Feats/Custom

## Custom Feats

### Axeman

You're a master of the axe and your heavy blows cleave through your foes. The following benefits apply only to the handaxe, battleaxe, and greataxe.

* When you reduce a creature to 0 hit points or score a critical hit with an axe, you can use your bonus action to make a single attack with an axe.
* When the weapon damage die result of an attack made with an axe does not show a maximum result, you deal an additional 1 point of damage with the attack.

### Blunt Weapon Master

You’re a master of blunt weaponry and know exactly where to land heavy blows. The following benefits apply to only the club, great club, mace, flail, maul, and warhammer.

* When you damage a creature, their speed is reduced by 5 feet until they regain hit points. The effect of this feature are not cumulative with itself.
* When you roll damage and any damage die shows a maximum result, you deal an additional 1 damage.
* If a damage die shows a 1, you may instead treat that die as its maximum result. You must choose to use this feature before the DM announces the result of the damage. You can use this feature 3 times per long rest.

### Caller

*Prerequisite: The ability to cast 3rd-level spells*

You’re well-studied in the varieties of conjuration magic.

* You add the spell Conjure Animals to the list of spells you know or can prepare.
* You can expend your bonus action to teleport an unattended object you can see within 30 feet, weighing 5 pounds or less, to your hand.
* Creatures summoned by you gain a +1 bonus to attack rolls.

### Charismatic

Rooms never go unalerted to your presence. Spells and other effects infrequently override your force of will.

* Your charisma score increases by 1, to a maximum of 20.
* When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to your Charisma modifier. Once you use this feature you cannot do so again until you finish a short or long rest.

### Deadly Illusionist

*Prerequisite: The ability to cast at least one spell*

Your illusions invade the deepest crevice of your enemies’ minds and leave them scarred.

* You add one Illusion spell of a level you can cast, from your class spell list to the list of spells you can prepare of cast.
* Creatures who fail their initial saving throw or ability check against an illusions spell of 1st level or higher you can take psychic damage equal to the spell’s level + your spell casting ability modifier, if the spell does not already deal damage.

### Dervish

Standing still is boring! You’re always on the move.

* Your speed increases by 5 feet.
* When you hit a creature with a melee attack, you can move 5 feet at no movement costs as part of the attack.
* When you hit a creature with a melee attack that you have not already attacked on your current turn, you deal 2 additional points of damage.

### Dexterous Grappler

You don’t waste any time when apprehending criminals, monster or a combination of the two.

* When you attempt to grapple a creature on your turn, you can use a bonus action to attempt to grapple the target.
* Your speed increases by 10 feet while you are grappling another creature.
* You can use Dexterity (Acrobatics) to grapple, not just to resist or escape a grapple.

### Diehard

It’s never quite your time. You refuse to die.

* You gain a +1 bonus to death saving throws.
* When you are reduced to 0 hit points, you can immediately move half your speed. Movement due to this feature does not provoke attacks of opportunity.

### Duelist

One on one is the name of the game, and you excel at it.

* You gain a +2 to melee damage rolls when only one creature (excluding yourself) is within 5 feet of you.
* Your dueling prowess is apparent or known and many are willing to settle their disputes with you by duel.
* Once per short or long rest, when an opponent misses an attack against you, you may immediately make an attack of opportunity against them.

### Einhander

The hot blood of a duelist flows through your veins. Even your misses are placed with intention and you slowly but surely lure your opponent into the perfect position for the perfect strike. When wielding a longsword or rapier in one hand, and nothing in the other, you gain the following benefits.

* You become more mobile and can present a narrower profile with one hand empty. You gain a +2 bonus to armor class.

* You deal 1 additional point of damage when you hit for every attack you miss before hitting a single creature. This accumulated bonus cannot exceed your proficiency bonus. If you attack a different target, damage your target, or spend your turn not attacking the target, you lose any accumulated bonus damage.

