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Feat Workshop and Suggestions

1463746124

Edited 1469551375
Stephen D
Elite
Marketplace Creator
The following are experimental feats; when they are granted active status (I will mark them 'active'), I reserve the right to change these feats in game if I feel they are over or underpowered; if I do that, anyone who has taken them will be given the chance to get their XP back and lose the feat or exchange it for another. The known trainers for feats can be found  here. Blindfight Prerequisites: to gain this feat you must be trained in Perception and have a Dexterity of 16 and a Wisdom of 14 After extensive training, you do not need to see your foes to defend against them. Attackers who are unseen no longer gain advantage against you when they attack, provided you are physically able to hear them (thus you lose the benefits of this feat in an area affected by silence, or against a mage casting using the silent spell feat). You can always hear missile weapons as they approach, whoosing through the air; unless they are magically silenced. Thus, you are immune to the effects of the Assassinate class feature of Rogues. Improved Blindfight Prerequisites: to gain this feat you must have the Blindfight Feat and a Dex score of 18 and a Wisdom of 15 The night is now your friend; you no longer suffer disadvantage when attacking enemies you cannot see in melee, either because they are invisible or because they are hidden in normal or magical darkness. This feat does not grant you automatic knowledge of their location but you may now attempt to locate an unseen foe as a Bonus action instead of a standard action. You cannot sneak attack a foe you cannot see nor can you cast spells that target them; though area effect spells function as normal. Improved Grappler (active) Prerequisite: Grappler, Str of 16 When you grapple a creature and pin it, it is incapacitated until it breaks free; i.e. the only action it can take is to attempt to escape the Grapple. You are only restrained whilst pinning another creature. Improved Spell Sniper (active) Prerequisites: First level spellcaster (feats, such as Magical Initiate do not count), Spell Sniper Feat, Dex of 13 You are now able to attack with low level spells more accurately than most. When you attack an enemy you can see with a cantrip or spell of first or second level that requires an attack roll, you can take -5 on the to hit roll to deal +10 damage. This feat can also be employed when first or second levels spells are cast at higher levels. In addition, if you have the sneak attack class feature then spells that you can cast that require attack rolls can also benefit from sneak attack damage once per turn. Note that if a spell grants multiple rays or attacks, only one can benefit from extra damage and from sneak attack via this feat e.g. scorching ray. Still Spell (active) Prerequisites: Cleric, Druid, Warlock, Wizard or Bard of 3rd level or higher. You no longer need to move or make gestures in order to cast spells; and thus ignore the Somatic (S) component requirement of any spell. You still require any spell components to be in hand to cast, but casting itself no longer requires any movement. Indeed, if combined with other feats, this feat allows casting whilst paralysed, restrained or otherwise prevented from moving. This feat allows druids or polymorphed wizards to cast spells in animal/monster form if combined with Eschew components and Silent Spell, but the slot increases stack; thus a spell cast using silent and still spell would be cast 2 levels higher to achieve a normal effect. A Still Spell uses up a spell slot one higher than usual; thus a cantrip uses up a first level spell slot etc. Silent Spell (active) Prerequisites: Cleric, Druid, Warlock, Wizard or Bard of 3rd level or higher. You no longer need to speak in order to cast spells, and thus ignore the Verbal (V) component of any spell you know. This means that you do not automatically reveal yourself when casting a spell whilst hidden, though if the spell affects another creature, it automatically knows where you are iif targetted, whether you hit or miss. This feat allow allows druids or polymorphed wizards to cast spells in animal/monster form if combined with Eschew components and Still Spell but the slot increases stack; thus a spell cast using silent and still spell would be cast 2 levels higher to achieve a normal effect. A silent spell uses up a slot one higher than normal; thus a cantrip uses up a first level spell slot etc Eschew Components (active) Prerequisites: Cleric, Druid, Warlock, Wizard or Bard of 3rd level or higher. A spell cast using this feat no longer requires the caster to have his spell component pouch, divine, magical or arcane focus in hand. Thus spells with the M component can be cast