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Feats For Skills

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Skill Feats Brawny

This document introduces new feats to D&D 5e. Each of You become stronger, gaining the following benefits:
these feats is associated with a particular skill. Increase your Strength score by 1, to a maximum of 20.
You gain proficiency in the Athletics skill. If you are
already proficient in the skill, you add double your
Notes proficiency bonus to checks you make with it.
First, note that the feats here were originally You count as if you were one size larger for the purpose of
presented in Unearthed Arcana: Feats for Skills. determining your carrying capacity.
Among them, only the Acrobat, Diplomat,
Performer, Quick-Fingered, and Survivalist feats Diplomat
received any mechanical changes; in addition,
Empathic was renamed to Insightful. The other You master the arts of diplomacy, gaining the following
feats are reprinted here for the sake of benefits:
completeness and ease of access.
Second, if you enjoy this type of content, be sure Increase your Charisma score by 1, to a maximum of 20.
to check out my Feats for Tools document, which You gain proficiency in the Persuasion skill. If you are
contains a selection of feats that are each already proficient in the skill, you add double your
associated with a specific set of tools. proficiency bonus to checks you make with it.
If you spend 1 minute talking to someone who can
understand what you say, you can make a Charisma
Acrobat (Persuasion) check contested by the creature's Wisdom
(Insight) check. If you or your companions are fighting the
You become more nimble, gaining the following benefits: creature, your check automatically fails. If your check
succeeds, the target is charmed by you as long as it
Increase your Dexterity score by 1, to a maximum of 20. remains within 60 feet of you and for 1 minute thereafter.
You gain proficiency in the Acrobatics skill. If you are This condition ends early if you or your companions do
already proficient in the skill, you add double your anything harmful to the target or its allies.
proficiency bonus to checks you make with it.
As a bonus action, you can make a DC 15 Dexterity Historian
(Acrobatics) check. If you succeed, you can move through
the space of any creature that isn't of a size smaller than Your study of history rewards you with the following benefits:
yours until the end of the turn. Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the History skill. If you are already
Animal Handler proficient in the skill, you add double your proficiency
You master the techniques needed to train and handle bonus to checks you make with it.
animals. You gain the following benefits: When you take the Help action to aid another creature's
ability check, you can make a DC 15 Intelligence (History)
Increase your Wisdom score by 1, to a maximum of 20. check. On a success, that creature's check gains a bonus
You gain proficiency in the Animal Handling skill. If you equal to your proficiency bonus, as you share pertinent
are already proficient in the skill, you add double your advice and historical examples. To receive this bonus, the
proficiency bonus to checks you make with it. creature must be able to understand what you're saying.
You can use a bonus action on your turn to command one
friendly beast within 60 feet of you that can hear you and Insightful
that isn't currently following the command of someone
else. You decide now what action the beast will take and You possess keen insight into how other people think and
where it will move during its next turn, or you issue a feel. You gain the following benefits:
general command that lasts for 1 minute, such as to guard Increase your Wisdom score by 1, to a maximum of 20.
a particular area. You gain proficiency in the Insight skill. If you are already
proficient in the skill, you add double your proficiency
Arcanist bonus to checks you make with it.
You study the arcane arts, gaining the following benefits: You can use your action to try to get uncanny insight about
one humanoid you can see within 30 feet of you. Make a
Increase your Intelligence score by 1, to a maximum of 20. Wisdom (Insight) check contested by the target's
You gain proficiency in the Arcana skill. If you are already Charisma (Deception) check. If your check succeeds, you
proficient in the skill, you add double your proficiency have advantage on attack rolls and ability checks against
bonus to checks you make with it. the target until the end of your next turn.
You learn the prestidigitation and detect magic spells. You
can cast detect magic once without expending a spell slot,
and you regain the ability to do so when you finish a long
rest.

