Forgotten Feats - GM Binder

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Forgotten Feats

Revising Feats
Feats are a great way to make a character feel special,
as well for its combat style as for its general flavor
and personality.
However, players seem to always
choose the same few feats, while the others remain
forgotten in most campaigns. Indeed, some feats are
clearly stronger than others, and this revised version
is mostly meant to give more appeal to those "lesser
feats".
Dual Wielder
Art Credit : Wizards of the Coast You master fighting with two weapons, gaining the following
benefits:
You gain a +1 bonus to AC while you are wielding a
Athlete separate melee weapon in each hand.
You have undergone extensive physical training to gain the You can use two-weapon fighting even when the one
following benefits: handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you
Increase your Strength or Dexterity score by 1, to a would normally be able to draw or stow only one.
maximum of 20. NEW : When you make an attack with a one-handed melee
When you are prone, standing up uses only 5 feet of your weapon, if you are wielding a one-handed melee weapon
movement. with the light property in your other hand, you can add
Climbing doesn’t cost you extra movement. your proficiency modifier to the damage roll of your attack.
You can make a running long jump or a running high jump
after moving only 5 feet on foot, rather than 10 feet. Dungeon delver
NEW : Your jump distance is doubled. Alert to the hidden traps and secret doors found in many
NEW : Your carry capacity is doubled. dungeons, you gain the following benefits:
NEW : The short range and the long range of the weapons NEW : Creatures have disadvantage on their saving
you throw are doubled.
throws against the effects of the Ball Bearings, Caltrops
Charger and Hunting Traps you place.
(replace entirely the existing feat) You have advantage on Wisdom (Perception) and
Intelligence (Investigation) checks made to detect the
NEW : You can Dash as a bonus action. presence of secret doors.
NEW : When you moves at least 20 ft. straight toward a You have advantage on saving throws made to avoid or
target, your first melee attack against that target this turn resist traps.
deals 2d6 more damage. If you choose to shove the target You have resistance to the damage dealt by traps.
instead of making a melee weapon attack, the target is You can search for traps while traveling at a normal pace,
pushed 10ft. from you in addition to the other effects of instead of only at a slow pace.
that shove.
Grappler *NEW : You learn the spell Comprehend Language and
You've developed the skills necessary to hold your own in the spell Command. You can cast them once using this
close-quarters grappling. You gain the following benefits: feat and you must finish a long rest before you can cast it
in this way again.
You have advantage on attack rolls against a creature you You can also cast those spells using any spell slots you
are grappling. have. The spells’ spellcasting ability is the ability increased
You can use your action to try to pin a creature grappled by this feat.*
by you. To do so, make another grapple check. If you
succeed, you and the creature are both restrained until Magic initiate
the grapple ends. Choose a class: bard, cleric, druid, sorcerer, warlock, or
NEW : You gain proficiency in Athletics. If you are already wizard. You learn two cantrips of your choice from that
proficient in athletics, you gain expertise in that skill class's spell list. In addition, choose one 1st-level spell to
instead. learn from that same list. Using this feat, you can cast the
NEW : You can grapple creatures that are two sizes spell once at its lowest level, and you must finish a long rest
bigger than you. before you can cast it in this way again.
NEW : You can shove a creature grappled by you as a Your spellcasting ability for these spells depends on the
bonus action. class you chose: Charisma for bard, sorcerer, or warlock;
Great weapon master Wisdom for cleric or druid; or Intelligence for wizard.
(Revised to allow small races and improvised weapon wielder NEW : You can choose paladin (Charisma) or ranger
to use it) (Wisdom) when you choose a class with that feat. If you
You’ve learned to put the weight of a weapon to your do so, you choose the cantrips from the Cleric (if you
advantage, letting its momentum empower your strikes. You chose paladin) or druid (if ranger) spell list.
gain the following benefits: NEW : You can cast this feat's 1st-level spell without a
spell slot, and you must finish a long rest before you can
On your turn, when you score a critical hit with a melee cast it in this way again. You can also cast the spell using
weapon or reduce a creature to 0 hit points with one, you any spell slots you have.
can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that Mounted combatant
you are proficient with a melee weapon you are wielding You are a dangerous foe to face while mounted. While you are
in two hands, you can choose to take a -5 penalty to the mounted and aren't incapacitated, you gain the following
attack roll. If the attack hits, you add +10 to the attack’s benefits:
damage. You have advantage on melee attack rolls against any
Keen Mind unmounted creature that is smaller than your mount.
You have a mind that can track time, direction, and detail You can force an attack targeted at your mount to target
with uncanny precision. You gain the following benefits. you instead.