without the material component, unless it has a listed value. In the case of material components with listed gp values, the spell component is still required.This feat allow allows druids or polymorphed wizards to cast spells in animal/monster form if combined with Eschew components and Still Spell but the slot increases stack; thus a spell cast using eschew components, silent and still spell would be cast 3 levels higher to achieve the same effect as casting the spell at it's default level. A spell cast using the benefit of this feat uses up a slot one higher than normal; thus a cantrip uses up a first level spell slot etc Single Element Mastery (active) Choose one of the elements (Electricity, Fire, Cold, Thunder). Whenever you cast an evocation spell that does damage of another elemental type, you may change the damage type to your chosen element. All other features of the spell remain the same, except as indicated below. In addition, the damage dice of any spells involving your favored element changes; d12 becomes 1d6+6, d10 becomes 1d6+4, d8 becomes 1d4+4, d6 becomes 1d3+3, d4 becomes 1d2+2 . Your spells also gain one extra feature as follows: Electrical: +2 to attack roll or +d4 damage versus targets wearing metal armour (chosen before roll is made). Fire: Targets hit take 1d6 fire damage per round until they spend a reaction to put the flames out. Cold: Targets struck have their base movement reduced by 5 feet for 1 round. Thunder: Targets struck must make a DC 7 saving throw or be knocked prone
1463750598

Edited 1465149346
Stephen D
Elite
Marketplace Creator
Vexing Flanker (active) Prerequisite: Str or Dex of 13 When you flank your enemies, you are now more dangerous in combat. You and your flanking ally now gain advantage on attack rolls against flanked foes. Eyes in the back of your head (active) Prerequisite: Wis 13 When flanked in melee combat, foes do not gain +2 to hit you nor advantage if they have the Vexing Flanker feat. Extended Casting (active) Prerequisite: Cleric, Druid, Warlock, Wizard, Sorceror, or Bard of 3rd level or higher. You can now cast spells in low level auras by extending the casting time of your spell. If the prevailing magical aura is lower than the level of the spell you want to cast, you can increase the casting time of your spell, to leech energy from the aura more slowly and allow the spell to be enacted. The amount of time required is worked out as follows: Level of spell, minus the level of the aura, equals the extra casting time in consecutive actions that are required to enact the spell. This is added on to the spell's normal casting time. For example,  caster in an aura of 0 wants to cast a second level spell that normally requires an action to cast. He now must spend 3 consecutive actions in order to cast the spell (2-0 + the spell's normal casting time of 1 action). A caster enacting a spell by extended casting must make a DC10 concentration check if he is forced to move, speak or is attacked whilst casting. He also takes a normal concentration check if he is damaged. For the entire duration of the extended casting, the caster has disadvantage on all ability checks, saves and perception checks and so is at -5 to his passive perception. This feat is limited in that spells requiring casting times longer than 3 actions cannot be cast using; as the power drain whilst the spell is in operation is too high to allow successful casting. Extend Spell (active) Prerequisite: Cleric, Druid, Warlock, Wizard or Bard of 3rd level or higher. When you cast a spell using the extend spell feat, the duration of the spell is doubled. This feat can only be used on spells with durations equal to or less than 1 hour. Spells cast using this feat expend a spell slot 1 higher than normal. All other parameters of the spell remain the same. Heighten Spell (active) Prerequisite: Cleric, Druid, Warlock, Wizard or Bard of 3rd level or higher. This feat allows casters to increase the DC of their spells by expending higher level spell slots. For each level of slot used to power this feat, the spell save DC of your spell increases by 1. Hence a level 1 spell with a normal DC of 13 cast as a second level Heightened spell would have a DC of 14. No other parameters of a heightened spell are affected; thus a Heightened spell does not also gain extra damage or other effects normally gained by casting a spell at a higher level. Maximise Spell (active) Prerequisite: Cleric, Druid, Warlock, Wizard or Bard of 5th level or higher and either Heighten, Extend, Silent or Still spell feats. When you cast a spell that deals or heals damage (or uses damage as a way of measuring it's effect, like sleep) instead of rolling the dice you deal or heal the maximum amount of damage possible for that spell. A maximised spell uses up a spell slot two higher than normal.
