DNDBlue's Feat Collection - GM Binder

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The document outlines several feats that can enhance a character's abilities, including increasing ability scores and gaining new skills and combat features.

The Academic feat increases Intelligence and provides skill proficiency or expertise, while the Banditry feat increases Strength or Dexterity, grants weapon proficiency, and expands sneak attack to melee weapons.

The Barbaric Charge feat increases a physical ability score and enhances a barbarian's rage by increasing speed by 10 feet and allowing them to Dash as a bonus action when entering rage.

DNDBlue's Feat Collection

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Academic Battle Mage
You have dedicated yourself to a particular field of study: Prerequisite: Ability to cast at least one spell
Increase your Intelligence score by 1, to a maximum of 20. You’ve refined your spellcasting and martial abilities. You gain
the following benefits:
You gain proficiency with one of the following skills;
Arcana, History, Nature, or Religion. If you are already Increase one ability score of your choice by 1, to a
proficient with your chosen skill you gain expertise maximum of 20.
instead.
You gain proficiency with one simple or martial weapon of
You can roll a d6 and add the number rolled to any ability your choice.
check you make with your chosen skill.
You can touch one weapon that you are proficient with
You can select this feat multiple times. Each time you do so, and begin to perform a 1-hour ritual. This ritual can be
you must choose a different skill. performed during a short rest. When the ritual is
complete, the weapon can be used as a spellcasting focus.
Banditry
Courageous
Prerequisite: Sneak Attack feature
You are able to overcome your fear, granting you the following
Your ability to exploit your opponent’s weaknesses isn’t benefits:
restricted to light and ranged weaponry:
Increase one ability score of your choice by 1, to a
Increase your Strength or Dexterity score by 1, to a maximum of 20.
maximum of 20.
You have advantage on saving throws made to resist the
You gain proficiency with one martial weapon of your Frightened condition.
choice.
Your movement is no longer affected by the Frightened
Your sneak attack is now compatible with any melee condition.
weapon, so long as that weapon lacks the heavy property.
Barbaric Charge
Prerequisite: Rage feature
The fury of your rage allows you to move at greater speeds.
You gain the following benefits:
Increase your Strength, Dexterity, or Constitution score by
1, to a maximum of 20.
While raging, your speed increases by 10 feet.
When you use your bonus action to enter a rage, you also
take the Dash action as part of that same bonus action.
Bard Initiate
You learn how to inspire others through your rousing words.
As a bonus action, target one creature (other than yourself)
within 60ft of you, that creature gains a d6 Bardic Inspiration
die. Creatures that cannot hear you cannot be inspired and a
creature can have only one Bardic Inspiration die at a time.
Once within the next 10 minutes, the creature can roll the die
and add the number rolled to one ability check, attack roll, or
saving throw it makes. They must choose to roll your
inspiration die before knowing the outcome of the roll.
You can use this feature a number of times equal to your
Proficiency Bonus. You regain all expended uses when you
finish a long rest.
2
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Chameleon Deep Sea Chaperon
Prerequisite: Lizardfolk Prerequisite: Triton
You are capable of changing the colour and transparency of Your ability to control the power of the sea has improved,
your scales to better blend in with your surroundings. So granting you the following benefits:
long as you aren’t wearing armour, you can become Invisible Increase your Strength, Constitution or Charisma score
as an action. Any equipment you are wearing or carrying
becomes invisible with you. The Invisibility ends if you; move, by 1, to a maximum of 20.
take any action, don armour, concentrate on a spell or You can cast Water Breathing without expending a spell
become incapacitated. slot. When you cast Water Breathing using this feat,
targets of the spell gain a swimming speed equal to their
Disenchanting walking speed for the duration. Once you cast Water
Breathing in this way, you must finish a long rest before
Prerequisite: Countercharm feature you can do so again.
Your ability to disrupted mind altering effects has improved.
You gain the following benefits: Druid Initiate
Increase your Charisma score by 1, to a maximum of 20. Nature has made a call and you have answered. You learn two
cantrip of your choice from the Druid spell list, wisdom is
Countercharm can now be activated as a bonus action, your spellcasting ability for these spells.
instead of an action.
Additionally, you can use your action to magically assume the
Any friendly creatures under the effects of Countercharm shape of a beast that you have seen before. The beast must
