Feats

Feats are available to all players at 5th level, 10th level, 15th level and 20th level. Feats also available for characters that go beyond 20, at 25th and 30th level.

The feats in the *Player’s Handbook*, *Xanathar’s Guide to Everything* and *Fifth Edition Feats* may be used. The following Feats are also approved for any of the realms on Grendoth.

## **Aikido**

Prerequisites: Dexterity 13 or higher

Increase your Dexterity score by 1.

When a melee attack roll is made against you, you can use
your reaction to throw your attacker. Make a Dexterity (Acrobatics) check, where the DC equals the
attack roll. On a success, the attack misses, and you can move the creature to
any open space within 5 feet of you.

## **Anatomy Expert**

Prerequisites: Wisdom or Intelligence of 13 or higher

You have studied certain kinds of creatures and their
anatomies, allowing you to recall information about them and know where to
strike them most effectively. When you take this feat, choose two types of
creatures: aberration, beast, celestial, dragon, elemental, fey, fiend, giant,
monstrosity, plants, or humanoid.

You gain the following benefits:

* Your attacks against creatures of the chosen types score a critical hit on a roll of 19 or 20.

* When you score a critical hit on a creature of the chosen types, add your Wisdom modifier to the damage roll.

* You have advantage on Intelligence checks to recall information about creatures of the chosen types. You can select this feat multiple times. Each time you do so, you must choose two other types of creatures.

## **Apprentice Witch**

Prerequisites: Charisma 13 or higher

You make a minor pact with an otherworldy being, who grants
you magical capabilities. When you gain this feat, choose an Otherwordly Patron
option from the warlock class.

You gain the following benefits:

* You learn one cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for this  cantrip.

* You learn one eldritch invocation of your choice from the warlock class. If an invocation has prerequisites, you must meet them to learn it. You can learn the invocation that requires the Otherworldly Patron you chose as a prerequisite. If an invocation allows you to cast a spell, you must have at least one spell slot of the spell's level or higher to learn it, in addition to the invocation's normal prerequisite (if any). If the invocation allows you to cast a spell using your spell slot, you cannot cast that spell at 6th level spell or higher unless you gain the spell from another source.

## **Body Fuel**

*Prerequisites: Mystic Class*

The Mystic can sacrifice their own health to restore a number of Psi Points as a bonus action.  A Mystic can sacrifice 2 hit points to gain 1 Psi Point, but they can only gain a maximum of 10 Psi Points.  They can use this ability once per short rest.

## **Bone Breaker**

You have trained hard to master unarmed combat.

Increase your Strength or Dexterity score by a +1 to a
maximum of 20.

Your unarmed strikes score a critical hit on a 19-20.

When you score a critical hit with an unarmed strike, the
target must make a Constitution saving throw (DC = 8 + your Strength or
Dexterity modifier + your proficiency bonus). If they fail, choose one of the
following effects:

* The target has disadvantage on attack rolls until the end of their next turn.

* The target is knocked prone.

## **Child of War**

Prerequisites: Strength or Dexterity of 13 or higher, 8th
Level or higher

You've trained your body past its normal limits and achieved
a new level of physical prowess, gaining the following benefits: Your Strength
or Dexterity increases by 1, to a maximum of 20.

Choose one of the following:

* You gain proficiency in the Athletics skill. If you already had proficiency in Athletics, you can double your proficiency bonus to Athletics checks.

* You gain proficiency in the Acrobatics skill. If you already had proficiency in Acrobatics, you can double your proficiency bonus to Acrobatics checks.

* You can use an action to gain advantage on either Strength checks and saving throws, or Dexterity checks and saving throws, for 1 minute. You regain the ability to do so after a long rest.

## **Deft Aegis**

Your familiarity with shields allows you to handle them with
an ease others envy. You gain the following benefits:

Your Dexterity or Constitution score increases by 1.

You can don or doff a shield as if you were drawing or
stowing a weapon, rather than as an action.

You can hold or grasp an item with an arm that's wearing a shield. You can't make attacks using anything you're grasping with this arm.

When making ranged attacks using a one-handed weapon and
wearing a shield, you are considered to have a hand free for the purposes of both the Ammunition and Loading weapon qualities.

## **Efficacious Mind**

Your mind is as potent as your arcane or divine words, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1,
to a maximum of 20.

You can add your spellcasting modifier to damage rolls made
with cantrips, if you don't already. If a cantrip you cast has multiple damage
rolls, you only add your spellcasting one of them.