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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.
Investigator Perceptive
You have an eye for detail and can pick out the smallest clues. You hone your senses until they become razor sharp. You
You gain the following benefits: gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20. Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Investigation skill. If you are You gain proficiency in the Perception skill. If you are
already proficient in the skill, you add double your already proficient in the skill, you add double your
proficiency bonus to checks you make with it. proficiency bonus to checks you make with it.
You can take the Search action as a bonus action. Being in a lightly obscured area doesn't impose
disadvantage on your Wisdom (Perception) checks if you
Medic can both see and hear.
You master the physician's arts, gaining the following Performer
benefits:
You master performance so that you can command any stage.
Increase your Wisdom score by 1, to a maximum of 20. You gain the following benefits:
You gain proficiency in the Medicine skill. If you are
already proficient in the skill, you add double your Increase your Charisma score by 1, to a maximum of 20.
proficiency bonus to checks you make with it. You gain proficiency in the Performance skill. If you are
During a short rest, you can clean and bind the wounds of already proficient in the skill, you add double your
up to six willing beasts and humanoids. Make a DC 15 proficiency bonus to checks you make with it.
Wisdom (Medicine) check for each creature. On a success, While performing, you grab the attention of any onlookers
if a creature spends a Hit Die during this rest, that enough that they automatically make Wisdom
creature can forgo the roll and instead regain the (Perception) and Intelligence (Investigation) checks with
maximum number of hit points the die can restore. A disadvantage until the performance ends.
creature can do so only once per rest, regardless of how
many Hit Dice it spends. Quick-Fingered
Menacing Your nimble fingers and agility let you perform sleight of
hand. You gain the following benefits:
You become fearsome to others, gaining the following
benefits: Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in the Sleight of Hand skill. If you are
Increase your Charisma score by 1, to a maximum of 20. already proficient in the skill, you add double your
You gain proficiency in the Intimidation skill. If you are proficiency bonus to checks you make with it.
already proficient in the skill, you add double your You can make a Dexterity (Sleight of Hand) check as a
proficiency bonus to checks you make with it. bonus action. If any other action or ability allows you to
When you take the Attack action on your turn, you can perform a Dexterity (Sleight of Hand) check, you can
replace one attack with an attempt to demoralize one perform two operations with it at once.
humanoid you can see within 30 feet of you that can see
and hear you. Make a Charisma (Intimidation) check Silver-Tongued
contested by the target's Wisdom (Insight) check. If your You develop your conversational skill to better deceive others.
check succeeds, the target is frightened until the end of You gain the following benefits:
your next turn. If your check fails, the target can't be
frightened by you in this way for 1 hour. Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Deception skill. If you are
Naturalist already proficient in the skill, you add double your
Your extensive study of nature rewards you with the following proficiency bonus to checks you make with it.
benefits: When you take the Attack action on your turn, you can
replace one attack with an attempt to deceive one
Increase your Intelligence score by 1, to a maximum of 20. humanoid you can see within 30 feet of you that can see
You gain proficiency in the Nature skill. If you are already and hear you. Make a Charisma (Deception) check
proficient in the skill, you add double your proficiency contested by the target's Wisdom (Insight) check. If your
bonus to checks you make with it. check succeeds, your movement doesn't provoke
You learn the druidcraft and detect poison and disease opportunity attacks from the target and your attack rolls
spells. You can cast detect poison and disease once against it have advantage; both benefits last until the end
without expending a spell slot, and you regain the ability of your next turn or until you use this ability on a different
to do so when you finish a long rest. target. If your check fails, the target can't be deceived by
you in this way for 1 hour.

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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.
Stealthy
You know how best to hide. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in the Stealth skill. If you are already
proficient in the skill, you add double your proficiency
bonus to checks you make with it.
If you are hidden, you can move up to 10 feet in the open
without revealing yourself if you end the move in a
position where you're not clearly visible.
Survivalist
You master wilderness lore, gaining the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Survival skill. If you are already
proficient in the skill, you add double your proficiency
bonus to checks you make with it.
You have advantage on saving throws made to avoid or
resist extreme weather phenomena (such as extreme heat
and cold) and wilderness hazards (such as quicksand and
slippery ice).
Theologian
Your extensive study of religion rewards you with the
following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the Religion skill. If you are already
proficient in the skill, you add double your proficiency
bonus to checks you make with it.
You learn the thaumaturgy and detect evil and good spells.
You can cast detect evil and good once without expending
a spell slot, and you regain the ability to do so when you
finish a long rest.

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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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