can add your Charisma modifier to any saving throws they have a CR of 0 and lack a swimming or flying speed. The
make to resist being charmed or frightened. transformation lasts 10-minutes and can be ended early as a
bonus action. This feat uses the same rules as Wildshape,
see page 66 of the Player’s Handbook for more details.
You can use this feature twice, regaining all expended uses
after finishing a long rest.
Elusive
Prerequisite: Dexterity 13 or higher.
You have a knack for avoiding the consequences of your
actions:
Increase your Dexterity score by 1, to a maximum of 20.
You and up to ten companions within 60 feet of you can
travel at a normal pace while stealthing. If you choose to
travel at a slow pace, you and your companions gain a +5
bonus to their stealth rolls. (See page 181 of the Player’s
Handbook for rules on travel pace.)
Creatures have disadvantage on any Wisdom (Perception)
& Wisdom (Survival) checks they make in an attempt to
track you or your companions.
Familiar Friend
You have bonded with an animal spirit, granting you the
following benefits:
You learn the Find Familiar spell, which can cast without
expending a spell slot. You must finish a long rest before
you can cast it in this way again.
When choosing your familiar’s form, you can choose any
CR 0 beast.
While you are touching your familiar, you can change its
form as an action. 3
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fountain of Sorcery
Prerequisite: Metamagic feature
You unlock a hidden source of sorcery within yourself. You
gain the following benefits:
You learn an additional Metamagic option.
You gain additional sorcery points equal to your half your
Sorcerer level (rounded down). These additional sorcery
points can only be spent on Metamagic and cannot be
converted into spell slots. You regain all spent sorcery
points when you finish a long rest.
Greater Spell: Absorb
Elements
Prerequisite: Ability to cast the Absorb Elements spell
You’ve learned how to empower the Absorb Elements spell,
granting you the following benefits;
Feather Foot Increase your Intelligence, Wisdom, or Charisma score by
1, to a maximum of 20.
Prerequisite: Dexterity 13 or higher. When you cast Absorb Elements, all non-hostile creatures
You move with a soft, delicate step. You gain the following within 10ft of you also gain the benefits of the spell.
benefits: You can cast this feat’s spell without expending a spell
Increase your Dexterity score by 1, to a maximum of 20. slot. You must finish a long rest before you can cast it in
this way again.
You can use Dexterity, instead of Strength, to determine
how far and high you can jump. Un-preparing or replacing this feat’s spell causes you to
temporarily lose the benefits of this feat. You still retain the
Your footsteps no longer trigger non-magical, pressure- +1 ability score improvement.
based traps. Examples of such traps include; pitfalls,
hunting traps, pressure plates, and trip wires.
Friend of the Forest
You are a friend to creatures big and small. You gain the
ability to understand and speak with beasts.
The knowledge and awareness of many beasts is limited by
their intelligence, but at minimum, beasts can give you
information about nearby locations and monsters, including
whatever they can perceive or have perceived within the past
day.
Foreign Magic
Choose a class: bard, cleric, druid, sorcerer, warlock, or
wizard. You begin to study the magical talents of your chosen
class:
You learn two 1st-level spells from your chosen class’s
spell list. You can use either Intelligence, Wisdom, or
Charisma as the spellcasting ability for these spells.
You can cast each of these spells without expending a
spell slot. Once you cast either of these spells in this way,
you can’t cast that spell in this way again until you finish a
long rest. You can also cast these spells using a spell slot.
4
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Greater Spell: Catnap
Prerequisite: Ability to cast the Catnap spell
You’ve learned how to empower the Catnap spell, granting
you the following benefits:
Increase your Intelligence or Charisma score by 1, to a
maximum of 20.
Catnap’s duration is reduced from 10 minutes to 1 minute.
You can cast this feat’s spell without expending a spell
slot. You must finish a long rest before you can cast it in
this way again.
Un-preparing or replacing this feat’s spell causes you to
temporarily lose the benefits of this feat. You still retain the
+1 ability score improvement.
Greater Spell: Disguise
Self
Prerequisite: Ability to cast the Disguise Self spell
You’ve learned how to empower the Disguise Self spell,
granting you the following benefits; Greater Spell: Find Traps
Increase your Intelligence, Wisdom, or Charisma score by Prerequisite: Ability to cast the Find Traps spell
1, to a maximum of 20.
You’ve learned how to empower the Find Traps Spell,
Disguise Self now has a range of Touch, instead of Self. granting you the following benefits;
Disguise Self now has a duration of 8 hours instead of 1
hour. Only willing creatures can be targeted by this spell. Increase your Wisdom score by 1, to a maximum of 20.