## **Elemental Master**

Prerequisites: The *Elemental Adept* feat

When you gain this feat, choose one of the following damage types that you have already taken for the Elemental Adept Feat: acid, cold,
fire, lightning, or thunder. When you cast a spell the deals your chosen damage
type, you ignore resistance to that damage type and treat immunity as
resistance and absorption is treated as immunity. You can select this feat
multiple times. Each time you do so, you must choose a different damage type.

## **Enlarge Power**

*Prerequisites: Mystic Class*

Once per short rest, a Mystic can “enlarge” one of their disciplines, meaning the range on that discipline is doubled. Disciplines whose ranges are not defined by distance do not have their ranges doubled.

## **Experienced Healer**

Prerequisites: The ability to cast at least one spell that
restores Hit Points.

You are an experienced healer! You have studied your spells
and developed new ways of healing your team, and as such gain the following
benefits:

Whenever you cast a spell on a creature that would allow
them to regain Hit Points, they regain additional Hit Points equal to 1d4 +
your casting ability modifier.

You can use a bonus action to hasten your allies with the
next healing spell you cast. The next time you cast a spell on a creature that
would allow them to regain Hit Points, the targeted creature's movement speed
also increases by 10 feet until the end of their next turn. Once you use this
feature, you cannot use it again until you finish a short or long rest.

If a party member within 10 feet of you is hit by an attack
or spell, you can use your reaction to cast a cantrip or a 1st Level spell you
know that would allow the party member to regain Hit Points (such as cure
wounds). You still must have the number of spell slots needed to cast the
spell. Once you use this feature, you cannot use it again until you finish a
short or long rest.

## **Extend Power**

*Prerequisites: Mystic Class*

Once per short rest, a Mystic can “extend” the power of one of their disciplines, meaning the duration of the discipline is twice as long as normal. Disciplines with Concentration, Instantaneous or Permanent durations are not extended.

## **Greater Psionic Power**

*Prerequisite: Psionic Focus Feat; Mystic Class*

By channeling your inner psionic strength under this feat, the Mystic can add +4 to their DC for saving throws against disciplines within their Order.  It does not stack with Psionic Focus Feat.

## **Heavy Weapons Master**

Prerequisites: Strength 15, proficiency in at least one
heavy weapon

You have mastered the use of heavy weapons on the field of
battle. As a result, you receive the following benefits:

When making an attack with a melee weapon that has the Heavy
property, the die value needed to land a critical hit decreases by 1 (i.e. you
land a critical hit on a 19-20 without other bonuses). This stacks with other
bonuses that affect the die value needed to land a critical hit. Each time you
successfully hit a creature with a weapon that has the Heavy property, you deal
bonus damage of the weapon's damage type equal to half of your Strength
modifier (rounded up).

## **Herculean Blow**

Three times per day you can exert yourself to the utmost,
turning a successful melee attack into an automatic critical hit. The effort
leaves you drained however, giving all adjacent enemies advantage to attack
rolls against you until the end of your next turn. You regain all expended uses
of this feat when you finish a long rest.

## **Hidden Archer**

Prerequisites: Dexterity 13 or higher

You have mastered the art of making ranged attacks against
unaware targets and keeping your cover. When you make a ranged attack against a
creature that can't see or hear you, you can use a bonus action to make a
Dexterity (Stealth) check contested against the target's Wisdom (Perception)
check. If you succeed on the contest, you don't give away your position.

## **Inertial Armor**

*Prerequisites: Mystic Class*

The Mystic can create a tangible field of force that provides +4 armor bonus to AC. Ethereal beings cannot pass through it. The armor bonus does not stack with armor bonuses provided by a shield or regular armor.

## **Inner Strength**

*Prerequisites: Mystic Class*

When taking this feat, the Mystic can increase their Psi Point maximum by 20 Psi Points permanently.

## **Lionheart**

You have the heart and the spirit of a true warrior. You know how to overcome pain and fear and keep fighting even when everything seems to be already lost. You gain the following benefits:

* When you are in combat you have advantage on the Wisdom saving throws that you make to avoid being frightened.
* On your turn, when you score a critical hit with a melee attack or reduce a creature to 0 hit points with it, you can use your bonus action to shout a battle cry. When you do so, you gain temporary hit points equal to 1d4 + your Charisma modifier for 1 minute, and all enemy creatures within 10 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they are frightened of you until the end of your next turn.
* When a friendly creature within 5 feet of you is hit with an attack, that targets only that creature, and is reduced to 0 hit points, you can use your reaction to throw yourself between your ally and that deadly attack, taking all damage and harmful effects of that attack instead of your ally.

