For convenience here is a list of all feats that are so far legal in the Maladon Campaign, as of 31/07/2016. Alchemist (Unearthed Arcana) 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 one potion 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
healing of 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 than 1 hour after
the short rest ends, the creature drinking the potion
can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore. Alert (PHB) You are always on the lookout for danger,you gain the following benefits; You gain a +5 bonus to initiative. You can't be surprised while conscious. Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you. Athlete (PHB) You have undergone extensive physical training to gain the following benefits; Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't halve your speed. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. Actor (PHB) Skilled at mimicry and dramatics, you gain the following benefits; Increase your Charisma score by 1, to a maximum of 20. You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. Blade Mastery (Unearthed Arcana) 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 you a +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. Brew Potion (Maladon Custom)
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. Burglar (Unearthed Arcana) You
pride yourself on your quickness and your close
study of certain clandestine activities. You gain the following benefits; Increase your Dexterity score 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. Charger (PHB) When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Craft Mage-Touched Weapons (Maladon Custom)
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. Crossbow Expert (PHB) Thanks to extensive practice with the crossbow, you gain the following benefits; 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. Defensive Duelist (PHB) Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Dual Wielder (PHB) You master fighting with two weapons, gaining the following benefits; You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even whcn the one handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one Dungeon Delver (PHB) Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits; You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors, You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps. You can search for traps while traveling at a normal pace, instead of only at a slow pace. Durable (PHB) Hardy and resilient, you gain the following benefits; lncrease your Constitution score by 1, to amaximum of 20. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). Eschew Components (Maladon Custom) 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 Elemental Adept (PHB) Prerequisite: The ability to cast at least one spell When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multipIe times. Each time you do so, you must choose a different damage type. Eyes in the back of your head (Maladon Custom) 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. Expertise (Maladon Custom) 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. Expertise, Improved (Maladon Custom) 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. Extended Casting (Maladon Custom) 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 (Maladon Custom) 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. Extra Sorcery (Maladon Custom) 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. Fell Handed (Unearthed Arcana) 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 ally gains a
+2 bonus to the roll if the target is
using a shield. 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 on a Strength saving throw
(DC 8 + your proficiency bonus + your Strength
modifier) or be knocked prone. Gourmand (Unearthed Arcana) You
have mastered a variety of special recipes,
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 food within 5 feet of you and determine whether
it is poisoned, provided that you can see and smell it. During
a long rest, you can prepare and serve a 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. Grappler (PHB) Prerequisite: Strength 13 or higher You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. lf you succeed, you and the creature are both restrained until the grapple ends. Grappler, Improved (Maladon Custom) 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. Great Weapon Master (PHB) You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits; On your turn, when you score a criticai hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Healer (Modified PHB) You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits; You gain proficiency with the medicine skill. If you are already proficient with it, you add double your proficiency bonus to medicine checks you make with the healing kit. As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + your Medicine score hit points to it, plus additional hit points equal to the creature's maximum nurnber of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest. Heavily Armored (PHB) Prerequisite: Proficiency with medium armor You have trained to master the use of heavy armor, gaining the following benefits: Increase your Strength score by 1, to a maximum of 20. You gain proficiency with heavy armor. Heavy Armor Master (PHB) Prerequisite: Proficiency with with heavy armor You can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. The weight of armour counted for encumbrance of heavy armours is halfed Heavy Armour Master, Improved (Maladon Custom) 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. Additionally the weight of heavy armours does not count to your carrying capacity. Heighten Spell (Maladon Custom) 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. Improved Initiative (Maladon Custom) 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. Improved Opportunity Attack (Maladon Custom) 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. Improved Sneak Attack (Maladon Custom) 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. Inspiring Leader (PHB) Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. Keen Mind (PHB) You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits; Increase your lntelligence score by 1, to a maximum of 20. You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month. Lightly Armored (PHB) You have trained to master the use of light armor, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with light armor. Light Armour Master (Maladon Custom) 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 Linguist (PHB) You have studied languages and codes, gaining the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You learn three languages of your choice. You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. Lucky (PHB) You have inexplicable luck that seems to kick in at just the right moment; You have 3 luck points. Whenever you make an attack roll, an ability check or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. RolI a d20, and then choose whether the attack uses the attacker's roll or yours.If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest. Master of Disguise (Unearthed Arcana) 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 with it, 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.