You can cast this feat’s spell without expending a spell When you cast Find Traps, any traps detected by the spell
slot. You must finish a long rest before you can cast it in will gain a faint magical glow for the next hour.
this way again.
You can cast this feat’s spell without expending a spell
Un-preparing or replacing this feat’s spell causes you to slot. You must finish a long rest before you can cast it in
temporarily lose the benefits of this feat. You still retain the this way again.
+1 ability score improvement.
Un-preparing or replacing this feat’s spell causes you to
temporarily lose the benefits of this feat. You still retain the
+1 ability score improvement.
Greater Spell: Knock
Prerequisite: Ability to cast the Knock spell
You’ve learned how to empower the Knock spell, granting you
the following benefits;
Increase your Intelligence or Charisma score by 1, to a
maximum of 20.
When you cast Knock it no longer produces any sound.
You can cast this feat’s spell without expending a spell
slot. You must finish a long rest before you can cast it in
this way again.
Un-preparing or replacing this feat’s spell causes you to
temporarily lose the benefits of this feat. You still retain the
+1 ability score improvement.
5
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Greater Spell: Mage Armor Greater Spell: Shield
Prerequisite: Ability to cast the Mage Armor spell Prerequisite: Ability to cast the Shield spell
You’ve learned how to empower the Mage Armor spell, You’ve learned how to empower the Shield spell, granting you
granting you the following benefits; the following benefits;
Increase your Intelligence or Charisma score by 1, to a Increase your Intelligence or Charisma score by 1, to a
maximum of 20. maximum of 20.
When you cast Mage Armor, the target’s base AC can be When a creature you can see within 60ft of you is hit with
either 13 + its Dexterity modifier or 16 (your choice). an attack or targeted by the magic missile spell, you can
use your reaction to cast shield on them. You ignore
You can cast this feat’s spell without expending a spell shield’s normal range when you use this feature.
slot. You must finish a long rest before you can cast it in
this way again. You can cast this feat’s spell without expending a spell
slot. You must finish a long rest before you can cast it in
Un-preparing or replacing this feat’s spell causes you to this way again.
temporarily lose the benefits of this feat. You still retain the
+1 ability score improvement. Un-preparing or replacing this feat’s spell causes you to
temporarily lose the benefits of this feat. You still retain the
Greater Spell: Sending +1 ability score improvement.
Prerequisite: Ability to cast the Sending spell Hands of Devotion
You’ve learned how to empower the Sending spell, granting Prerequisite: Divine Smite feature
you the following benefits:
Your body is a vessel for your divine power:
Increase your Intelligence, Wisdom or Charisma score by
1, to a maximum of 20. Increase your Strength or Charisma score by 1, to a
maximum of 20.
Sending no longer has a word limit. When you cast
Sending, you are able to send a message that is up to a Your body is considered a holy symbol and can be used as
minute long. The recipient is able to respond in a like a spellcasting focus for your Paladin spells.
manner. Your Divine Smite feature is now compatible with
You can cast this feat’s spell without expending a spell unarmed strikes. This extends to your Improved Divine
slot. You must finish a long rest before you can cast it in Smite feature at 11th level.
this way again.
Un-preparing or replacing this feat’s spell causes you to Honed Strength
temporarily lose the benefits of this feat. You still retain the Prerequisite: Unarmored Defense feature
+1 ability score improvement.
You’ve honed your strength and refined your technique. You
can use Strength, instead of Dexterity, for Initiative rolls and
Unarmored Defense.
Hound
You have a nose like a dog. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You have advantage on Wisdom (Perception) checks that
rely on smell.
You can smell an object that has been worn or used by a
creature within the last 10 days to gain a +5 bonus to
Wisdom (Perception) and Wisdom (Survival) checks
made to track that creature. This effect lasts until you
finish a long rest.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Infusionist Mystic
Prerequisite: Infuse Item feature Prerequisite: Ki feature
Your ingenuity and inventiveness have improved, granting you You’ve learned how to better harness the power of Ki. You
the following benefits: gain the following benefits;
You learn an additional infusion of your choice from the Increase your Dexterity or Wisdom score by 1, to a
Artificer Infusions list. Standard restrictions for learning maximum of 20.
an infusion still apply. You gain additional Ki equal to your Proficiency Bonus.
The maximum number of Infused items you can create This additional Ki is regained by completing a long or
increases by 1. short rest.

