Attuned to Death
Prerequisite: None
You have a strange connection to the forces of death,
granting you the following benefits:
You gain proficiency in death saving throws, if your roll for
a death saving throw ever reaches 20 or above, it is
considered as if you had rolled a natural 20 for it.
You gain resistance to necrotic damage, if you already
have resistance to necrotic damage, you instead gain
immunity to it.
Beyond Expertise
Prerequisite: Expertise in a skill
Choose a skill you have Expertise in (You add double your
proficiency bonus to it)
Instead of adding double your proficiency bonus to it, you
add triple your bonus to it.
Chaos Caster
Prerequisite: War Caster
Even in the midst of chaos, you are able to cast spells to
near perfection. Which gives you the following benefits:
You gain a +5 bonus to Constitution saving throws made
to maintain concentration on a spell.
When you use your bonus action to cast a spell of 1st level
or higher, you may still use your action to cast a spell of
1st level or higher.
When you use your action to cast a spell of 1st level or
higher, you may still use your action to cast a spell of 1st
level or higher.
Crossbow Legend
Prerequisite: Crossbow Expert Feat
Thanks to even further crossbow practice, you gain the
following benefits:
You ignore 1/2 and 3/4 cover when attacking with a
crossbow you are proficient in.
When you use the Attack action and attack with a one-
handed weapon, you can use a bonus action to attack
twice with a hand crossbow you are holding. The second
shot from this bonus action has disadvantage.
Dark Stalker
Prerequisite: Skulker
The shadows are practically an extension of your body,
granting you the following benefits:
While in darkness, you are invisible to any creature that
relies on darkvision to see you in that darkness.
When a creature would spot you in some way while you
are hidden, you may immediately use your reaction to
make a new stealth check to avoid detection.
While in dim light, you gain a +1 bonus to your AC. While
in darkness, this bonus increases to +2.
Dual Wielding Master
Prerequisite: Dual Wielding Feat
You have trained extensively in the art of dual wielding,
gaining the following benefits:
You may choose to make any off-hand attack as apart of
the attack action. If you do this, you can not use your
bonus action to make any off-hand attacks this turn.
When you engage in two weapon fighting, you may make
two attacks instead of one.
Ethersoul
Prerequisite: None
Raw magic flows throughout you, granting you the
following benefits:
You learn 2 cantrips of your choice from any spell list, you
choose your spellcasting ability for these cantrips.
Provided you can see the caster of a spell, you can
immediately identify what is being cast.
You gain resistance to force damage, if you already have
resistance to force damage, you instead gain immunity to it.
Evermind
Prerequisite: None
Your mind has evolved, granting you the following benefits:
You are immune to anything that would reduce your
Intelligence, Wisdom or Charisma scores.
You can speak telepathically with any creature that you
are aware of within 120-feet of you.
You gain resistance to psychic damage, if you already have
resistance to psychic damage, you instead gain immunity
to it.
Expertise
Prerequisite: None
Choose two skills you have proficiency in, instead of adding
your proficiency bonus to skill checks made with those skills,
you now add double your proficiency bonus.
Extensive Training
Prerequisite: None
Choose three conditions, you have advantage on saving
throws made to avoid or resist the chosen conditions.
Genius Wordsmith
Prerequisite: Linguist
You have studied nearly every language known to the
multiverse, granting you the following benefits:
Provided a creature understands at least one language,
you can understand anything they say-and they can
understand anything you say.
When speaking to a creature in their native tongue (DM
discretion) you have advantage on Charisma checks
against them.
When a creature is speaking a language you know, you
have advantage on Insight checks against them.
Great Weapon Empyrean
Prerequisite: Great Weapon Master
When you score a critical hit with a melee weapon or
reduce a creature to 0 HP, you may immediately make
another attack with the same weapon as apart of the same
action.
Before you make a melee attack with a heavy weapon that
you are proficient with, you can choose to roll
disadvantage on the attack if you don't have it already. If
the attack hits, it deals maximum damage.
Holy Blood
Prerequisite: None
Your blood runs holy, granting you the following benefits:
You are immune to diseases.
You have advantage on saving throws made to resist
curses.
You gain resistance to radiant damage, if you already have
resistance to radiant damage, you instead gain immunity
to it.
Iron Mind
Prerequisite: None
You are immune to the charmed and frightened conditions.
Latent Magical Power
Prerequisite: Spell Slots
You have an inner well of magical power that's finally
become activated. You gain a number of points equal to your
character level that may be expended on a long rest.
You may expend a number of points equal to a spell slot
level to gain an additional spell slot for that level. These
additional spell slots last until you finish a long rest.
(For example: A level 7 Char with this feat would have 7
points, they could use them to gain an additional 4th and 3rd
level spell slot, so they'd have two 4th level slots total and
four 3rd level slots total)
Legendary Polearm Master
Prerequisite: Polearm Master
Your skill with reach weapons reaches a level equivalent to
perfection. You gain the following benefits:
When you take the bonus action attack gained from
Polearm Master, you may make two attacks with the
opposite end instead of one.