### Enchanting Illusionist

*Prerequisite: The ability to cast at least one spell*

You’ve unlocked the true potential of mixing Illusion and Enchantment magic.

* You can add 1 illusion spell and 1 enchantment spell of a level you can cast from your class spell list to the list of spells you know or can prepare.
* When you make a Charisma (Persuasion) or Charisma (Intimidation) ability check, you can replace your Charisma Modifier with your spellcasting ability modifier.

* A creature charmed or frightened by a spell you cast gains disadvantage on the next saving throw or ability check made to resist an Illusion spell of equal or higher level you cast.

### Escape Artist

Your pursuers swear you bathe in grease; no one can keep their hands on you.

* If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice your proficiency bonus.

* When you escape a creature’s grapple on your turn, you can immediately use your bonus action to attack the creature you escaped.

### Expert Grappler

*Prerequisite: Proficiency in Strength (Athletics)*

Every part of your body is a weapon and you wield it expertly.

* When you add your proficiency bonus to an ability check made to grapple, you can instead add twice your proficiency bonus.
* You benefit from half cover while you grapple a creature.
* You can expend your bonus action to deal your Strength modifier in damage to any creature you currently grapple.

### Field Medic

You’re an expert of saving people in the direst of circumstances.

* Allies within 50 feet of you must fail an additional death saving throw to die.
* You can use your bonus action to move half your speed towards an unstable creature. This movement does not provoke attack of opportunity.

* You automatically succeed on the Wisdom check to stabilize a dying creature, even if you do not have a healer’s kit.

### Grit-ical Hit

*Prerequisite: The ability to spend grit points*

* When you make an attack roll with a firearm and roll a 1, you can spend 3 grit points to avoid a misfire and create a new die result. The number on the die counts as your Intelligence modifier (minimum of 2).

### Hooked Weapon Master\*\*\*

While unconventional weapons, you have found picks and sickles suit your fighting style well.

* You do not need a free hand to grapple while you are wielding a war pick or sickle.
* When you hit a creature with a war pick or sickle on your turn, you can use your bonus action to attempt to grapple the targeted creature.
* If you successfully grapple the creature while wielding a sickle or a war pick, the creature takes damage equal to your Strength Modifier. The damage is slashing if you use a sickle and bludgeoning if you are using a war pick.

### Light Armor Master

*Prerequisite: Proficiency with light armor*

You know how best to use the thin armor that protects you.

* Your speed increases by 5 feet while wearing light or no armor.
* While wearing light armor, you gain a +1 bonus to armor class whenever you are at least 20 feet from where you started your turn. This bonus last until the start of your next turn.

### Light Weapon Master

Light weapons are weightless in your hands, allowing them to be exactly where you need them.

* When you make a weapon attack, you can immediately draw a light weapon and make the attack with it, without expending your interaction to draw the weapon.
* When the result of a light weapon damage die is 1, you can roll a d6 and add it to the damage result.

### Master Swordsman

Your expertise with the blade is unmatched; few rival your skill.

* While wielding a sword, when you take the dodge action, you can use your bonus action to make a single melee attack at disadvantage.
* While wielding a sword and attacking at disadvantage, you can choose to ignore the disadvantage and instead attack with advantage. Once you use this feature, you must complete a long rest before you can use it again.
* When attacking with a sword, you can choose to deal bludgeoning, piercing, or slashing damage, rather than the normal damage type. You must choose the damage type of the attack before making the attack roll.

### Metamagician

*Prerequisite: The ability to cast at least one spell*

You gain a deeper understanding of the functioning of metamagic.

* You gain 1 sorcery point. You can only use this sorcery point on metamagic unless you have another feature that allows you to use sorcery points.
* You gain one sorcerer metamagic option.

### Metamagic Reservoir

*Prerequisite: The ability to cast at least one spell*

Your metamagic pool increases in size, or you gain a metamagic pool if you did not have one.

* You gain 2 sorcery points.