1463751010

Edited 1469641620
Stephen D
Elite
Marketplace Creator
Improved Sneak Attack (active) Prerequisite: Rogue level 1, Dex 16 Your sneak attacks are now more deadly. Increase your damage dice from sneak attacks to a d8. You can still only make one sneak attack per turn and you must still have advantage on the roll or have an adajcent ally to be able to sneak attack. Extra Sorcery (active) Prerequisite : Sorceror level 2 You gain a permanent increase in sorcery points at 2nd, 4th, 6th, 8th and 10th levels; an increase of 1 at each of these levels. Improved Initiative (active) Prerequisite: Dex 14, Alert feat When others are caught flat footed, you are ready. You gain a +2 bonus to initiative that adds to your dexterity modifier for the purposes of determining turn order. This stacks with the +5 granted by the Alert feat. Weapon Focus (active) Prerequisites: Dex or Str of 13 (must correspond to the attribute used to wield the weapon) You choose one type of weapon that you are proficient with (e.g Longswords) and spend one month extensively practising with them. Thanks to your additional training you gain +1 to attack with the chosen weapon types. Weapon Specialisation (active) Prerequisites: Weapon Focus, Character Level 4, Dex or Str of 15 (must correspond to the attribute used to wield the weapon) Choose one individual weapon of the type you have selected previously for the Weapon Focus feat. You spend one month practising with that exact weapon in order to better understand it's size and balance. If you are a two weapon fighter (i.e. possess the two weapon fighting style or the dual wielder feat), you can spend twice the xp cost and gain this ability with both your weapons for only one feat slot. After completing your training, you gain the following benefits; When you hit with the chosen weapon, the damage die for the weapon increases by 1 step on the dice tree as follows: 2d8 2d6 1d12 1d10 1d8 1d6 1d4 1d2 If you lose the weapon(s), you have to retrain and spend the xp again to gain this ability with the new weapon. This replaces the original feat and does not take up an additional feat-slot. Weapon Mastery (active) Prerequisites: Weapon Specialisation, Character Level 8, Dex or Str of 17 (must correspond to the attribute used to wield the weapon) Choose one individual weapon that you have selected previously for the Weapon Specialisation feat with. You spend one month practising with that type of weapon in order to perfectly understand it's size and balance. If you are a two weapon fighter (i.e. you have the two weapon fighting style or the dual wielder feat), you can spend twice the xp cost and gain this ability with both your weapons for only one feat slot. After completing your training you gain the following benefits; +1 to attack with the chosen weapon Increase your Strength or Dexterity score by 1, to a maximum of 20 Lower the threshold for a critical hit by 1 if you are wielding the chosen weapon If you lose the weapon(s), you have to retrain and spend the xp again to gain this ability with the new weapon. This replaces the original feat and does not take up an additional feat-slot. Light Armour Master (active) Prerequisites: Proficiency with Light Armor You have mastered the ability to duck, dodge and weave whilst using Light Armor and gain the following benefits; You reduce the damage of any attack by bludgeoning, slashing or piercing weapons by 1. You gain a bonus +1 to AC while wearing Light Armor Light armour no longer counts against encumbrance Improved Sharpshooter (active) Prerequisites: Sharpshooter, +10 to hit with your bow When you attack with a missile weapon you can choose how accurately you want to shoot. For every 1 point you deduct from your 'to hit', you add +2 to the damage of your attack. The maximum amount you can deduct is -7 to gain +14 damage. In addition, you are not at disadvantage when you attack an unseen opponent, if you attack the correct square. Improved Heavy Armour Mastery (active) Prerequisites: Heavy Armour Mastery When you wear Heavy armour, you deduct 5 from the damage of any attack that deals bludgeoning, slashing or piercing damage and 3 damage from any attack that deals fire, acid, cold or thunder damage. In addition, Heavy Armour no longer grants disadvantage on stealth checks. Nor does it count against encumbrance. Brew Potion (active) You can brew potions and understand formulas and recipes for new potions. You also gain proficiency with both an Alchemists’ and a Herbalists’ kit. If you have access to a lab, costing 500gp, you gain double your proficiency bonus to Craft Potion checks when you make potions in this laboratory. When you gain this feat you also gain two formulas for potions costing less than 500 gp, that have been passed down to you by the Master you learned this knowledge from. This feat means you are also registered with the Guild of Alchemists and can set up a shop to create a potion business legally. If you do this, or even if you make potions for yourself, you must follow the item creation rules. Scribe Scroll (active) You can create magical scrolls from spells that you know of levels 0-3rd. Each spell can be inscribed on specially prepared parchment and becomes an imbued magic item. If you set up a shop to create scrolls, you require a scriptorium as a place of business costing 500 gp. Whilst in your shop or scriptorium, any scrolls your scribe, do so with double your proficiency bonus to Scribe Scroll checks. You must follow the magic item creation rules for all such scroll creation. Craft Mage-Touched Weapons (active) You can imbue certain cantrips you know into a non-magical weapon by creating a Rune-brand. This Rune-brand is a metal stamp that you enspell and then use to stamp onto the weapon 10 times, during a ritual lasting 10 days. Each stamp adds one charge to the item; follow the magic item creation rules to see what items you can create. Master of Range (active) Choose one ranged weapon type or spell. Whilst attacking with that weapon or spell you gain +1 to hit. You can now make attacks whilst threatened by adjacent foes and not take disadvantage on your rolls with this weapon/spell. In addition, you can use your reaction to make an extra attack with your weapon/spell if a foe leaves a specific 5 foot square that you designate as your Killing Ground. You designate this killing ground as a Bonus action and it is a bonus action to move it. This 5 foot square killing ground must be within a range where you do not suffer disadvantage on attacks rolls and you must be able to see the square and your foe clearly to gain this extra attack. The designated square can be adjacent to you. Mule (active) Your carrying capacity is increased. Instead of being able to carry 5 times your Str score in pounds before being encumbered, you can carry 15 times. In addition, you are not heavily encumbered until 20 times your Str score and have a maximum carrying capacity of 30 times your Str score.