If your mount is subjected to an effect that allows it to
Increase your Intelligence score by 1, to a maximum of 20. make Dexterity saving throw to take only half damage, it
You always know which way is north. instead takes no damage if it succeeds on the saving
You always know the number of hours left before the next throw, and only half damage if it fails.
sunrise or sunset. NEW : If your mount is subjected to an effect that
You can accurately recall anything you have seen or heard requires it to make a saving throw, you can make an
within the past month. Animal Handling check yourself instead. The difficulty of
NEW : When you prepare spells, you can prepare two that check is equal to the DC of the saving throw. A
more spells. success counts as if your mount succeeded to the saving
throw, and a fail counts as if it failed. If the saving throw
Linguist allows your mount to take only half damage on a success,
You have studied languages and codes, gaining the following it instead takes no damage if it succeeds on the saving
benefits: throw, and only half damage if it fails.
Increase your Intelligence or Charisma score by 1, to a Poisoner
maximum of 20. You can prepare and deliver deadly poisons, gaining the
You learn three languages of your choice. following benefits:
You can ably create written ciphers. Others can't decipher
a code you create unless you teach them, they succeed on When you make a damage roll, you ignore resistance to
an Intelligence check (DC equal to your Intelligence score poison damage.
+ your proficiency bonus), or they use magic to decipher You can coat a weapon in poison as a bonus action,
it. instead of an action.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You gain proficiency with the poisoner's kit if you don't You learn one cantrip that requires an attack roll. Choose You c
already have it. With one hour of work using a poisoner's the cantrip from the bard, cleric, druid, sorcerer, warlock, anyth
kit and expending 50 gp worth of materials, you can or wizard spell list. Your spellcasting ability for this !
create a number of doses of potent poison equal to your cantrip depends on the spell list you chose from:
proficiency bonus. Once applied to a weapon or piece of Charisma for bard, sorcerer, and warlock; Wisdom for
ammunition, the poison retains its potency for 1 minute or cleric or druid; or Intelligence for wizard.
until you hit with the weapon or ammunition. When a NEW : Increase your Wisdom, Intelligence or Charisma
creature takes damage from the coated weapon or score by 1, to a maximum of 20.
ammunition, that creature must succeed on a DC 14
Constitution saving throw or take 2d8 poison damage and Weapon master
become poisoned until the end of your next turn. You have practiced extensively with a variety of weapons,
NEW : When you inflict Poison damage, you can choose to gaining the following benefits:
change the type of the damage to Acid or Necrotic instead. Increase your Strength, Dexterity, Wisdom, Intelligence or
Savage attacker Charisma score by 1, to a maximum of 20.
Once per turn when you roll damage for a melee weapon You gain proficiency with four weapons of your choice.
attack, you can reroll the weapon's damage dice and use Each one must be a simple or a martial weapon.
either total. NEW : If you would gain a proficiency with a weapon you
NEW : When you attack with a melee weapon, increase are already proficient with, you master that weapon
the size of its damage dice by one rank. (1d4 > 1d6 > 1d8 instead. When you make an attack with a weapon you
> 1d10 > 1d12 > 2d8). Moreover, if you have the sneak mastered, you can add half your proficiency bonus
attack feature, your sneak attack dice become d8s. (rounded up) to the damage you deal.
NEW : When you make an attack with a weapon you
Sharpshooter chose with that feat, you can use the stat you increased
(Revised to allow weapon throwers to use it) with that feat instead of Strength or Dexterity, for the
attack and damage rolls.
Attacking at long range doesn't impose disadvantage on
your ranged weapon attack ranged attack rolls.
The ranged weapon attacks ranged attacks you make
with a weapon ignore half and three-quarters cover.
Before you make an attack with a ranged weapon that you
are proficient with a ranged attack with a weapon, you
can choose to take a -5 penalty to the attack roll. If that
attack hits, you add +10 to the attack's damage.
Skulker
You are an expert at slinking through shadows. You gain the
following benefits:
You can try to hide when you are lightly 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. Homebrew lovingly made
Dim light doesn't impose disadvantage on your Wisdom
(Perception) checks relying on sight. by LeRoiDeCarreau
*NEW : When you are hidden from a creature and hit it
with a weapon attack, you can deal an extra 2d4 damage You enjoyed that content and you want more ? You can find
to that creature. all of my homebrews and more on my Patreon !
The damage increases to 2d6 at level 6, 2d8 at level 12, Patreon.com/LeRoiDeCarreau
2d10 at level 16 and 2d12 at level 20
Spell Sniper Backers get access to many perks, including :
You have learned techniques to enhance your attacks with
certain kinds of spells, gaining the following benefits: an early access to all my work,
exclusive contents,
When you cast a spell that requires you to make an attack polls to decide what will be developed next,
roll, the spell's range is doubled. ... and much more !
Your ranged spell attacks ignore half cover and three-
quarters cover.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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