Master of Range (Maladon Custom)
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. Mage Slayer (PHB) You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits; When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. You have advantage on saving throws against spells cast by creatures within 5 feet of you. Magic Initiate (PHB) Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class' spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest leveI. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock: Wisdom for cleric or druid: or Intelligence for wizard. Martial Adept (PHB) You have martial training that allows you to perform special combat maneuvers. You gain the following benefits; You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier(your choice). lf you already have superiority dice, you gain one more. The superiority die is added to any others you have no matter when you gain them: otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Maximise Spell (Maladon Custom) 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. Medium Armor Master (PHB) Prerequisite: Proficiency with medium armor You have practiced moving in medium armor to gain the following benefits; Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. The weight of medium armour does not count towards your carrying capacity. Mobile (PHB) You are exceptionally speedy and agile. You gain the following benefits; Your speed increases by 10 feet When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Moderately Armored (PHB) Prerequisite: Proficiency with light armor You have trained to master the use of medium armor and shields, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with medium armor and shields. Mounted Combatant (PHB) You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits; You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Mule (Maladon Custom) 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. Observant (PHB) Quick to notice details of your environment, you gain the following benefits; Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a Ianguage you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. Pilum (Maladon Custom) 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. Polearm Master (PHB) You can keep your enemies at bay with reach weapons. You gain the following benetits; When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. Resilient (PHB) Choose one ability score. You gain the following benefits; Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. Ritual Caster (PHB) Prerequisite: Intelligence or Wisdom 13 or higher You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spelleasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add lt to your ritual book. The spell must be on the spell list for the class you chose, the spell's leveI can be no higher than half your level (rounded up), and it must have the ritual tag. The proeess of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per leveI. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Savage Attacker (PHB) Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Scribe Scroll (Maladon Custom)
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. Sentinel (PHB) You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits; When you hit a creature with an opportunity attack, the creature's speed beeornes0 for the rest of the turn. Crealures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking crealure. Shieldbreaker (Maladon Custom) 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. 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 Sharpshooter (PHB) You have mastered ranged weapons and can make shots that others find impossible. You gain the following benelits; Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient wilt, you can choose to take a -5 penally to the attack roll. If the attack hits, you add +10 to the attack's damage. Sharpshooter, Improved (Maladon Custom) 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. Shield Master (PHB) You use shields not just for proleclion bul also for offense. You gain lhe following benefits while you are wielding a shield; If you take the Attack action on your lurn, you can use a bonus aclion to try to shove a creature wilhin 5 feet of you with your shield. lf you aren't incapacilated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. lf you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving lhrow, interposing your shield between yourself and the source of the effect. Skilled (PHB) You gain proficiency in any combination of three skills or tools of your choice. Skulker (PHB) Prerequisite: Dexterity 13 or higher You are expert at slinking through shadows. You gain the following benefits; You can try to hide when you are lighlly obscured from the creature from which you are hiding. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. Spear Mastery (Unearthed Arcana) 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 creature 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 takes an 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
your reach with a spear by 5 feet for the
rest of your turn. Spell Sniper (PHB) Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits; When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting abilily for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock: Wisdom for cleric or druid: or lntelligence for wizard. Spell Sniper, Improved (Maladon Custom) 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 (Maladon Custom) 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. Tavern Brawler (PHB) Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits; lncrease your Strength or Constitution score by 1, to a maximum of 20. You are proficient wilt improvised weapons and unarmed strikes. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Tough (PHB) Your hit point maximum increases by an amount equal to twice your leveI when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Tower Shield Proficiency (Maladon Custom) Prerequisites: Heavy Armour proficiency; shield proficiency You may now use a Tower Shield (wooden Tower shield weighs 10 lbs; metal weighs 20bs) without suffering disadvantage to your attacks rolls if you wield a light weapon; you still suffer disadvantage if you wield any weapon that is not light. Your movement penalty whilst wielding a Tower Shield drops from 20 ft to 10 ft. Whilst using a Tower Shield in melee, you may use it to block weapon attacks; it grants an AC bonus of +4. Against missile weapons and spells it grants you three quarters cover and so gives you advantage on Dex based saving throws and causes missile or spell attacks directed against you, that you can see and are aware of, to suffer disadvantage. Use of a Tower Shield does not stack with other feats that grant additional bonuses to shield AC nor does possession of this feat allow use of a Tower Shield to grant a bonus to Dex saves (i,e from the Shield Master feat). Whilst wielding a Tower Shield you still may not declare the Dodge nor Disengage actions because of the difficulty of moving the shield around. As a bonus action on your turn, you may put your shield down and it will stand upright unsupported because of its slight intrinsic curve. You may then take cover behind the shield and gain total cover against missile and directed spell attacks but only those from a direction your Tower Shield could block. In addition, if you leave your Tower Shield in place and retreat you cannot be opportunity attacked unless your foe has a reach of greater than 5 feet. Finally, Tower Shield proficiency grants you the ability to make and repair Tower Shields; normally these items cost 100 (wooden) or 200 gp to buy; you may make either type for 50 gp, and may repair even a badly damaged Tower Shield during a short or long rest. Vexing Flanker (Maladon Custom) 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. War Caster (PHB) Prerequisite: The abilily to cast at least one spell You have practiced casting spells in the midst of combat, learning lechniques that grant you the following benefits; You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spellmust have a casting time of 1 action and must target only that creature. Weapon Master (PHB) You have practiced extensively with a variely of weapons, gaining the following benefits; lncrease your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with four weapons of your choice. Weapon Focus (Maladon Custom) 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 (Maladon Custom) 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 Prowess (Maladon Custom) 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.