DND 5e Feats
DND 5e Feats
Over 150
New Core Feats!
5th Edition
Compatible
Credits
Designed & Written by: Brian Berg
Additional Content by: PJ Harn and Edward Long
Editing: Brian Berg and PJ Harn
Cover Design: Brian Berg
Layout: Brian Berg
Artwork: ‘Warrior and a Dragon’ Cover Art by Luslo Ludrovan; interior artwork: ‘Water Elemental’ by JE Stock
Art, ‘Human Scout’ by Hopsy Graphic Art and ‘Tiefling Wizard’ by Vagelio Kaliva.
Legalese
Product Identity: The Total Party Kill Games (TPK Games) company, names and logos; the “Fifth Edition Feats”
name and logo; all original artwork, backgrounds, and logos; all trade dress, and graphic design elements are
©Total Party Kill Games.
Open Content: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic
items, monsters, rituals, artifacts AND/OR the names of abilities presented within this book are open game content
as described in the Open Gaming License.
Published by Total Party Kill Games, LLC. 1st printing, March 1, 2016.
1
A QUICK nOTE about aCTIONS • Your Dexterity bonus increases by
A lot of the feats in this book are dependent +1.
on actions, and in order to understand how • You may substitute your Dexterity
the feats truly work, you should have a bonus to any combat maneuver
good grasp on actions in 5e. Please refer to attempt that uses Strength instead.
the game handbook. • Once per rest, as a bonus action, you
can gain advantage on any Dexterity-
based combat maneuver* attempt.
Acrobatic *See Total Party Kill Games’ Fifth Edition Options title for more
You are skilled at leaping, jumping and information on combat maneuvers.
flying.
Prerequisites: Dex 13+, Acrobatics Alertness
proficiency You are always cautious of danger, and are
• Your Strength or Dexterity score rarely caught unaware.
(choose one) increases by +1. Prerequisite: Perception proficiency
• You gain expertise with the • You have a +2 bonus to initiative
Acrobatics proficiency. checks.
• You can stand from prone by only • You are never surprised, so long as
expending 5’ of your total you are not stunned or unconscious.
movement. • Enemies never gain advantage when
• Once per short rest you can gain striking you from stealth.
advantage on any Dexterity based
skill check.
Alignment Channel
You can channel divine energy to affect
Acrobatic Steps outsiders that possess opposing alignments.
You can easily move over and through Prerequisite: Channel Divinity
obstacles.
Prerequisites: Dex 13+, Acrobatics • Your Wisdom score increases by +1.
proficiency • Instead of its normal effect, you can
choose to have your ability to
• Your Dexterity score increases by +1. Channel Divinity turn outsiders of
• Whenever you move, you may opposing alignment subtypes
move through up to half of your (Law/Chaos and Good/Evil). Neutral
movement through difficult terrain clerics must choose which alignments
each round as if it were normal subtypes they can affect when taking
terrain. this feat. If you choose to turn
• Once per short rest you can ignore creatures of the chosen alignment
all slowing effects of difficult terrain. subtype, your channel energy has no
effect on other creatures. Note that
you cannot destroy creatures with
Agile Maneuvers this feat.
You’ve learned to use your quickness in • Thanks to your faith and connection
place of brute force when performing to an alignment, the save DC for
combat maneuvers. your Channel Divinity ability
Prerequisite: Dex 13+
increases by +1 against foes with
opposing alignments.
2
Animal Affinity • You gain expertise with the Athletics
skill.
You are skilled at working with animals and
• You can climb at your full movement
mounts.
rate instead of halved.
Prerequisite: Animal Handling proficiency
• You can perform a running long
• You gain expertise with all Animal jump or running high jump after
Handling skill checks. moving 5’ instead of the usual 10’.
• You can verbally command any of • Once per short rest you can gain
your beast companions or mounts to advantage on any Strength or
take the Attack, Dash, Disengage, Constitution based skill check.
Dodge, Help or Move as a free
action during your turn. Your beast Augmented Conjuring
companion must be able to see or Your conjured creatures are more powerful
hear you in order to use this ability. and robust.
Prerequisite: Spell Focus (Conjuration)
Arcane Shield
• Each creature you conjure with any
You can convert any spell into a defense.
summon spell gains a +2 bonus to
Prerequisite: Ability to cast arcane spells
attacks and damage and a bonus of
• As a reaction, you can sacrifice a spell +2 hit points per HD for the
or spell slot of 1st level or higher and duration of the spell that summoned
gain a shield bonus to AC equal to it.
the level of the spell or spell slot you
sacrificed for 1 minute. Cantrip spells
may not be sacrificed in this manner.