Attacking a creature that enters your reach with the
Polearm Master feat does not use your reaction. You may
only strike a creature once on their turn with this feat
however.
Legendary Resistance
Prerequisite: None
When you fail on a saving throw, you may instead choose to
succeed.
You may use this feature a number of times equal to half
your proficiency bonus (Rounded down), you regain all
expended uses upon completing a long rest.
Legends Trades
Prerequisite: None
Choose a feature another class gains at 3rd level or earlier
other than spellcasting, you gain this feature as if you were
that class. If the feature scales off of class level in some way
(Such as Rogues sneak attack) you are treated as being level
3 in that class.
Mage Punisher
Prerequisite: Mage Slayer
Mages often think they can run around the world, with no
consequences for their reality warping actions? You're
determined to prove them wrong. You gain the following
features:
When a creature is concentrating on a spell and you
damage them, instead of the normal save-they must
succeed on a Constitution saving throw with the DC being
equal to 10 or the total damage you dealt with that attack
(Whichever is higher) or lose concentration.
When a hostile creature you can see casts a spell, you may
use your reaction to move up to your speed. If you end this
movement within your weapons reach of them, you may
make an attack against them as apart of the same
reaction.
As an action, you may touch a creature and cast Dispel
Magic on them. This requires no components and is non-
magical itself. You choose your casting ability for this
feature. Once you use this feature, you may not do so
again until you complete a long rest.
Magic Resistance
Prerequisite: None
You have advantage on saving throws against spells and
other magical effects.
Master Gunner
Prerequisite: Gunner
Your skills and expertise with firearms are unmatched, you
gain the following benefits:
Firearms you attack with deal an additional die of
damage.
If you are using firearm rules that use the Misfire feature,
its range is decreased by 1.
When you roll a critical hit with a firearm, you may
immediately make another attack with the same firearm.
Maximum Decibel
Prerequisite: None
Sound comes easily to you, granting you the following
benefits:
You are immune to the deafened condition (The exception
to this is if your ears are removed)
If a creature within 60-feet of you is speaking, you can
hear what they are saying clearly.
You gain resistance to thunder damage, if you already
have resistance to thunder damage, you instead gain
immunity to it.
Oozeborn
Prerequisite: None
Your body is squishy and malleable like an ooze, granting
you the following benefits:
You can move through spaces as narrow as 1 inch without
squeezing.
You have advantage on checks made to escape grapples.
You gain resistance to acid damage, if you already have
resistance to acid damage, you instead gain immunity to
it.
Peak Athlete
Prerequisite: Athlete
You have undergone training beyond mortal limits,
allowing you to gain the following benefits:
When you are prone, standing up requires no movement.
You gain a bonus to your carrying capacity equal to 5 x
Your Dexterity score.
Your jump distance is doubled.
You can escape from a grapple by expending half of your
movement (No action required)
Pit Fighter
Prerequisite: Tavern Brawler
You are a master of fighting with whatever you can get your
hands on, granting you the following benefits:
Your unarmed strikes damage die follows the Monk class
progression. If you already have the unarmed strike
feature from your class (Not counting the Tavern Brawler
feat), the damage die increases by one step (From d6 to d8
for example)
While not wearing armor and wielding an improvised
weapon, you gain a +1 bonus to AC.
You have advantage on attack rolls with an unarmed strike
or improvised weapon against a target you have grappled.
Precise-Shooter
Prerequisite: Sharpshooter
Your mastery at ranged weapons reaches a level thought
impossible, granting you the following benefits:
Before you make an attack with a ranged weapon that you
are proficient with, you can choose to roll advantage on
the attack. If the attack hits, it deals minimum damage.
Before you make an attack with a ranged weapon that you
are proficient with, you can choose to roll disadvantage on
the attack if you don't have it already. If the attack hits, it
deals maximum damage.
Shield Legend
Prerequisite: Shield Master Feat
Your skills with a shield have honed to legendary
standards, you gain the following benefits while you are
wielding a shield:
If your weapon has the versatile property, you may use the
versatile property while also wielding a shield
The AC bonus granted by shields you wield is increased
by 1.
If you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, even if
you fail you still only take half damage, any additional
effects still apply.
Skills of Mythos
Prerequisite: None
You gain proficiency in any three skills or tools of your
choice.
You gain proficiency in two saving throws of your choice.
Soul Crusher
Prerequisite: Crusher
You have grown so adept at crushing things, it's basically
second nature to you. You gain the following benefits:
Your attacks against creatures wearing heavy armor that
deal bludgeoning damage deal additional damage equal to
your proficiency bonus. If the creature has natural armor,
you gain this bonus if it is 18 or more.
The advantage on attacks caused by your Crusher feat
lasts an additional round.
