefits of both).
Edge of Ensatus
Through the will of Ensatus, a strong crusader takes no notice of small injuries
Prerequisites: Steely Resolve, Ensatus as patron deity
Benefits: If the temporary damage pool granted by Steely Resolve isn’t more than half full, the crusader takes no damage at the end of the crusader’s next turn.
You excel at wielding a one-handed weapon while carrying nothing in your off hand.
Benefits: If you are fighting with a one-handed weapon or a light weapon and carrying nothing in your off hand, you can access to three special actions…
- Narrow Profile: You can tuck your arm behind your back and offer a narrow profile when you concentrate on defense. You gain an additional +2 to AC when choosing dodge as your reaction.
- Off-Hand Balance: You use your off hand to balance yourself while performing acrobatic maneuvers. After you make a successful attack action against an opponent, you can take a bonus action to disengage in combat.
- Off-Hand Swap: With a flourish, you flip your weapon into the air, catch it in your off hand, and continue to press the attack. When you use this maneuver, you must first take an attack action to strike an opponent at least twice. On your next turn you gain advantage on your next attack action.
At the moment when a character uses this feat, a symbol appears in the air that looks like a clock with rapidly turning hands. The effect ends when the encounter ends.
Prerequisites: Sorcerer, Warlock, Wizard
Benefits: As a free action, a Sorcerer or Wizard can sacrifice a spell slot in order to gain a bonus to their initiative roll equal to the spell slot level they sacrifice. They can only sacrifice one spell slot in this way, once per encounter.
Lord of Uttercold
Through careful study of the Elemental Planes and their interactions with the Shadowfell, you have learned to wield the uttercold.
Prerequisites: Ability to cast 3 ice spells.
Benefit: You can turn spells with the cold descriptor into uttercold spells. Half the damage dealt by an uttercold spell is cold damage, and the other half is necrotic damage.
The spell’s saving throw remains unchanged, but creatures can apply cold resistance or immunity to cold only to the cold portion of the damage. An uttercold spell uses a spell slot of the spell’s normal level.
Master of Hellfire
Through careful study of the Nine Hells and their interaction with the Plane of Fire, you learned to wield Hellfire*
Prerequisites: Ability to cast 3 fire spells.
Benefit: You can turn spells with the fire descriptor into Hellfire spells. The damage done by Hellfire spells deal Hellfire damage, hotter than the hottest flames of any world, Hellfire burns with a white-hot glow and is capable of burning through even the hardest of substances. The spell’s saving throw remains unchanged. Even with creatures with immunity or resistance to fire take full normal damage from these hellish flames. Hellfire spells also deals full damage to objects, unlike normal fire damage. A Hellfire spell uses a spell slot of the spell’s normal level, but the user takes 1d4 damage every time you use this ability.
The act of pilgrimage enriches your faith.
Prerequisite: Constitution 12 or Higher.
- Increase your Constitution score by 1, to a maximum of 20.
- You gain proficiency in the Religion Skill
- You may add your Intelligence modifier to the number of days you can go without food.
- When subsisting on half rations, you have advantage on the DC 10 Constitution saving throw to determine if you suffer from exhaustion or not.
Supreme Great Weapon Master
You can let the momentum from a deadly attack carry your weapon into another foe.
Prerequisite: 9th level, Great Weapon Master feat
Benefit: Once on each of your turns, when you reduce a creature to 0 hit points or fewer with a melee attack, you may take a bonus action in which you may move up to 15 feet and then make a single melee attack against another creature.
You are a master of fighting with powerful bludgeoning weapons.
- You can a +1 to your Strength Score, to a maximum of 20.
- During your turn, if you make two successful attacks against an enemy with a Heavy weapon, they must immediately make a Constitution Saving Throw (DC 8+ Proficiency Bonus + Your Strength Modifier). On a Failed save they become nauseated by pain for 1 round.
- You also have advantage on Strength checks to prevent being pushed or knocked prone.
Touch of the Elements
You are attuned to one of the primal forces of nature in some way. Perhaps you are favored by an elemental lord, perhaps you were born under a certain sign, or perhaps your mind just seems to grasp the flow and ebb of this natural energy, but it is eager to serve you and you are resilient to its dangerous effects. As well, you can understand those that use it to speak, and can respond in kind.
- Chose one energy type, you gain resistance against damage of this type.
- You learn the Primordial language.
- When you make damage rolls of your chosen energy type, reroll any damage dice that show a 1 or 2. This effect may only be used once per roll.
Channeling a magical link between two people makes larger obstacles easier.
Benefit. An an Action you and a willing ally can exchange spell slots. Only one partner needs to have this feat.
Restriction. Bards, Sorcerers, Warlocks, and Wizards can only use this link together; as only Paladins, Clerics, and Druids can use this link.
You’ve mastered a wide array of combat techniques with a whip.
- Increase your Dexterity Score by 1, to a maximum of 20.
- If an enemy attempts to move out of a 15 ft. radius of you, as a reaction, you can make an Attack of Opportunity.
- As an action you can crack a whip in a nearby open square. Enemies who can view this action, within 30 feet, must make a Wisdom saving throw or become shaken for 1d4 rounds. The DC = 8+ Proficiency Bonus + Your Dexterity modifier.