Backstab
Foes unaware of your presence are downed
with ease.
Arcane Strike Prerequisites: Stealth proficiency, Sneak
You draw upon your arcane power to Attack class ability.
enhance your weapons with magical energy.
Prerequisite: Ability to cast arcane spells. • When you attack a foe that is
unaware of your presence you gain
• Weapons you hold glow with arcane +1 to your critical threat range.
power and count as though they are • You also add an amount of damage
magical weapons. equal to your sneak attack dice
• You gain a +1 bonus to attacks and when you deal a critical hit.
damage with these weapons as long
as you are holding them. BEAST Slayer
• Ranged weapons also grant these
You’ve been trained to fight against all
bonuses on attacks and damage, but
manner of dangerous beasts and survive.
the magic fades after striking their
Prerequisites: Wis 13+, Nature proficiency
target.
• You gain a +1 to attacks made
Athletic against beasts and a +1 bonus to AC
against their attacks.
You possess inherent physical prowess.
• You gain a bonus equal to your
Prerequisites: Str and Con 13+, Athletics
proficiency bonus on all Survival
proficiency
checks to track beasts.
3
• Your critical threat range against • When an adjacent ally is attacked,
beasts increases by +1. you may use a reaction to redirect
the attack to yourself.
Blind-Fight
You are skilled at attacking opponents that Bouncing Spell
you cannot clearly perceive. You can direct a failed spell against a
Prerequisites: Wis 13+, Perception different target.
proficiency Prerequisite: Ability to cast 2nd level spells.
4
spell to continue to burn, dealing • If you take the Dash action, you may
more damage the following round. spend a bonus action to make a
You must increase the level of the melee attack or Shove attack during
spell cost by one, and the spell or after your movement.
deals two dice of damage the • If you move at least 10’ in a straight
following round to all affected line during your Dash action, you
targets. Saves continue to apply. gain a +5 bonus to damage on your
attack or Shove a target 10’ away.
Catch Off-Guard • You do not suffer advantage on
attacks against you in rounds in
Foes are surprised by your skilled use of
which you have charged.
unorthodox and improvised weapons.
*See Total Party Kill Games’ Fifth Edition Options title for more
• You do not suffer disadvantage when information on combat maneuvers.
5
reaction to cast a cantrip at that cleric makes a spellcasting check and
target. the highest roll takes control.
• You can control a number of undead
Combat Expertise whose combined hit dice are equal
or less than your cleric level.
You can increase your defense at the
expense of your accuracy.
Prerequisite: Dex 13+ Concussive Spell
You cause creatures to be disoriented when
• Your Dexterity score increases by +1. you affect them with a spell that has the
• You may choose to suffer sonic descriptor.
disadvantage on all attacks in a Prerequisite: Ability to cast 3nd level spells
round in order to force all
opponents to suffer disadvantage on • When you deal thunder damage
all attacks against you. with a spell, a concussive wave of
energy rattles creatures affected by
the spell. A concussive spell causes
Combat Reflexes creatures that take damage from a
You quickly press the advantage of your spell that has the sonic descriptor to
foes’ mistakes. have disadvantage on attack rolls,
Prerequisite: Dex 13+ saving throws, skill checks, and
• You can perform a number of ability checks for a number of
opportunity attacks per round equal rounds equal to the actual spell
to your Dexterity modifier level of the spell. A concussive spell
(minimum 1). only affects spells with the sonic
• You gain advantage on all descriptor. A concussive spell uses
opportunity attacks. up a spell slot two levels higher
than the spell’s actual level.
6
• Your Wisdom score increases by Deceitful
+1. You are skilled at deceiving others, both
• Once per short you can gain with the spoken word and with physical
advantage on any initiative roll. disguises.
• When subjected to any effect Prerequisite: Deception proficiency
that allows a Wisdom or
Intelligence save, you may make • You gain expertise in the Deception
an Insight check instead. skill.
• Once per short rest you can gain
Darting Strike advantage on any Deception skill
Your quick attacks are more difficult to check.
dodge.