When attacking a creature with a bludgeoning weapon,
the attack ignores any resistance to bludgeoning damage
the creature may have.
Soul Piercer
Prerequisite: Piercer
Some people like stabbing... Some people love stabbing...
And then there's you. You gain the following benefits:
Your attacks against creatures wearing no armor or light
armor that deal piercing damage deal additional damage
equal to your proficiency bonus. If the creature has
natural armor, you gain this bonus if it is 13 or less.
When you score a critical hit that deals piercing damage
to a creature, you can roll one additional damage die when
determining the extra piercing damage the target takes.
This stacks with the bonus from the Piercer feat.
When attacking a creature with a piercing weapon, the
attack ignores any resistance to piercing damage the
creature may have.
Soul Slasher
Prerequisite: Slasher
Slashing down foilage and nature, or flesh and bone? Well
that's up to you now isn't it. You gain the following benefits:
Your attacks against creatures wearing medium armor
that deal slashing damage deal additional damage equal
to your proficiency bonus. If the creature has natural
armor, you gain this bonus if it is 14, 15, 16 or 17.
The grevious wounds caused by your Slasher feat lasts an
additional round.
When attacking a creature with a slashing weapon, the
attack ignores any resistance to slashing damage the
creature may have.
Staticblessed
Prerequisite: None
You have been blessed by raw electricity, granting you the
following benefits:
You are immune to the stunned condition.
You are always aware of what the weather will be in the
next 7 days (Excluding magical intervention)
You gain resistance to lightning damage, if you already
have resistance to lightning damage, you instead gain
immunity to it.
Summerlight
Prerequisite: None
You have an immense connection to heat, granting you the
following benefits:
You are immune to the blinded condition (The exception
to this is if your eyes are removed)
You are naturally acclimated to the extreme heat, and can
withstand temperatures as high as 200 degrees Celsius.
You gain resistance to fire damage, if you already have
resistance to fire damage, you instead gain immunity to it.
Supernatural Influence
Prerequisite: None
Choose either your Intelligence, Wisdom, or Charisma
score. You may add the chosen ability scores modifier to your
AC. If you are already adding it to your AC from some feature
such as Unarmored Defense, you may not add it again.
If you are wearing Medium Armor, the bonus you gain from
this is halved (Rounded up)
If you are wearing Heavy Armor, the bonus you gain from
this is halved (Rounded down)
You may not benefit from this feat if you are adding your
proficiency bonus to your AC in any way.
Swift Strikes
Prerequisite: None
The amount of attacks you can make when you take the
attack action is increased by one.
You may take this feat multiple times, increasing the
amount of attacks by one with each subsequent taking of this
feat.
Tabaxi's Swiftness
Prerequisite: None
Your speed increases by 20 feet, and you ignore
nonmagical difficult terrain.
Tarrasque Toughness
Prerequisite: Tough Feat
Your hit point maximum increases by an amount equal to
three times your level when you gain this feat. Whenever you
gain a level thereafter, your hit point maximum increases by
an additional 3 hit points.
Toxicologist
Prerequisite: None
Poison is like water to you, granting you the following
benefits:
You are immune to the poisoned condition.
Provided you can see or smell something, you can tell
whether it is/has been poisoned or not.
You gain resistance to poison damage, if you already have
resistance to poison damage, you instead gain immunity
to it.
True Instinct
Prerequisite: The inability to cast any kind of spell
Your body moves on its own, your instincts granting you far
better skill and speed than others.
On your turn, you may take an additional action. If this
action is used to take the attack action, you can only make
one attack, regardless of how many you can normally make.
Ward of Blade and Bow
Prerequisite: Spellcasting or Pact Magic Feature
You learn how to form a magical ward that feeds off of your
remaining magic to guide your strikes.
You gain a bonus to your attack rolls equal to half of your
highest level unexpended spell slot (Rounded up)
Ward of Plate and Shield
Prerequisite: Spellcasting or Pact Magic Feature
You learn how to form a magical ward that feeds off of your
remaining magic to protect you.
You gain a bonus to your AC equal to half of your highest
level unexpended spell slot (Rounded up)
Ward of Sorcerous Defense
Prerequisite: Spellcasting or Pact Magic Feature
You learn how to form a magical ward that feeds off of your
remaining magic to shield from enemy spells.
You gain a bonus to your saving throws against magic
equal to half of your highest level unexpended spell slot
(Rounded up)
Wall of Iron
Prerequisite: Heavy Armor Master
While wearing heavy armor, you are considered to have
half cover.
Winterbound
Prerequisite: None
You have an immense connection to frost, granting you the
following benefits:
You may ignore difficult terrain made of snow or ice.
You are naturally acclimated to the extreme cold, and can
withstand temperatures as low as -100 degrees Celsius.
You gain resistance to cold damage, if you already have
resistance to cold damage, you instead gain immunity to
it