1463751426

Edited 1469031535
Stephen D
Elite
Marketplace Creator
Expertise (active) Prerequisite: +5 in a trained skill you desire expertise in. Choose 1 skill that you are trained in; you are now very proficient in your chosen skill. You gain a +2 bonus to all uses of the chosen skill outside of combat. Improved Expertise (active) Prerequisite: Expertise in the chosen skill Choose 1 skill that you have expertise in, including any granted by the Rogue class feature of the same name; you are now very gifted in your chosen skill. You gain an additional +2 bonus to all uses of the chosen skill that stacks with normal expertise or with the bonus granted by the Rogue class feature. This feature can only be used on skills outside of combat. Shieldbreaker (active) Prerequisite: Str 13 You are adept at making smashing attacks against an opponents shield, reducing it's ability to protect your foe. When you make an attack against a foe armed with a shield you may attempt to sunder it instead of attacking the foe. Make an opposed attack roll against your enemy, who gets no bonuses to his roll that do not specifically apply to shields (so Weapon Focus, and magical bonuses granted by weapons do not count). If you win (note: you win if the rolls tie) you deal damage and reduce the shield's AC bonus by 1. A shield reduced to zero AC is destroyed. Pilum (active) This feat allows ranged combatants to reduce the effectiveness of shields. You target a foe's shield with special arrows made of lead or javelins with soft tips that bend on impact. You must have this feat to use and craft these arrows or javelins. They do not destroy the shield but instead make it too heavy to use effectively. Each arrow that hits the shield (attack roll must beat AC of target minus the shield) reduces the AC of the shield by 1. A javelin that hits, forces the foe to drop the shield. These lead arrows cost 1 gp to make and weigh 2 lbs each. These javelins cost 10 gp and weigh 5 lbs. You must have stated that you have made these weapons or ammunition and have them on your inventory to use this option. The arrows have a maximum range of only 30ft/60 feet, the javelins' range is 10ft/30ft. The arrows can be removed from the shield as an action; the javelins take 1 minute to remove. Improved Opportunity Attack (active) Prerequisite: Dex 13 You are now better able to take advantage of an opponent who lowers his guard. Now, anyone who casts a spell or drinks a potion within 5 feet of you (reach weapons do not extend this threat range) provokes an opportunity attack as a reaction from you. You can also take reactions when surprised and gain +2 to hit on an opportunity attack.