Prerequisite: Dex 15+ Defensive Combat
• Your Dexterity score increases by Training
+1. You excel at defending yourself from all
• When moving at least a 10’ before manner of combat maneuvers.
an attack, you gain a +1 bonus on Prerequisite: Dex 13+
that attack.
• You add your proficiency bonus as a
bonus on all saves against combat
Dazzling Display maneuvers such as trips, pushes,
Your skill with your weapon can frighten disarms, etc.*
enemies. • You can spend a reaction to negate a
Prerequisite: Intimidate proficiency charging opponent’s free attack.
• You do not suffer advantage on
• While wielding a weapon or attacks against you when you are
unarmed strike, you can perform a flanked.
bewildering show of prowess. You
*See Total Party Kill Games’ Fifth Edition Options title for more
can take an action to make an information on combat maneuvers.
Intimidate check to frighten all foes
within 30 feet who can see your
display.
Defensive Weapon
Training
Deadly Stroke You know how to defend yourself against a
With a well-placed strike, you can bring a certain class of weaponry.
swift and painful end to most foes. Prerequisite: Int 13+
Prerequisite: Weapon Specialization. • Choose a type of weapon (finesse,
• If you attack a blinded, restrained, heavy, light, reach, thrown or two-
stunned or incapacitated foe with the handed). By spending a reaction,
weapon you have chosen with you force opponents wielding
weapon specialization, you weapons of that category to suffer
automatically deal a critical hit. disadvantage on their attack against
• When you drop a foe to below 0 hit you.
points, they suffer an additional
amount of damage equal to your Defensive Expertise
weapon’s base damage dice. You never let down your guard, and take
advantage of every time your foes do.
7
Prerequisite: Dex 13+ DEMON Slayer
• If you hit a target with an attack of You’ve been trained to fight creatures of the
opportunity, they are not able to lower planes and survive.
move until the beginning of their Prerequisite: Wis 13+, Arcana or Religion
next turn. proficiency
• All creatures leaving your threatened
• You gain a +1 bonus to attacks made
spaces suffer opportunity attacks.
against demons or devils and a +1
Using the disengage action does not
bonus to your AC against their
avoid this attack of opportunity, but
attacks.
other special abilities or feats that
• You may reroll a failed save against a
state you can avoid attacks of
devilish or demonic creature’s special
opportunity from movement do.
ability. You may only use this ability
• When a foe that you threaten rolls a
once per short rest.
1 on an attack roll, you may make an
• Your critical threat range against
attack of opportunity as a reaction.
demons and devils increases by +1.
8
Disarm Expertise the spell. Targets that avoid the
spell’s effects avoid this feat’s effect
You are skilled at disarming an enemy.
as well. A disruptive spell uses up a
Prerequisites: Str or Dex 13+
spell slot one level higher than the
• When you perform a disarm
spell’s actual level.
maneuver, you do so with advantage
on your ability check.
• Opponents suffer disadvantage when Distant Spell
they attempt to disarm you. Your spells are capable of a far reach.
• You do not suffer disadvantage when Prerequisite: Ability to cast 2nd level spells
attempting to disarm two-handed
weapons. • When you cast a spell that has a
*See Total Party Kill Games’ Fifth Edition Options title for more
range of 5 feet or greater, you can
information on combat maneuvers. increase the spell level by one to
double the range of the spell.
• When you cast a spell that has a
Disorienting Blow range of touch, you can increase the
You make a hammering attack that spell level by one to make the range
disorients your target. of the spell 30 feet.
Prerequisite: Str 13+
9
Dreadful Carnage • You gain a +1 bonus to AC when
fighting with a single weapon and no
Slaying an enemy demoralizes your other
shield.
nearby foes.
• As a reaction when you are attacked
Prerequisites: Str 15+, Power Attack
by a melee attack you can add your
• Whenever you reduce an enemy to 0 proficiency bonus to your AC against
or fewer hit points, you can make an that attack.
Intimidate skill check to demoralize
all enemies within 30 feet as a free Dungeoneer
action. Enemies that cannot see both
You are a master of underground and
you and the enemy you reduced to 0
dungeon exploration.
or fewer hit points are unaffected.
Prerequisite: Perception proficiency
Demoralized (Condition) • When searching for (or passing by)
Demoralized targets suffer disadvantage on secret doors, you gain advantage on
all attacks and skill tests against you for a skill checks to notice them.
number of rounds equal to your proficiency • You add your proficiency bonus on
bonus. Resisting the Intimidate skill is a Dexterity saves made to avoid the
Wisdom save DC 8 + the creature’s effects of traps.
proficiency bonus + Strength or Charisma • When searching for traps, you do
bonus. not suffer any movement penalties.
