Feats

Feat NameTypePrerequisiteEffect
ActorGeneral FeatNoneYou may have your voice mimic anyone you have heard speak 3 sentences or more.
Gain +1 to Deception and Persuasion.
Adaptive ArmorCombat FeatNoneWhenever you are hit with an attack, increase your AC by 1. Each round on your turn, reset you AC back to normal.
Armor ProficiencyWeapon and Armor FeatNoneChoose an Armor Type. Gain Proficiency with armor of that type.
Gain +1 AC
AthleteGeneral FeatAthletic or Acrobatic Skill CheckGain Advantage on all Athletics and Acrobatics Checks.
Gain +1 to Fort Saves
Gain +10 Max HP
Axe MasteryWeapon and Armor FeatWeapon Specialization: AxeGain +1 to AC when wielding Axes.
Whenever you take someones HP down to 0 with an Axe, Gain +10 Damage on attacks with Axes this turn.
Battlefield AwarenessCombat FeatWeapon ProficiencyThe first critical miss you roll on an attack roll each turn is a 2 instead.
Bow MasteryWeapon and Armor FeatWeapon Specialization: BowGain +3 to Damage when wielding Bows.
Ranged Shot is a passive instead of an ability, and doesn’t require a full round action.
Cantrip CasterMagic FeatWis Score at least 12Learn and gain the ability to cast all level 0 spells. If you cannot already cast spells, you may cast wis mod spells per day.
Club MasteryWeapon and Armor FeatWeapon Specialization: ClubGain +1 to AC when wielding Clubs.
You may use Crush as a standard action instead of a full round action.
CounterCombat FeatNoneAs long as you saved an action last turn, if someone attacks you with a melee weapon, you may roll a reflex save vs their attack roll. If you Succeed, you block the attack and may attack them once as a free action.
Crossbow MasteryWeapon and Armor FeatWeapon Specialization: CrossbowGain +3 to Damage when wielding a Crossbow.
Reloading Crossbows is a free action.
Dagger MasteryWeapon and Armor FeatWeapon Specialization: DaggerGain +3 to Damage when wielding Daggers.
You may move before and after you attack with Daggers. If you already can, Gain +2 to AC.
Dextrous FighterCombat FeatDexterity Score at least 20Melee Attacks made with your dex mod gain +3 to damage and to hit.
Gain +1 AC
Distance ShooterCombat FeatWeapon Proficiency (Ranged)Double the range of ranged weapons you are proficient with
DriverGeneral FeatNoneGain Animal Handling and Piloting as class skills.
Gain +1 as Misc mods to Animal Handling and Piloting. If they were already class skills, Add +4 instead.
DurableGeneral FeatNoneGain +2 AC
Firearm MasteryWeapon and Armor FeatWeapon Specialization: FirearmGain +3 to Damage when wielding a Firearm.
Reloading Firearms is a free action.
FlurryCombat FeatNoneAs long as you don’t take a movement action during your turn, you may double the amount of melee attacks you make each round with a weapon you are proficient with.
Fresh StartMetamagic FeatSpell CasterThe first 3 spells you cast each day are free.
GrapplerCombat FeatNoneYou Gain +5 on Grapple checks. Gain +1 to your Base attack bonus.
Hammer MasteryWeapon and Armor FeatWeapon Specialization: HammerGain +1 to AC when wielding Hammers.
Crush and dismount may be used as a standard action.
HealerGeneral/ Metamagic FeatNoneHealing spell, potions, and special abilities you cast have advantage on the healing dice rolled.
Heavy HandedCombat FeatStrength Score at least 20Melee Attacks with 2 Handed weapons deal 3 times your strength mod instead of 2.
High SavesGeneral FeatYou haven’t taken Wide SavesGain +6 to any saving throw
Iron WillCombat FeatConstitution Score At least 16Your Maximum Bleed Out HP is -20. You remain conscious when below 1 HP.
Keen MindGeneral FeatNoneYou may as a DM to recall any information spoken in front of you within the last week (game time).
Gain +1 skill point
Gain +1 to will saves
Light FootedCombat FeatDexterity Score at least 18You dont lose your Dex Mod on AC when Flat footed due to being attacked by more than one enemy.
LuckyGeneral FeatNoneReroll the first crit miss you roll each day in game.
Magic InitiateMagic FeatWis Score at least 16Choose one Level 1, and one level 2 Spell. Learn and gain the ability to cast these spells. If you cannot already cast spells, you may cast wis mod spells per day.
Melee (unarmed) MasteryWeapon and Armor FeatWeapon Specialization: MeleeGain +1 to AC when wielding Melee weapons, or unarmed.
Unarmed strikes deal +5 damage.
Melee AdeptWeapon and Armor FeatNoneGain +1 to hit and +1 to damage with Melee Weapons
Memorization TechniquesMetamagic FeatSpell CasterLearn 3 new spells.
Gain +1 to Will Saves
If you lose your Spell book, you can create a copy as if the old one was next to you.
Mobile FighterCombat FeatNoneWhenever you use a melee attack, you may take a 5 foot step either before or after the attack.
Net MasteryWeapon and Armor FeatWeapon Specialization: NetGain +1 to Hit when wielding nets.
Nets you throw cannot be cut.
ObservantGeneral FeatNoneGain +3 Mis mod to Perception, Investigation, and Insight.
On PointGeneral FeatNoneAttacks of Opportunity May not be made on you.
The First time each combat you would be flat footed, you are not.
Gain + 4 to initiative
Gain+1 to Reflex
Opt OutMetamagic FeatSpell CasterYou may not cast counterspells. Your spells cannot be countered.
