Feats

Here are some feats. I guess.

### Bowmaster

* Whenever you take the attack action with a shortbow or longbow you are holding, you may make one additional attack with that weapon as a bonus action.

### Crushing Blow

* Whenever you take the attack action with a melee bludgeoning weapon that isn't light, you may choose to attack with disadvantage. On a hit, that attack deals an extra 1d6 bludgeoning damage, and the target is staggered until the start of its next turn. Attack rolls made against a staggered creature have advantage.

### Impaler

* Whenever you deal piercing damage to a creature with a melee weapon, you may choose to grapple the target. You cannot make another attack with the chosen weapon until you end the grapple.
* You score critical hits on rolls of 19 or 20 with piercing weapons.

### Mighty Swing

* Once per turn when you make a melee weapon attack roll, you may gain a +5 bonus to the attack and damage roll. Your AC is reduced by 5 until the start of your next turn. To use this feature, you must be wielding a simple or martial weapon in one hand and no other weapons.

### Overdraw

* Attacks you make with bows that aren't at long range deal more damage, increasing their damage dice to 1d8 for shortbows and to 1d10 for longbows.

### Shieldbrawler

* If you take the attack action on your turn, you may use a bonus action to make an attack with a shield you're holding. For you, shields are considered one-handed melee weapons. Their damage die is 1d4 bludgeoning.
* Whenever another creature makes a melee attack roll against you, you may make a shield attack as a reaction. On a hit, the triggering attack has disadvantage.

### Spellblaster

* Whenever you make a spell attack roll for a cantrip, you may choose to take a -5 penalty to the attack roll. On a hit, the cantrip deals an extra 10 damage. This feature can only be used once each turn. (This feat can only modify one beam or attack roll of a spell like *Eldritch Blast*)

### Sweeping Strike

* Whenever you make an attack roll with a slashing weapon, you may make the attack against up to two creatures. When you do so, roll your attack once, and compare the result to both creature's AC, dealing damage as normal. To use this ability, the two creatures must both be in your melee range and must be within 5 feet of each other.
* Once per turn when you deal slashing damage to a creature using a melee weapon, you may choose to knock the target prone. You may not use this feature on an attack roll that's already using the first ability granted by this feat.

### Swift Strikes

* Whenever you take the attack action using a light melee weapon and no other weapons or a shield, you may make an additional attack as a bonus action.

### Thrown Weapons Expert

* You may make a thrown weapon attack as an attack of opportunity whenever a creature leaves or enters the held weapon's close range.
* Your thrown weapon attacks ignore half cover and 3/4 cover.
* Whenever you make an attack using the thrown property, you may choose to take a -5 penalty to the attack roll. On a hit, the attack deals an extra 10 damage.

### Weapon Hucker

* While you are wielding a simple weapon that doesn't normally have the thrown property, or while you are wielding a battleaxe, shortsword, war pick, or warhammer, that weapon gains the thrown (20/60) property. If the chosen weapon has the versatile property, the damage die is determined by how many hands you use to throw it.
* Whenever you score a critical hit with a thrown weapon, if the target is one size category larger than you or smaller, it is knocked prone.

### Versatile Caster

* Choose one spell of a level for which you have spell slots. You learn that spell and may cast it as normal.

### Versatile Weapons Expert

* While wielding a weapon with the versatile property, you always use the weapon's versatile damage die, regardless of how many hands you are using to wield it.