Duelist Eagle-Eyed
You are a consummate master of the fencing Your eyesight is especially keen, and you
blade. To you, combat is an art form. pick up on minute details.
Prerequisite: Dex 13+
10
Prerequisites: Perception or Investigation
proficiency Elemental Mastery
• You gain expertise with the You are a master of the elemental forces,
Perception and Investigation skills. marrying the elements to magic.
• You can read lips of targets you can Prerequisite: Ability to cast spells.
see as long as you speak the same
• Choose an energy type (acid, cold,
language.
fire, lightning or thunder). When
• You never suffer disadvantage on
you cast spells of this type, your
Perception checks due to distance.
target does not gain any resistance to
that energy type.
Elemental Channel • Once per short rest when you cast a
Choose one elemental subtype, such as air, spell of the chosen energy type you
earth, fire, or water. You can channel can reroll the damage and take the
divinity energy to turn or destroy outsiders best result.
that possess your chosen elemental subtype.
Prerequisite: Channel Divinity class feature. Elemental Spell
• Your Wisdom score increases by +1. You can manipulate the elemental nature of
• Instead of its normal effect, you can your spells.
choose to have your ability to Prerequisite: Ability to cast 1st level spells
Channel Divinity turn or destroy
outsiders of your chosen elemental
subtype. If you choose to turn or
destroy creatures of the chosen
elemental subtype, your channel
energy has no effect on other
creatures.
• Thanks to your connection to an
element, the save DC for your
Channel Divinity ability increases by
+1 against foes with that elemental
subtype.
Elemental Focus
Your spells of a certain element are more
difficult to resist.
Prerequisite: Ability to cast 1st level spells
11
• Choose one energy type: acid, cold, Extra Channel
electricity, or fire. You may replace a You can channel divine energy more often.
spell’s normal damage with that Prerequisite: Channel Divinity class feature.
energy type or split the spell’s
damage, so that half is of that energy • You can channel energy three
type and half is of its normal type. additional times per long rest.
An elemental spell uses up a spell slot
one level higher than the spell’s
actual level. Extra Fighting Style
Your versatility training in combat allows
you to gain an additional fighting style.
Empowered Spell Prerequisite: Fighting Style class feature.
Your channel additional energy into your
spells, causing them to deal great harm. • You may choose an extra combat
Prerequisite: Ability to cast 2nd level spells. style from your class.
12
Extra Skills temporary hit points, you fall
unconscious and are dying as normal.
You have a versatile skill set.
• Choose any three skills you are not Fleet
already proficient in. You gain
You are faster than most.
proficiency with those skills.
Prerequisite: Dex 13+
13
Great Fortitude you and the creature are restrained
and immobile.
You are resistant to poisons, diseases, and
• You can grapple creatures up to one
other maladies.
size larger than you without them
Prerequisite: Con 13+
escaping automatically.
• Increase your Constitution score by *See Total Party Kill Games’ Fifth Edition Options title for more
+1. information on combat maneuvers.
14
Heighten Spell to do so. You can use this ability
again after a long rest.
Your spells are incredibly difficult to resist.
Prerequisite: Ability to cast 3rd level spells.
15
• You always go first in initiative when can benefit from these temporary hit
tied with other creatures unless they points again until they have taken at
too have Improved Initiative. If so, least a short rest.
roll again or use the highest Dexterity
score.
Iron Will
You are more resistant to mental effects.
Improvised Weapon Prerequisite: Wis 13+
Mastery • Increase your Wisdom score by +1.
You can turn nearly any object into a deadly • You gain proficiency in Wisdom
weapon, from a razor-sharp chair leg to a saves.
sack of flour.
Prerequisite: Catch Off-Guard
Ironskin
• Increase the amount of damage dealt Through body hardening techniques, you can
by the improvised weapon by one shrug off some blows without the use of
step (for example, 1d4 becomes 1d6) armor.
to a maximum of 1d8 (1d10 if the Prerequisite: Con 15+
improvised weapon is two-handed).
• Improvised weapons in your hands • Your Constitution score increases by
also have a critical threat range of +1.
19–20. • You may add your Con bonus to AC
when not wearing armor.
