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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, Dual Wielder
and this revised version is mostly meant to give You master fighting with two weapons, gaining the following
more appeal to those "lesser feats". benefits:
Art Credit : Wizards of the Coast 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 when the one
handed melee weapons you are wielding aren’t light.
Athlete You can draw or stow two one-handed weapons when you
You have undergone extensive physical training to gain the would normally be able to draw or stow only one.
following benefits: NEW : Every time you make an attack with a one-handed
melee weapon your are wielding in your main hand, if your
Increase your Strength or Dexterity score by 1, to a wielding a one-handed melee weapon with the light
maximum of 20. property in your off hand, you can make an attack with it
When you are prone, standing up uses only 5 feet of your against the same target. That second attack doesn't
movement. require any action from you. You don't add your strength
Climbing doesn’t cost you extra movement. or dexterity modifier to the damage of that second attack,
You can make a running long jump or a running high jump unless you have the "Two-Weapon Fighting" fighting style.
after moving only 5 feet on foot, rather than 10 feet.
NEW : Your jump distance is doubled. Dungeon delver
NEW : Your carry capacity is doubled. Alert to the hidden traps and secret doors found in many
NEW : The short range and the long range of the weapons dungeons, you gain the following benefits:
you throw are doubled. You have advantage on Wisdom (Perception) and
Charger Intelligence (Investigation) checks made to detect the
(replace entirely the existing feat) presence of secret doors.
You have advantage on saving throws made to avoid or
NEW : You can Dash as a bonus action. resist traps.
NEW : When you moves at least 20 ft. straight toward a You have resistance to the damage dealt by traps.
target, your first melee attack against that target this turn You can search for traps while traveling at a normal pace,
deals 2d6 more damage. If you choose to shove the target instead of only at a slow pace.
instead of making a melee weapon attack, the target is NEW : Creatures have disadvantage on their saving
pushed 10ft. from you in addition to the other effects of throws against the effects of the Ball Bearings, Caltrops
that shove. and Hunting Traps you place.
Grappler Magic initiate
You've developed the skills necessary to hold your own in Choose a class: bard, cleric, druid, sorcerer, warlock, or
close-quarters grappling. You gain the following benefits: wizard. You learn two cantrips of your choice from that class's
spell list. In addition, choose one 1st-level spell to learn from
You have advantage on attack rolls against a creature you that same list. Using this feat, you can cast the spell once at
are grappling. its lowest level, and you must finish a long rest before you can
You can use your action to try to pin a creature grappled cast it in this way again.
by you. To do so, make another grapple check. If you Your spellcasting ability for these spells depends on the
succeed, you and the creature are both restrained until the class you chose: Charisma for bard, sorcerer, or warlock;
grapple ends. Wisdom for cleric or druid; or Intelligence for wizard.
NEW : You gain proficiency in Athletics. If you are already
proficient in athletics, you gain expertise in that skill NEW : You can choose paladin (Charisma) or ranger
instead. (Wisdom) when you choose a class with that feat. If you do
NEW : You can grapple creatures that are two sizes bigger so, you choose the cantrips from the Cleric (if you chose
than you. paladin) or druid (if ranger) spell list.
NEW : You can shove a creature grappled by you as a NEW : You can cast this feat's 1st-level spell without a
bonus action. spell slot, and you must finish a long rest before you can
cast it in this way again. You can also cast the spell using
Great weapon master any spell slots you have.
(Revised to allow small races and improvised weapon wielder
to use it) Mounted combatant
You are a dangerous foe to face while mounted. While you are
You’ve learned to put the weight of a weapon to your mounted and aren't incapacitated, you gain the following
advantage, letting its momentum empower your strikes. You benefits:
gain the following benefits:
On your turn, when you score a critical hit with a melee You have advantage on melee attack rolls against any
weapon or reduce a creature to 0 hit points with one, you unmounted creature that is smaller than your mount.
can make one melee weapon attack as a bonus action. You can force an attack targeted at your mount to target
Before you make a melee attack with a heavy weapon that you instead.
you are proficient with a melee weapon you are wielding If your mount is subjected to an effect that allows it to
in two hands, you can choose to take a -5 penalty to the make Dexterity saving throw to take only half damage, it
attack roll. If the attack hits, you add +10 to the attack’s instead takes no damage if it succeeds on the saving
damage. throw, and only half damage if it fails.