1463751591

Edited 1465728495
Stephen D
Elite
Marketplace Creator
WoTC have just released some new feats via Unearthed Arcana. These feats are now available in Maladon Fell Handed You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: • You gain a +1 bonus to attack rolls you make with the weapon .• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the allygains a +2 bonus to the roll if the target is using a shield. Blade Mastery You master the shortsword, longsword, scimitar, rapier, andgreatsword. You gain the following benefits when using any of them: • You gain a +1 bonus to attack rolls you make with the weapon. • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants youa +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon. • When you make an opportunity attack with the weapon, you have advantage on the attack roll. Flail Mastery The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits. • You gain a +1 bonus to attack rolls you make with a flail. • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields . Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield. • When you hit with an opportunity attack using a flail, the target must succeed ona Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Spear Mastery Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits. • You gain a +1 bonus to attack rolls you make with a spear. • When you use a spear, its damage die changes from a d6 to a d8,and from a d8 to a d10 when wielded with two hands.(This benefit has no effect if another feature has already improved the weapon’s die.) • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn,you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takesan extra 1d8 piercing damage,or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving. • As a bonus actionon your turn, you can increase yourreach with a spear by 5 feet for the rest of your turn. Alchemist You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You gain proficiency with alchemist’s supplies.If you are already proficient with them, you add double your proficiency bonus to checks you make with them. • As an action, you can identify onepotion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. • Over the course of any short rest, you can temporarily improve the potency of one potion of healingof any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll andregains the maximum number of hit points that the potion can restore.. Burglar You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits: • Increase your Dexterityscore by 1, to a maximum of 20. • You gain proficiency with thieves’ tools.If you are already proficient with them, you add double your proficiency bonus to checks you make with them. Gourmand You have mastered a variety of specialrecipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits: • Increase your Constitution score by 1, to a maximum of 20. • You gain proficiency with cook’s utensils.If you are already proficient with them, you add double your proficiency bonus to checks you make with them. • As an action, you can inspect a drink or plate of foodwithin 5 feet of youand determine whether it is poisoned, provided that you can see and smell it. • During a long rest, you can prepareand servea meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils,and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours. Master of Disguise You have honed your ability to shape your personality and to read the personalities ofothers. You gain the following benefits: • Increase your Charisma score by 1, to a maximum of 20. • You gain proficiency with the disguise kit. If you are already proficient withit, you add double your proficiency bonus to checks you make with it. • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
Nothing for daggers, how sad.
I agree.
1465727316

Edited 1465728241
Dagger Master Prerequisite: 13 Dex You are a master of small blades and knowing where to strike to do the most damage. You deal 1d6 damage with daggers rather than the normal 1d4. You do not suffer disadvantage for long range dagger throws You gain a +1 to AC when fighting with a dagger in each hand A suggestion for a dagger based feat.
deleted some of my comments to make thread shorter: The Master of Disguise feat is nice, too bad marokin needs extended casting and already has Cha 20...
1465728777

Edited 1465735216
I don't think the base dagger mastery should require two weapon fighting. And daggers are more about hitting precisely anyway. +1 to hit and damage would be better suited for the feat I think. The dice improvement matters little as we have d8 Dirks. My version: Dagger Mastery Prerequisites:  Dex of 13, Proficiency with daggers You are a master of small blades and knowing where to strike and how to do the most damage. You gain +1 to attack and damage rolls with daggers. You do not suffer disadvantage for long range throws. You can draw two light melee weapons as part of your movement rather than only one.
That works.
1465770359

Edited 1469641799
Some more proposals; Improved Medium Armour Mastery Prerequisites: Medium Armour Mastery While you are wearing medium armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 and your armour no longer counts against encumbrance. Improved Light Armour Mastery Prerequisites: Light Armour Mastery When an attacker that you can see hits you with an attack that is not a critical success, you can use your reaction to make a dexterity saving throw versus a DC equal to the attack roll, on a success you halve the attack's damage against you. Unarmoured Defense Mastery Prerequisites: Dexterity of 17 You have have trained extensively to take full advantage of the lack of armour in battle, using your superior speed and mobility to your advantage. You gain the following benefits while you are wearing no armour and are not encumbered; You gain a bonus to your AC of half your proficiency modifier rounded down Your movement speed increases by 10ft (This does NOT stack with the movement speed increase