Initiate
You have studied with spellcasters, and Keen Intellect
picked up a few tricks. Your intellect is practiced and sharp.
Prerequisite: Int 15+
• Choose two cantrips and a first level
spell from the spell list of any single • Your Intelligence score increases by
class. You may cast the cantrips at +1.
will and the first level spell once per • You can recall anything you’ve seen
long rest. Your primary casting stat or heard within a number of weeks
and save DCs are determined by the equal to your Intelligence modifier.
casting stat of the class chosen. • Once per long rest you can gain
advantage on any Intelligence-based
skill check.
Inspiring Leadership • By discussing a problem with your
You are capable of awe-inspiring leadership, allies, you can turn any Insight or
and that leadership gives your allies strength. Investigation check into a group skill
Prerequisite: Cha 13+ check.
• If you spend at least 5 minutes giving
a rousing speech you can make a Light Armor
Charisma or Performance check with Proficiency
a DC of 15. If you succeed, all allies
You know how to wear light armor without
within 30’ gain 5 temporary hit
penalty.
points. If you succeed with a DC of
20 or better, this bonus increases to • Increase your Strength or Dexterity
10 temporary hit points. No creature score (choose one) by +1.
16
• You gain proficiency with light codes is equal to your Intelligence
armors. score + your proficiency bonus.
17
• Once per short rest you can gain Medium Armor
advantage on any Arcana skill check.
Expertise
You are well-trained in the use of medium
Mage Killer armor to deflect blows.
You are a hunter and slayer of all who
practice spellcraft. • You no longer suffer disadvantage on
Prerequisite: Arcana proficiency Stealth skill checks.
• Your maximum Dexterity bonus to
• Spellcasters that you threaten AC increases by +1 when you are
provoke attacks of opportunity wearing medium armor.
when casting spells in your presence.
• If you harm a spellcaster while they
are concentrating on a spell, they Medium Armor
suffer disadvantage on the Proficiency
concentration check. You can wear medium armor without
• If you see a creature cast a spell, you penalty.
gain a bonus of +1d4 on all attack Prerequisite: Light armor proficiency
rolls against that creature for one
minute. • Increase your Strength by +1.
• You gain proficiency with medium
armors.
Manyshot
You can fire multiple arrows in a single shot.
Prerequisite: Dex 15+, Rapid Shot Mobility
You can easily move through a dangerous
• When you make a ranged attack, melee.
you can make another ranged attack Prerequisite: Dex 13+
against the same target or another
target within 10’ of that target. • If you take the Dash action, you are
not hindered by difficult terrain that
turn.
Master Craftsman • When you exit a creature’s
You are a master artisan, capable of crafting threatened area, you do not provoke
great works of stunning beauty and attacks of opportunity.
effectiveness. • You can move through a number of
Prerequisite: Int 13+ enemy squares equal to your
• You gain proficiency with any two Dexterity bonus each round as
tools of your choice. though they were friendly.
• You craft items at a rate of 50 gp per
day instead of 25 gp. Mounted Warrior
• You can craft weapons and armor You are adept at warfare on the back of a
that are effectively a +1 enhancement mount.
bonus, but they do not count as Prerequisite: Animal Handling proficiency
magical, nor radiate magic.
• While mounted, you gain advantage
on melee attack rolls against foes that
are smaller than your mount.
18
• You do not suffer disadvantage when Parting Shot
making ranged attacks while
You are an expert skirmisher, able to rain
mounted.
missiles upon your enemies whether
• As a reaction to an attack on your
advancing or retreating.
mount, you can make an Animal
Prerequisite: Dex 15+
Handling check and treat this result
as your mount’s AC or if you have a • When you use the disengage action,
shield, you can grant your shield’s you can make a single ranged attack
AC to your mount as a reaction. at any point during your movement
You lose your shield bonus until the as a bonus action.
beginning of your next turn.
Penetrating Strike
Overrun Expertise Your attacks penetrate the defenses of most
You are a master of the overrun maneuver. foes.
Prerequisite: Str 13+ Prerequisites: Power Attack or Weapon
Specialization
• You gain advantage on all overrun
maneuver attempts that you make. • Your Strength or Dexterity score
• Opponents suffer disadvantage on (choose one) increases by +1.
overrun maneuver attempts against • Once per short rest, when you make
you. a successful attack, your attack
• If you make a charge as part of a ignores nonmagical physical damage
Dash action, you can overrun a resistance.
target as a free action.