Piercing MasteryWeapon and Armor FeatWeapon Specialization: PiercingGain +1 to AC when welding Piercing Weapons.
Armor Pierce may be used as a standard action.
Polearm MasteryWeapon and Armor FeatWeapon Specialization: PolearmGain +1 to AC when welding a Polearm.
Reach is a passive instead of an ability, and no longer takes a full round action.
Potent SpellsMetamagic FeatSpell CasterDamage Spells cast by you have advantage on the damage rolls.
Power AttackCombat FeatStrength Score at least 18Before you roll your attack, you may subtract any number up to 10 from your attack roll. If you do, you may add that number to your damage.
Quick DrawCombat FeatNoneYou may draw weapons as a free action
Ranged AdeptWeapon and Armor FeatNoneGain +1 to hit and +1 to damage with Ranged Weapons
Rapid ReloadCombat FeatNoneReloading a weapon is a free action
Rapid ShotCombat FeatNoneAs long as you don’t take a movement action during your turn, you may double the amount of ranged attacks you make each round with a weapon you are proficient with.
Rope MasteryWeapon and Armor FeatWeapon Specialization: RopeGain +1 to AC when welding Ropes.
Disarm may be used as a standard action once per turn, and you may catch the weapon that you disarm.
ScribeMagic FeatWis and Int Scores at least 14You can make an identical copy of any writing you have the time to copy.
Gain +1 to Deception
If you do not already have a craft, gain “Craft: Scribe”
Scythe MasteryWeapon and Armor FeatWeapon Specialization: ScytheGain +1 to AC when wielding Scythes.
Slash may be used as a standard action.
SentinelCombat FeatNoneYou may take attacks of opportunity on anyone who is 5 feet from you and:
attacks a target within 5 feet of you
moves out of a space 5 feet from you
or casts a spell within 5 feet from you
as long as you have an action to attack with. You gain one free action per round to use an attack of opportunity.
Shield MasteryWeapon and Armor FeatWeapon Specialization: ShieldGain +3 to AC when wielding a Shield.
Bash may be used as a standard action.
Silent CasterMetamagic FeatSpell CasterSpells you cast may be cast silently
Gain +2 misc Score to stealth
Simple Ranged MasteryWeapon and Armor FeatWeapon Specialization: Simple RangedGain +3 to Damage when wielding Simple Ranged Weapons.
Ranged Shot is a passive instead of an ability, and doesn’t require a full round action.
SkilledGeneral FeatNoneGain a +3 Misc mod on any 2 skills
Sneak AttackCombat FeatNoneAs long as you catch a target unaware or they are flat footed when you attack them, deal an additional 1d6 damage if you hit.
Spell AccuracyMetamagic FeatSpell CasterAdd your wis mod to ranged attacks made with spells
Spell AdeptMetamagic FeatSpell NoviceGain +2 on Ranged attacks and saves made to cast spells. This stacks with Spell Novice.
Spell CasterMagic FeatWis Score at least 20Choose any 3 spells level 6 or lower. Learn and gain the ability to cast these spells. If you cannot already cast spells, you may cast wis mod spells per day.
Spell MasterMetamagic FeatSpell AdeptGain +3 on Ranged attacks and saves made to cast spells. This stacks with Spell Adept.
Spell NoviceMetamagic FeatSpell CasterGain +1 on Ranged attacks and saves made to cast spells.
Spell SniperMetamagic FeatSpell CasterDouble the range of Spells single and multi target spells you cast that you know.
Spell SpecializationMetamagic FeatSpell Caster, You can’t have taken spell SpecializationChoose a Spell type. Ranged attacks and Saves used with these spells have a +5.
Spring AttackCombat FeatNoneYou may split you movement action before and after you attack.
SprinterCombat FeatNoneYou may take any number of movement actions each turn instead of the standard 1.
Gain +5 Speed.
Summon MasterMetamagic FeatCan cast at least 1 summon spellCreatures and undead who are summoned by you do not leave until commanded by you.
Sure ShotCombat FeatNoneAs an action, you may give your next shot a +5 to hit and a +5 to damage.
Sword MasteryWeapon and Armor FeatWeapon Specialization: SwordGain +1 to AC when wielding Swords.
Slash may be used as a standard action.
TenaciousGeneral FeatNoneDebuffs on you are dispelled or negated after 3 rounds. This includes Poisons, Spells, Abilities, and Traveling illnesses such as sea legs
Gain +1 to Fort Saves
Gain +1 to Initiative
Throwing AdeptWeapon and Armor FeatNoneGain +1 to hit and +1 to damage with Throwing Weapons
ToughnessGeneral FeatNoneGain +10 Max HP,
Gain +1 to Con
Two Weapon DefenseWeapon and Armor FeatTwo Weapon FightingAs long as you are dual wielding, Gain +2 to AC
Two Weapon FightingWeapon and Armor FeatNoneYou may attack with both you regular and off hand weapon each action.
Weapon ProficiencyWeapon and Armor FeatNoneChoose a Weapon Type. Gain proficiency with weapons of that type.
Gain +1 Base Attack Bonus
Weapon SpecializationWeapon and Armor FeatWeapon ProficiencyChoose a weapon type that you are proficient with. Gain +2 to hit with weapons of this type.
Well RestedGeneral FeatNoneWhenever you wake up after a full rest, gain 10 Temporary HP.
Gain +1 to Initiative
Wide SavesGeneral FeatYou haven’t taken High SavesGain +2 to each saving throw