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