*See Total Party Kill Games’ Fifth Edition Options title for more
information on combat maneuvers.
Persistent Spell
You can modify a spell to become more
tenacious when its targets resist its effect.
Parry Spell Prerequisite: Ability to cast 3rd level spells
You can parry an enemy spell back at its
caster. • Whenever a creature targeted by a
Prerequisites: Dex 13+, Arcana proficiency persistent spell or within its area
succeeds on its saving throw against
• As a reaction, you can attempt to the spell, it must make another
parry any spell that requires an saving throw against the effect. If a
attack roll. You make an attack roll creature fails this second saving
against the attack roll of the throw, it suffers the full effects of the
incoming spell attack. If you spell, as if it had failed its first saving
succeed, you parry the spell away throw. A persistent spell uses up a
harmlessly. spell slot two levels higher than the
• If you take a -5 penalty to your parry spell’s actual level. Spells that do not
roll and succeed, you can parry that require a saving throw to resist or
spell back at its caster. Use your lessen the spell’s effect do not benefit
parry roll as the spell attack roll. from this feat.
19
Persuasive • You gain advantage on any ranged
attack made within 30’ against
You are skilled at swaying attitudes and
targets that do not have cover.
intimidating others into your way of
• Ranged attacks made against
thinking.
adjacent targets have neither
Prerequisites: Cha 13+, Persuasion
advantage nor disadvantage.
proficiency
Power Attack
You can make exceptionally deadly melee
attacks by sacrificing accuracy for strength.
Prerequisite: Str 13+
Physician
You are a capable healer, able to mend
wounds and treat ailments.
Point-Blank Shot Prerequisites: Int or Wis 13+, Medicine
You are especially accurate when making proficiency
ranged attacks against close targets.
Prerequisites: Dex 13+, Perception • When you use a healer’s kit and
proficiency stabilize a dying target, they become
conscious with 1d4 hit points.
• You can use a healer’s kit to tend to
a character’s wounds. The character
20
regains a recovery die, and this Raging Vitality
recovery die does not count against
While raging, you are full of vigor and
their daily total. A character may
health.
only benefit from this bonus
Prerequisites: Con 15+, rage class feature.
recovery die once per long rest.
• Under your care, characters • Whenever you are raging, you gain a
expending recovery dice during rest number of temporary hit points
gain a bonus amount of additional equal to your level. These
hit points equal to your Intelligence temporary hit points do not stack
or Wisdom modifier (choose one) with temporary hit points from any
for each recovery die they spend. other source. These temporary hit
points are removed when you exit
Quick Draw rage.
• While raging, you have advantage
You can draw weapons faster than most.
on Constitution checks and
Prerequisite: Dex 13+
Constitution saves.
• You can draw weapons as a free
action instead of as part of a move Rapid Shot
action. You can make an additional ranged attack.
• You gain a +2 bonus on Initiative. Prerequisite: Dex 13+
• Even if you are surprised, you can
still draw your weapons. • When making a attack action with a
non-loading ranged weapon, you
can make an additional attack this
Quicken Spell round as a bonus action. You gain
You can cast spells in a blink of an eye. your full Dexterity bonus to damage
Prerequisite: Ability to cast 4th level spells on this bonus attack.
• When you cast a spell that has a
casting time of 1 action, you can Razortooth
increase the spell level by three to Your powerful jaws and steely teeth are
change the casting time to 1 bonus deadly enough to give you a bite attack.
action for this casting. Prerequisite: Half-orc
• A quickened spell does not suffer
disadvantage when cast adjacent to • Your Strength or Constitution score
threatening foes. (choose one) increases by +1.
• As a bonus action, you can make a
bite attack for 1d4 points of damage.
Raging Strength You’re considered proficient in this
While raging, your attacks do even more attack and can apply feats or effects
damage. appropriate to natural attacks to it.
Prerequisites: Str 15+, Rage class feature
Savage Warrior
Your blows strike with great fury, driving
your enemies before you.
Prerequisite: Str 13+, Intimidate proficiency
Selective Spell
Your allies need not fear friendly fire.
Prerequisite: Int 15+, Arcana proficiency,
Ability to cast 2nd level spells
Sharp Shot
Your skill with ranged weapons allows you
to make amazing shots with ease.