granted by the mobile feat) Improved Unarmoured Defense Mastery Prerequisites: Dexterity of 19, Unarmoured Defense Mastery While you are wearing no armour and you are not encumbered you can use a bonus action on each of your turns to Dash or Disengage , additionally opportunity attacks made against you have disadvantage unless the opponent has the improved opportunity attack feat . Very Experimental Proposal; Enchanter Prerequisites: Intelligence of 15, ability to cast level 3 spells You have studied magic and craftsmanship to the extent that you can temporarily imbue objects with power. You gain the following benefits; Increase your Intelligence, Wisdom or Charisma score by 1 You can craft Enchanter's Kits and are considered proficient with them. An enchanter's kit has a value of 200 gold pieces due to the special gems, precise instruments, rare metals and valuable inks required and it weighs 10lb. An enchanters kit has 10 uses before it must be replaced. You can use an enchanters kit to examine any non-artefact magic item. Doing so takes 10 minutes, expends one use of the enchanter's kit and requires the item and the enchanters kit to be within your reach throughout. You learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. lf the item was created by a spell, you learn which spell created it. Over the course of an hour you can enchant one mundane item with a magical effect. An item can be enchanted this way up to three times, each time you do so you expend one use of the enchanters kit, a spell slot of 3rd level and must succeed on a Spellcasting Ability(Enchanter's Kit) Check of DC10 for the first enchantment, 15 for the second enchantment and 20 for the third enchantment. On a roll of 1 the item is unable to withstand the power you imbue it with and crumbles to dust unless it is a masterwork item. Once the item has been enchanted with an effect, it lasts 4d8+4 hours. You can chose the effects from the following list; +1 to attack and damage rolls +1 to AC +1 to Saving Throws +1d4 Damage of the chosen type (Acid, Cold, Fire, Lightning, Nectrotic, Radiant or Thunder), this increases to 1d6 if the Enchanter has the Elemental Adept or Single Element Mastery feats in the chosen type, and increases to 1d8 if they have both feats in the chosen type. As a bonus action the item can be activated to shed bright light for 20 feet, and dim light for a further 20 feet. A further bonus action can be used to extinguish the light As an action the item can be activated to orient north. Chose one from acid, cold, fire, lightning, nectrotic, radiant or thunder. Damage taken of the chosen type is reduced by 1. This increases to 2 if the Enchanter has the Elemental Adept or Single Element Mastery feats in the chosen type, and increases to 3 if they have both feats in the chosen type. Reduce slashing, bludgeoning and piercing damage taken from non-magical weapons by 1
Racial Heritage Prerequisite: Must be taken at character creation. You have the blood of another race in your veins. The blood is strong enough to affect your appearance, and to even allow you to do things that normally someone of your race would not be able to. Choose another humanoid race. You count as both your race and that race for any effects related to race. For example if you were a human and chose dwarf, you would be considered both a human and a dwarf for the purpose of taking feats, archetypes, and how spells and magic items affect you, and so on. This trait may also affect your character's appearance. Adopted  Prerequisite: Must be taken at character creation. You were adopted by another race, and learned their ways growing up. Pick another race that raised you, and gain the following benefits depending on that race. Dwarf: Dwarven Combat Training, Tool Proficiency (smith's tools, brewer's supplies, or mason's tools), Stonecunning. Elf: Keen Senses, Elf Weapon Training, and one of the following; Cantrip, or Fleet of Foot. Hafling: Brave, Hafling Nimbleness, and one of the follow; Naturally Stealthy, or Stout Resilience. Human: +1 to one ability score (does not count against the normal feat limit for ability increases), 1 skill proficiency of your choice. Dragonborn: +1 Strength (does not count against the normal feat limit for ability increases, Damage Resistance (only counts as DR3 instead) Gnome: Gnome Cunning, and one of the following; Natural Illusionist, Artificer's Lore, or Tinker Half Elf: +1 to one ability score (does not count against the normal feat limit for ability increases), 1 skill proficiency of your choice. Half-Orc: Menacing, Savage Attacks. Tiefling: Infernal Legacy. Improved Shield Bash  Prerequisites: Shield Master You have mastered the art of using your shield as a weapon. Gain the following benefits when using shield bash: When you use the Shield Bash action you also deal 1d4+Strength damage if you succeed. If you use the shield bash action to push a creature back you can choose to push it diagonally back as well as directly back. If you chose to knock the creature directly back you can push it up to 15 ft. instead of 10.  You can now affect more than one creature with your shield bash action. If you succeed on your initial shield bash chose one creature who was adjacent to your target at the beginning of the action. You can attempt the same type of shield bash on that character as well, but must do so with disadvantage. Improved Toughness Prerequisites: Tough You are truly hardy, much more so than most people. You have perfected the art of surviving even the most lethal blows. You gain the following benefit. Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an addition 1 hit point. This bonus stacks with that provided by the Tough feat. Savage Shot You are merciless when it comes to where you aim. Gain the follow benefit: Once per turn when you roll damage for a ranged weapon attack, you can reroll the weapon damage dice and use either total. Light Step Prerequisites: Mobility You have mastered the art of moving swiftly across even the most adverse terrain. You may now move across non-magical difficult terrain as if it was ordinary terrain. Endurance You are used to living, and enduring adverse conditions. Either through military training, or some other rigorous training you have achieved the ability to continue on far longer than most people. While you have only one level of exhaustion you suffer no penalties for being exhausted. Once you acquire a second level of exhaustion the condition applies normally. You may sleep in light and medium armour without suffering a level of exhaustion. Diehard  Prerequisites: Endurance You are truly hardened against most adverse effects, and refuse to die even in the most dire of situations. While you have 2 or less levels of exhaustion you suffer no penalties for being exhausted. Once you acquire a third level of exhaustion the condition applies normally. You may sleep in heavy armor. When you fall to 0 hit points, and fail a death saving throw you may instead chose to treat that roll as a success. You may not use this ability again until you finishes a short or long rest. Purge the Unclean Prerequisites: The ability to cast cure wounds, or healing word. You have trained to use the radiant energy from some of your healing spells in order to harm the undead. Whenever you cast cure wounds, or healing word, you may instead chose to have the spell deal radiant damage to an undead creature within the spell's range. This damage is equal to the amount the spell would have normally healed. If the spell has a range of touch you must succeed on a melee spell attack roll. If the spell can be cast at range instead make a ranged spell attack roll. Inspirational Personality You have a personality that seems to push others to do things well beyond their normal limit. If you already have the bardic inspiration ability gain one additional die of bardic inspiration. If you do not already have the bardic inspiration ability gain one d4 of bardic inspiration. Your bardic inspiration die recharges after a short or long rest. Leadership There is something about you that seems to attract others to your side. Gain a number of retainers equal to half your level plus your Charisma modifier as detailed under the noble background. If you already have the retainer feature this feat stacks with that ability. Unmatched Appearance  Prerequisites: The maximum charisma possible for your race at level 1, character creation. You are so beautiful or handsome that even creatures of other species take notice. In order for this ability to function your character must be in clear view, and other creatures must be able to see you. If you wear clothing to hide your appearance you no longer gain the benefits of this feat until the clothing is removed. Lingering wounds may remove the benefits of this feat, though they may be reclaimed if the wounds are cured. Gain advantage on persuasion checks made to seduce members of your own species, and a +2 bonus otherwise. In order for this ability to function the creature must be possibly attracted to your character as determined by the DM. Gain a +2 bonus performance checks when the audience can see you. Your appearance is so legendary that you are seen just as much as a work of art as you are a person. At the DM's discretion you may be able to enter locations that you normally would not be allowed into, speak to someone of higher birth, or even marry into house of much higher status than your own. Additionally your character may be spared, and taken as a spoil of war by certain enemies. These enemies may even use magical healing in an attempt to preserve their prize. Shared Luck Prerequisite: Luck You have learned how to share your luck with other people. You may spend your luck points to help allies in addition to yourself. Combat Reflexes  Prerequisite: Dexterity 13 You have honed your ability to react, and take advantage of your opponents' mistakes. If you make an attack of opportunity using your reaction, you may then also make a second attack of opportunity before your next turn. A second chance to use an attack of opportunity must present itself in order to gain the benefits of this feat. This does not allow you an additional reaction, and if you used your reaction for anything other than an attack of opportunity then you cannot gain the benefits of this feat. Pack Expert  Prerequisite: Vexing Flanker, Strength or Dexterity 15, Character level 6 You have mastered the art of fighting in groups. Whenever you attack an enemy you gain advantage if you have an ally who is also adjacent to the same creature, and has the pack expert feat. Pinning Shot  Prerequisite: 15 Dexterity You have learned to use your projectiles to pin enemies to the nearest wall, floor, or other obstruction. When you make a ranged weapon attack you may spend your bonus action to use this feat. If the attack hits the creature's speed is reduced to zero unless it makes an strength (athletics) check with the DC equaling 8 + your proficiency bonus + you dexterity modifier as part of its move, or takes its bonus action to remove the projectile. Strangler  Prerequisites: 16 Strength, Improved Grappler You have learned that the neck is always a vulnerable spot. A creature that currently has the grappled, restrained, or incapacitated condition because you are grappling cannot speak, or cast spells with verbal components. Additionally they must hold their breath, or suffocate until they successfully end your grapple. Brutal Killer You offer no mercy to those you wish to die. When you automatically succeed on a critical hit because a creature is currently incapacitated, and at 0 hit points you instead roll damage three times to see if the creature is killed by massive damage. Merciless Killer  Prerequisites: Must have killed 50 creatures using the brutal killer feat. You have lost any shred of remorse when it comes to killing downed foes, and know exactly how to do it. You now roll the damage dice four times when using the brutal killer feat.