NEW : If your mount is subjected to an effect that requires
Keen Mind it to make a saving throw, you can make an Animal
You have a mind that can track time, direction, and detail Handling check yourself instead. The difficulty of that
with uncanny precision. You gain the following benefits. check is equal to the DC of the saving throw. A success
counts as if your mount succeeded to the saving throw,
Increase your Intelligence score by 1, to a maximum of 20. and a fail counts as if it failed. If the saving throw allows
You always know which way is north. your mount to take only half damage on a success, it
You always know the number of hours left before the next instead takes no damage if it succeeds on the saving
sunrise or sunset. throw, and only half damage if it fails.
You can accurately recall anything you have seen or heard Poisoner
within the past month.
NEW : When you prepare spells, you can prepare two You can prepare and deliver deadly poisons, gaining the
more spells. following benefits:
Linguist When you make a damage roll, you ignore resistance to
You have studied languages and codes, gaining the following poison damage.
benefits: You can coat a weapon in poison as a bonus action,
instead of an action.
Increase your Intelligence or Charisma score by 1, to a You gain proficiency with the poisoner's kit if you don't
maximum of 20. already have it. With one hour of work using a poisoner's
You learn three languages of your choice. kit and expending 50 gp worth of materials, you can
You can ably create written ciphers. Others can't decipher create a number of doses of potent poison equal to your
a code you create unless you teach them, they succeed on proficiency bonus. Once applied to a weapon or piece of
an Intelligence check (DC equal to your Intelligence score ammunition, the poison retains its potency for 1 minute or
+ your proficiency bonus), or they use magic to decipher it. until you hit with the weapon or ammunition. When a
NEW : You learn the spell Comprehend Language and the creature takes damage from the coated weapon or
spell Command. You can cast them once using this feat ammunition, that creature must succeed on a DC 14
and you must finish a long rest before you can cast it in Constitution saving throw or take 2d8 poison damage and
this way again. You can also cast those spells using any become poisoned until the end of your next turn.
spell slots you have. The spells’ spellcasting ability is the
ability increased by this feat.

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.
NEW : When you inflict Poison damage, you can choose You gain proficiency with four weapons of your choice.
to change the type of the damage to Acid or Necrotic Each one must be a simple or a martial weapon.
instead. NEW : If you would gain a proficiency with a weapon you
are already proficient with, you master that weapon
Savage attacker instead. When you make an attack with a weapon you
Once per turn when you roll damage for a melee weapon mastered, you can add your proficiency bonus to the
attack, you can reroll the weapon's damage dice and use damage you deal.
either total. NEW : When you make an attack with a weapon you
NEW : When you attack with a melee weapon, increase chose with that feat, you can use the stat you increased
the size of its damage dice by one rank. (1d4 > 1d6 > 1d8 with that feat instead of Strength or Dexterity, for the
> 1d10 > 1d12 > 2d8) attack and damage rolls.
Sharpshooter
(Revised to allow weapon throwers to use it)
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.
Dim light doesn't impose disadvantage on your Wisdom Homebrew lovingly made
(Perception) checks relying on sight.
*NEW : When you are hidden from a creature and hit it by LeRoiDeCarreau
with a weapon attack, you can deal an extra 2d4 damage
to that creature. You enjoyed that content and you want more ? You can find
The damage increases to 2d6 at level 6, 2d8 at level 12, all of my homebrews and more on my Patreon !
2d10 at level 16 and 2d12 at level 20 Patreon.com/LeRoiDeCarreau
Spell Sniper
You have learned techniques to enhance your attacks with Backers get access to many perks, including :
certain kinds of spells, gaining the following benefits:
an early access to all my work,
When you cast a spell that requires you to make an attack exclusive contents,
roll, the spell's range is doubled. polls to decide what will be developed next,
Your ranged spell attacks ignore half cover and three- ... and much more !
quarters cover.
You learn one cantrip that requires an attack roll. Choose
the cantrip from the bard, cleric, druid, sorcerer, warlock, You can also contact me on Reddit, as I love discussing
or wizard spell list. Your spellcasting ability for this anything dnd related, so it will be a pleasure to chat with you !
cantrip depends on the spell list you chose from:
Charisma for bard, sorcerer, and warlock; Wisdom for
cleric or druid; or Intelligence for wizard.
NEW : Increase your Wisdom, Intelligence or Charisma
score by 1, to a maximum of 20.
Weapon master
You have practiced extensively with a variety of weapons,
gaining the following benefits:
Increase your Strength, Dexterity, Wisdom, Intelligence or
Charisma score by 1, to a maximum of 20.

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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