22
Prerequisite: Dex 15+ Shield of Swings
• You do not suffer disadvantage when A wild frenzy of attacks serves to bolster
attacking beyond your weapon’s your defenses.
normal range. Note that this does Prerequisite: Extra Attack class feature
not allow you to shoot beyond your
• If you attack more than once per
weapon’s maximum range.
round using your extra attack class
• Your ranged attacks ignore all but
feature, you gain a +1 bonus to your
total cover and you never suffer
AC for each extra attack you make
disadvantage for firing into melee.
that round.
• When making a ranged attack, you
can choose to suffer a -5 penalty to
the attack roll. If the attack hits, you Sidestep
gain a +10 bonus to the attack’s You can reposition yourself after a foe’s
damage. missed swing.
Prerequisites: Dex 13+
Shield Expertise • Your Dexterity score increases by +1.
Your skill with shields allows you to fight
• Whenever an opponent misses you
with it without hindrance.
with a melee attack, you may move
Prerequisites: Str 13+, Shield proficiency
5 feet as a reaction.
• You can make an attack or Shove • This movement does not provoke
action with a shield as a bonus opportunity attacks and does not
action. Medium-sized shields deal count against your total movement.
1d6 points of damage.
• As long as you are aware of an Skill Focus
attack and not otherwise
You are particularly adept at a certain skill.
incapacitated, you can add +2 to
Prerequisite: Proficiency in a chosen skill.
your Dexterity saves against spell or
attack effects that only affect you. • You gain expertise in a chosen skill.
• When faced with a Dexterity save for
half damage while wielding a shield
greater than a buckler, you Slam Expertise
automatically take half effect (even if You are skilled at slamming into an enemy
you fail), and if you succeed, you and throw them off balance.
suffer no damage. Prerequisite: Str 13+
23
Snap Shot • Your Intelligence score increases by
+1.
With a ranged weapon, you can take
• Each time you take this feat, choose a
advantage of any opening in your
number of spells that you already
opponent’s defenses.
know equal to your 3 + your
Prerequisite: Dex 13+
Intelligence modifier. From that
• While wielding a ranged weapon point on, you can prepare these
you are proficient in, you may attack spells without referring to a
adjacent foes without suffering spellbook.
disadvantage.
• You can make ranged attacks as Spell Penetration
attacks of opportunity and gain +2
Your spells break through resistances more
damage on all such attacks of
easily than most.
opportunity.
Prerequisite: Spell Focus
24
Stealthy Strong Personality
You are skilled at stealth. Your sense of self never wavers, and your
Prerequisites: Dex 13+, Stealth proficiency ego is rarely challenged.
Prerequisite: Cha 13+
• You can make hide checks when you
are only lightly obscured from sight. • Increase your Charisma score by +1.
• If you are hidden and make a ranged • You gain proficiency in Charisma
attack against an unaware target, you saves.
remain hidden.
• You can see in dim light without Subtle Spell
penalty.
You can cast spells without others being
aware of it.
Steel Soul Prerequisite: Ability to cast 2nd level spells.
You are especially resistant to magic.
• When you cast a spell, you can
Prerequisite: Dwarf
increase the spell level by one to cast
• You may add your proficiency bonus it without any somatic or verbal
as a bonus on all saves against magic. components.
• Once per short rest you can gain
advantage on a save against Sunder Expertise
magic. You may not use this ability
Your devastating strikes cleave through
again until you’ve completed a short
weapons and armor and into their wielders,
rest.
damaging both item and wielder alike in a
single terrific strike.
Steeled Mind Prerequisite: Power Attack
Your mind is extraordinarily keen, and your
• You gain advantage on all Sunder
mental defenses are nearly impossible to
attempts.
penetrate.
• Opponents have disadvantage when
Prerequisite: Int 13+
attempting to make Sunder attempts
• Your Intelligence score increases by against you.
+1. • If you sunder a target’s weapons,
• You gain proficiency in Intelligence armor or shield, you can spend a
saves. bonus action to also deal your
weapon’s base damage to the target.
Strike Back *See Total Party Kill Games’ Fifth Edition Options title for more
information on combat maneuvers.
You can strike at foes that attack you using
their superior reach, by targeting their limbs
or weapons as they come at you. Taunt
Prerequisite: Combat Reflexes Your vicious words infuriate others.