### Mind Breaker

*Prerequisite: The ability to cast at least one spell*

Your enchantments scar their victim’s minds. The wound left behind is easily recognizable by those who know where to look.

* You are aware of all creatures within 10 feet that have been affected by a 1st level or higher Enchantment spell you cast.
* When the effects of a 1st level or higher Enchantment spell, with duration 1 minute or greater, end on a creature, it takes psychic damage equal to the spell’s level + your spellcasting ability modifier. You can choose not to inflict the damage.
* When all creatures you target with an Enchantment spell succeed on their saving throws to resist the spell and the spell has no effect, you do not expend the spell slot used to cast the spell. Once you use this feature, you must complete a long rest before you can use it again.

### One Step Ahead

* You can choose to shift your initiative up enough to act before the creature that acts before you in the initiative count. Once you use this feature, you must complete a long rest to use this feature again.
* You gain a +5 bonus to initiative rolls.

### Point Blank Shooter

You've been in tighter situations and a lack of range never prevents you from striking true.

* You are not at disadvantage when making a ranged attack while an enemy is within 5 feet.
* When a damage die of a ranged weapon you wield show a result of 1 or 2, the result is instead treated as a 3 if the target is within 5 feet of you.

### Quick Witted

Great ideas come to you naturally, often when they would save your life.

* Your Intelligence score increases by 1, to a maximum of 20.
* When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. Once you use this feature you cannot do so again until you finish a short or long rest.

### Rifleman

Through careful practice, you have trained yourself to wield firearms in combat. You gain the following features:

* You gain proficiency with firearms.
* Choose one target from the gunslinger class. This decision must be made from the normal target options, and cannot be taken from are specific to a single gunslinger archetype.

You may choose to take this feat a second time. If you do so, you gain an additional two targeted shots instead of one.

### Savant

You’ve discovered a natural gift in a single skill.

* You gain proficiency skill of your choice.
* You gain a +1 bonus to any ability check to which you apply your chosen skill’s proficiency.
* The ability score most relevant to the skill increases by 1, to a maximum of 20.

### School Specialist

*Prerequisite: The ability to cast at least one spell*

You’ve spend most of your time researching a specific school of magic, which you choose when taking this feat.

* When you cast a spell of your chosen school at a higher level, the saving throws and attack rolls gain a +1 bonus.
* You add 1 spell of your chosen school from your class spell list, of a level you can cast, to the list of spells you know or can prepare.
* You can cast a spell from your chosen school as one level higher at no additional cost. You must be able to cast spells of the new, higher level. Once you use this feature, you must complete a long rest before you can use it again.

### Scribe

You may not possess any spellcasting ability but you know much of arcane scripture.

* You learn two spells of 1st level or below. This does not grant you the ability to cast spells.
* You can inscribe a scroll of a spell you know by spending hours equal to the spell level of the scroll being inscribed. If the combined level of your scrolls exceeds one quarter of your level (rounded up), or the number of scrolls you have exceeds your Intelligence modifier, the oldest scroll you have turns to dust until the limit is reached.

### Shadow Caster

*Prerequisite: The ability to cast at least one spell*

You draw your magic from the Shadowfell and may have pledged yourself to one of its dark beings. This connection may come back to haunt you later, but it grants you power in the mean time.

* When you cast a spell while in dim light or darker, you can gain a +2 bonus to a single attack roll made as part of the spell. Once you use this feature, you must complete a long rest before you can use it again.
* You can cause a spell you cast to require a Wisdom saving throw, rather than its normal type. Once you use this feature, you must complete a long rest before you can use it again.
* You can see normally in magical darkness out to 5 feet.

### Shadow Rogue

You have signed a pact with a creature of darkness from another plane. This connection may come back to haunt you later, but it grants you power in the mean time.

* You can see normally in magical darkness out to 5 feet.
* You can attempt to hide even in dim light.
* You can use your action to extinguish a lantern or any similarly or less bright light source that you can see within 50 feet.