## **Maximize Power**

*Prerequisites: Mystic Class*

Once per short rest, all damage, all healing, done by psionic means, and maximum targets of the Mystic are at full power. The means the damage and healing are at their maximum and the maximum number of targets is at full.​​​​​​

## **Mental Leap**

*Prerequisites: 13+ Strength; Mystic Class*

Without having to use Psi Points, the Mystic can jump twice as far or as high as normal.

## **Mithridatism**

Prerequisites: Constitution 13 or higher

You've built up a tolerance to a variety of poisons by
carefully sampling small, non-lethal doses of them. Increase your Constitution
score by 2, to a maximum of 20. You have advantage on saving throws against
poisons and resistance to poison damage.

## **Mobile Healer**

Prerequisites: The ability to cast at least one spell that
restores Hit Points.

You are a Mobile Healer! You have studied your spells and
have practiced staying mobile while casting and healing, and as such gain the
following benefits:

Three times per long rest whenever you use an action to cast
a spell on a creature that would allow them to regain Hit Points, you can then
as a reaction increase your movement speed by 15ft.

Two times per short rest whenever you cast a cantrip or a
spell as a action and the spell does not require concentration, you can then as
a bonus action take the disengage action. If a party member within 5 feet of
you is knocked out and not out right killed you can as a reaction use spare the
dying or a medicine check to try to stabilize the party member.

Once you use this feature, you cannot use it again until you
finish a short or long rest (you can only cast Spare the Dying if you know the
cantrip).

## **Naturally Healthy**

You gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* You have advantage on Constitution saving throws that you make against poison and disease.

## **Practiced Spell**

Prerequisites: The ability to cast at least one spell and
one damaging Cantrip; Level 10

You have practiced a single cantrip so many times that it
has become your go-to spell. You gain the following benefits:

When you take this feat choose one Cantrip you know that is
has a casting time no longer than one action to become your Practiced Spell.
You may cast your Practiced Spell as a bonus action.

When you deal damage with your Practiced Spell, you deal a
bonus 1d4 damage of the spell's damage type.

## **Psionic Focus**

*Prerequisites: Mystic Class*

The Mystic can add +2 to their DC for all saving throws against one discipline of their choice. This only affects one discipline, but this feat can be taken more than once for different disciplines.

## **Psychic Inquisitor**

*Prerequisites: 13+ Charisma; Psychoanalyst; Mystic Class*

When a living humanoid lies directly to you, you perceive it. You detect the maximum number of lies per conversation equal to your Charisma modifier.

## **Psychoanalyst**

*Prerequisites: Mystic Class*

You gain a +2 to all Insight, Deception, Persuasion and Intimidation checks against living humanoids with an Intelligence of 4 or higher.

## **Shield Master**

Your training with fighting with a shield has afforded you the ability to incorporate it into your combat abilities. With this feat, you can attack with your shield with an attack ability or as a bonus action. The type and make of the shield will determine the damage. With this feat, you can use your Strength modifier and your Proficiency Bonus to your attack bonus and your Strength modifier to your damage bonus.

## **Sure Footed**

Years of hard work and physical training developed a tremendous power in your legs and stance. You gain the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* You gain advantage on ability checks and saving throws that you make against attacks, spells and effects that would knock you prone, or push you away from your current space.

## **Throwing Weapons**

Prerequisites: Bard, Barbarian, Fighter, Monk, Ranger, Rogue and Soul Knife Mystic class

In taking this feat, you have chosen to use throwing weapons as a distraction during combat to enhance your combat abilities. You gain the following abilities:

* As a bonus action, you can throw a missile weapon at an opponent you can see within range of the weapon.

* You gain +2 to hit and +2 additional damage with the thrown weapon.
* If your opponent is near a surface that the weapon would stick into, you may declare a Pin Down throw, subtracting the +2 to hit and making a normal roll. If you succeed, you have pinned them to the object behind them and are under the Grappled condition. The DM will determine if the surface is suitable for this maneuver.

## **Twin Power**

*Prerequisites: Mystic Class*

Using a discipline on a single target, the Mystic can create a duplicate of that discipline, striking the target twice with the same power, essentially doubling the attack.  This can only take place on one target and does not split to multiple targets.