Prerequisites: Cha 13+, Intimidate
• Your Dexterity score increases by +1. proficiency
• You can expend a reaction to make
an opportunity attack against any foe • Your Charisma score increases by +1.
that attacks you with reach. • You gain expertise in the Intimidate
skill.
25
• When you use the Intimidate skill,
you can force an opponent to make
a Wisdom save versus your
Toppling Spell
Intimidate check. If they fail, they Your spells with that deal damage also
must use their next action to move knock the affected creatures prone.
closer and attack you. Prerequisite: Ability to cast 3rd level spells.
• If you use the Intimidate skill to • The impact of your spell is strong
fluster a target, they suffer enough to knock the target prone. If
disadvantage on all Persuasion checks a target takes damage from your
for a number of rounds equal to spell, they must also make a
your proficiency bonus. Dexterity or Strength (target’s choice)
save to avoid being knocked prone.
Thespian Use the DC of the spell to determine
You are skilled at impersonation and drama. the trip maneuver DC. A toppling
Prerequisite: Cha 13+ spell uses up a spell slot two levels
higher than the spell’s actual level.
• Your Charisma score increases by +1.
• When impersonating another
person’s looks, mannerisms or
Toughness
speech, you gain advantage on You have enhanced physical stamina.
Deception or Performance skill Prerequisite: Con 13+
checks. • You gain a number of hit points
equal to twice your level.
Thundering Spell • When you gain new levels, you gain
You can conjure your spells into existence an additional +2 hit points.
with blaring thunder or fearful shrieks, • You recover 1 additional hit point
deafening creatures damaged by their effects. whenever you roll a recovery die.
Prerequisite: Ability to cast 3rd level spells
26
Twinned Spell Two-Weapon Rend
You can cast a spell and have it affect two Striking with both of your weapons
targets instead of one. simultaneously, you can use them to deliver
Prerequisite: Ability to cast 2nd level spells. devastating wounds.
Prerequisites: Dex 15+, Two-Weapon
• When you cast a spell that targets Fighter
only one creature and doesn’t have a
range of self, you can choose to • If you hit an opponent with both
double the spell’s level to target a your primary attack and your off-
second creature in range with the hand bonus attack, you deal an
same spell (1 sorcery point if the spell additional +5 points of damage.
is a cantrip). To be eligible, a spell
must be incapable of targeting more
than one creature at the spell’s UNDEAD Slayer
current level. For example, magic You’ve been trained to fight the living dead
missile isn’t eligible, but firebolt is. and survive.
Prerequisite: Int or Wis 13+, Arcana or
Religion proficiency
Two-Weapon Fighter
• You gain a +1 bonus to attacks made
You can fight with a weapon wielded in
against undead and a +1 bonus to
each of your hands.
your AC against their attacks.
Prerequisite: Dex 13+
• You may reroll a failed save against
• You gain your ability bonus on off- an undead creature’s ability. You
hand attacks when dual-wielding may only use this ability once per
two weapons. short rest.
• You can use two-weapon fighting • Your critical threat range against
with one-handed melee weapons, undead increases by +1.
even if they aren’t light weapons.
• You can draw or put away both Unarmed Fighting
weapons as a single action when you
You are skilled at fighting while unarmed.
could normally draw or put away a
Prerequisites: Str and Con 15+
weapon.
• Increase your Strength or
Constitution score by +1.
Two-Weapon Fighting • You gain proficiency with improvised
Mastery weapons and unarmed strikes. Your
unarmed strikes deal 1d4 damage
You are especially skilled at fighting with
(1d3 for small creatures and 1d6 for
two weapons.
large). You are treated as armed
Prerequisites: Dex 15+, Two-Weapon
when unarmed fighting.
Fighter
• If you hit a target with an unarmed
• When fighting with two weapons, strike on your turn, as a bonus action
you gain a +1 bonus to AC. you can make a grapple attack.
• You gain an extra attack action when
wielding two weapons.
Weapon Expert
You know how to handle more weapons
than most of your class.
27
area. Any numeric measurements of
• Your Strength or Dexterity score the spell’s area increase by
(choose one) increases by +1. 100%. Spells that do not have an
• You gain proficiency with any five area of one of these four sorts are
martial weapons. not affected by this feat.
Widen Spell
You can cast your spells so that they occupy
a larger space.
Prerequisite: Ability to cast 3rd level spells.
28
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29
Laying Waste
The Guide to Critical Combat
COMING SOON!
5th Edition
Compatible