### Shield Bearer

Sometimes others can benefit from your skill with a shield or more than you could.

* Your Strength or Constitution score increases by 1, to a maximum of 20.
* While wearing a shield, you can choose to impose disadvantage on any attack of opportunity made against a creature within 5 feet of you.

### Skirmisher

Your uncanny dexterity pervades throughout your combat style.

* Your speed increases by 5 feet.
* When a creature misses you with a melee attack, they expend 5 feet of movement, if they have any left to expend.
* If you are 20 feet from where you started your turn, any melee weapons held by you gain the finesse property until the start of your next turn. You cannot benefit from this feature and the Great Weapon Fighting Style simultaneously.

### Sniper

Given the time to line up your shot, you inflict grievous wounds.

* Attacking at long range with a ranged weapon does not impose disadvantage on the attack roll.
* At the start of your turn, you can reduce your speed to zero and deal an additional 2 damage with your next ranged weapon attack made before the start of your next turn.

### Spearman

You can make quick and accurate jabs with spears that often catch your foes off guard.

* When you make an attack of opportunity with a spear, pike, or trident, you gain advantage on the attack roll.
* When you attack a creature who expended movement on its last or current turn, you deal an additional 2 damage. You must attack with a spear, pike, or trident to benefit from this feature.

### Spell Breaker

Your tolerance to magic is notable and spells can’t keep a grip on you for long.

* You can add half your proficiency bonus to a saving throw made against a spell if you do not already add your proficiency bonus.

### Stalwart

When you hold position, your defenses become near impenetrable.

* At the start of your turn, you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn.
* When an effect causes you to move without expending your movement, you can choose to move half of the distance instead. Rounded down to the nearest 5-foot interval.

### Standard Bearer

*Prerequisite: Past or current Affiliation with a notable militant faction.*

You hold the honor of carrying the flag of your unit, regiment, or army. The flag inspires those who fight around it with the tales of its loyal warriors. The standard has an AC of 10, 10 hit points and can be carried upright in one hand. A creature can topple the standard or upright it as an action.

* While you or any of your allies are within 20 feet of the upright standard, they can reduce incoming damage by 1.
* If you are within 5 feet of the upright standard, you can reduce incoming damage by 2, rather than 1.
* You can plant your standard in the ground as a bonus action and it remains upright until removed as an action or destroyed.
* Creatures cannot damage or topple your standard while you are within 5 feet of it and not incapacitated.

### Studied Warrior

Your devotion to fighting transcends simple practice. You have studied the masters and learned their techniques.

* You learn one fighting style that you do not already know.

### Telekinetic

The natural world bends slightly to your will. You can apply minor forces with your mind.

* Your natural reach is considered 15 feet for the purpose of using your interactions. Should an interaction require an action to perform, you do not benefit from this feature.

* You can cast Fireball*3rd-level Evocation*
**Casting Time:** 1 a
**Range:** 150 ft
**Components:** V,S,M
**Duration:** Instantaneous
20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite as a 1st level spell, and can cast it twice per long rest without any material components. When you expend the second use of this feature, you take 10 necrotic damage (this damage cannot be reduced), immediately before you cast the spell.

### Thesis Spell

*Prerequisite: The ability to cast at least one spell*

You’ve spend a good portion of your time researching and perfecting a single spell. Designate a single spell of 3rd level or lower that you can cast as your thesis spell.

* Once per long rest, you can reroll an attack roll or cause a creature to reroll a saving throw against your thesis spell after you have seen the result.
* Once per long rest, you can cast your thesis spell at its lowest level without expending a spell slot.
* You can always recognize a casting of your thesis spell should you have the sensory ability to do so.

### Whip Master

A whip in your hands become a deadly weapon.

* When you hit a large or smaller creature with a whip, the creature’s speed is reduced by 10 feet until the start of your next turn.
* Whips you wield gain the Light property.
* The damage die of whips you wield increases from 1d4 to 1d6 while using two of them.