Insomniac Paladin Initiate


Your many late nights have taught you how to function with You learn how to empower your strikes with divine magic.
less sleep. You gain the following benefits: You gain a pool of d8’s equal to your Proficiency Bonus.
When you hit a creature with a melee weapon attack, you can
Increase one ability score of your choice by 1, to a spend one or more of these d8 to deal extra radiant damage
maximum of 20. to the target, in addition to the weapon’s damage. Roll the
You only need 4 hours of sleep to gain the benefits of a dice you spend; the target takes additional radiant damage
long rest. equal to the amount rolled.
You no longer have disadvantage on ability checks when The maximum number of d8’s you can spend on a single
you have only a single level of exhaustion. attack is equal to half your proficiency bonus (rounded down).
You regain all expended dice when you finish a long rest.
Mariner
You have learned how to sail the seas, granting you the
following benefits:
You gain proficiency with Vehicles (water) and Navigator’s
Tools.
You gain a swimming speed equal to your walking speed.
You can spend 1-minute studying the sky to determine
what the weather will be for the next 24 hours.
Monk Initiate
You’ve learned the basics of unarmed martial arts:
You can use Dexterity instead of Strength for the attack
and damage rolls of your unarmed strikes.
Your unarmed strikes gain a d4 damage die.
When you use the Attack action with an unarmed strike,
you can make one unarmed strike as a bonus action.
Mountaineer
No peak is beyond your reach. You gain the following
benefits:
You gain a climbing speed equal to your walking speed.
You can reduce any falling damage you take by an amount
equal to your character level.
You gain advantage on any Strength (Athletics) checks you
make in relation to climbing.
7
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.
Pushover Tactician
Prerequisite: Strength 13 or higher. You are always ready for battle and always have a battle plan:
You learn how to effectively use your strength to overpower Whenever you roll initiative roll a d4. You gain a bonus to
your enemies. You gain the following benefits: your initiative equal to the number rolled.
Increase your Strength score by 1, to a maximum of 20. After you roll initiative but before the first turn of combat,
you can swap your initiative position with a willing
You have advantage on Strength (Athletics) checks made creature. You can only use this feat once per combat
to Shove a Creature. encounter.
When you successfully shove a creature and decide to
push them, the distance they are pushed is now equal to
your strength score, rounded down to the nearest 5ft.
Recall Arcana Credit
Cover Page Art by lie setiawan
Prerequisite: 1st level or higher Wizard Source:
https://www.artstation.com/artwork/OoQokv
You can more easily recall and recite the incantation for Page 2, 3, 4, 7 Art By Hans Krill
spells you haven’t prepared. You can cast an unprepared spell Source:
of 5th level or lower from your spellbook, treating the spell as https://www.artstation.com/artwork/ybYWg5
if it were prepared.
Page 4, 7 Art © BLIZZARD ENTERTAINMENT, INC.
You can use this feat a number of times equal to half your ALL RIGHTS RESERVED.
Proficiency Bonus (rounded down), regaining all expended
uses when you finish a long rest. Page 5 Art By Mitchell Malloy
Source: https://www.artstation.com/artwork/dwarf-
Resolute fighter-iconic
Page 5 Art By Travis Lacey
Prerequisite: Indomitable feature Source: https://www.artstation.com/artwork/41ev4
Your strength and will is unyielding. You gain the following Page 6 Art By Greg Opalinski
benefits: Source: https://www.artstation.com/artwork/dwarf-
fighter-iconic
Increase your Strength, Dexterity or Constitution score by
1, to a maximum of 20. Feats by DNDBlue | Version 2.4
When you use your Indomitable feature on a saving throw
you aren’t proficient with, you can add your Proficiency
Bonus to the rerolled saving throw. Volume 3 avaliable here:
https://www.gmbinder.com/share/-Mijpe3akfjGU4MmVlmw/-
Seismic Touch Mq8qyja48MGg0v7ZoqX
You learn how to sense the subtle vibrations that travel
through the ground. As an action, you can touch a solid
surface and gain 60ft Tremorsense until the start of your next
turn.
A creature with Tremorsense can detect and pinpoint the
origin of vibrations within a specific radius, provided that
creature and the source of the vibrations are in contact with
the same ground or substance. Tremorsense can't be used to
detect flying or incorporeal creatures.

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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