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Some further suggestions and changes; Archer You master the use of darts, slings, shortbows and longbows and gain the following benefits when wielding them You gain a +1 bonus to attack rolls you make with the weapon. The range increments for your weapons increase by 20 feet. If a hostile creature moves at least 20 feet and enters your threated space, you can immediately use your reaction to move up to half your movement speed away from that creature without provoking an attack of opportunity from it. You can use the Help action to aid an ally in attacking a creature if that creature is within 30 feet of you and you can see it. Crossbow Expert (Replace/Amend PHB feat) Thanks to extensive practice with the crossbow, you gain the following benefits when wielding light, heavy and hand crossbows; You gain a +1 bonus to attack rolls you make with the weapon. You ignore the loading quality of crossbows with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding. Craftsman Prerequisites: Proficiency with any artisan tools Choose one set of artisan tools that you are proficient with. You are highly adept at making quality goods and persuing a trade with your tools, when you make checks with your artisan tools you apply double your proficiency bonus to the roll. Additionlly if you own or have access to a workshop suitable to your craft costing 500gp or more, then you can produce up to 7.5 gp worth of value each day you spend crafting instead of 5. You must still spend half the value you produce on raw material costs. Also it might be good to explicitly scrap the Linguist, Skilled and Weapon Master feats since languages, skills and proficiencies can be bought with xp too and so using up a feat slot seems on them seems to be completely sub-optimal.
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Issue with improved spell sniper and Scorching ray: lets say you are lvl 5 sorcer* Scorching ray is 3 attack rolls with roughly +7 to hit. If cast as lvl 3 spell it would be 4 attack rolls Each of them deals potentially 2d6+10 fire dmg if cast with +2 instead => 4*(2d6+10) = 68 dmg on average if they all hit.   Fixed quicken spell thing... though: still it is very strong...
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Edited 1468153099
Stephen D
Elite
Marketplace Creator
Nope; not true since you can only aim one ray of a multi-ray attack. I do the same with sharpshooter; if you attack with a repeating crossbow and fire two bolts, you only get the +10 with one of them. Only if you have an extra attack or attack action are you allowed to gain the +10 several times in the same round.
1468153220
Stephen D
Elite
Marketplace Creator
Have added a note to the feat to this effect.
Suggestion: Blindfight and improved blindfight should perhaps depend equal on wis and dex (if not higher wis, since wisdom represents your senses basically)... also there should be a range on how far sb can be away that you can locate by hearing a.s.o...
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Edited 1474215629
Fighters style of styles Thanks to extensive practice and extensive study of different fighting stylers (with or without their knowledge) you have now learned their secrets. When take this feat you immidietly get to choose one of the fighting styles found under the Fighter class. In addition you get to choose another in lvl 5 (this can be combined with the Champions ability to get a 4th one Later) Extended Shifting Prerequisites: Shifter Race As your powers grows so does your ability to shift and stay shifted for long. at Lvl 5 Your shifter duration is increased to 10 minutes, At lvl 11 its increased to 1 Hour and at level 19 its extended to 8 hours. Controlled Shifting Prerequisites: Shifter Race, lvl 5 As you grows you learn to control your ability to shift more often. at Lvl 5 You can shift twice before you need a short rest to do so again, At lvl 11 its increased to three times and at level 19 its extended to four times. Marksmen (edited) Prerequisites:  Proficiency with the Longbow or Shortbow, Dex 16 When take this feat you get a +1 to hit with a Bow  You ignore half cover and 3/4 cover when you take this feat. In addition you can't take the Sharp shooter feat after you have taken this. Creators Satisfaction Prerequisites: Character Creation +1 increase in an attribute of your choice You know an additional Language, Skill or Tool of your choice 
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Wolf R I. said: Marksmen Prerequisites:  Proficiency with the Longbow or Shortbow, Dex 16 When take this feat you get a +1 to hit with a Bow and +2 damage with it.  At lvl 5 you get a +2 to hit with a Bow and +2 damage additonal damage with it. At lvl 11 this feat get you a +3 to hit with a Bow and +2 damage additonal damage with it. At lvl 19 this feat get you a +4 to hit with a Bow and +2 damage additonal damage with it.  You ignore half cover and 3/4 cover when you take this feat. In addition you can't take the Sharp shooter feat after you have taken this. No. This is so over powered I'm tempted to think it's a joke suggestion