Feats
New feats are presented here in alphabetical order for groups that use them.
Adaptive Magic
Prerequisite: Spellcasting class feature
You have adapted your spellcasting ability to best serve your abilities, gaining the following benefits:
- Choose Intelligence, Wisdom, or Charisma. You can use the chosen ability as your spellcasting ability and the ability used by the features of one of your classes.
- When a creature succeeds a saving throw against one of your spells, you can use your reaction to force it to make a new saving throw, and it must use the new result. Once you use this reaction, you can’t use it again until you finish a short or long rest.
Ascetic Adept
Prerequisite: Unarmed strike damage of at least 1d4
You have a ki pool equal to your proficiency bonus, and regain all expended ki when you finish a short rest or long rest. If you have ki as a class feature, you can spend these extra ki points on your class features. You can also perform the following feats by spending ki:
- When you hit with a weapon attack, you can spend 1 ki points to deal an extra 1d4 weapon damage.
- Spend 1 ki as a bonus action to treat your weapons, unarmed strikes, and natural weapons as magical for the purpose of overcoming damage resistance until the start of your next turn.
- When you are hit by a melee weapon attack, you can increase your AC against that attack by 1 for every ki point you spend, possibly turning a hit into a miss.
Cunning Initiative
Your ability to rapidly plan around emerging complications is profound. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You can choose to add your Intelligence modifier on initiative rolls.
- When you hit a foe with a melee attack as an opportunity attack, you can choose to add your Intelligence modifier to the damage roll.
- When an ally makes an opportunity attack against a foe within 30 feet of you, you can cast a cantrip with a range of at least 30 feet against the same foe using your reaction.
Dash Through
You are able to strategically reposition yourself in the heat of battle, gaining the following benefits:
- Increase your Strength or Intelligence score by 1, to a maximum of 20.
- When you damage a creature with a melee weapon attack on your turn, you can take a bonus action to either swap places with the creature or move to any unoccupied space next to the creature. This movement doesn’t provoke opportunity attacks.
Dual Wield Master
Prerequisite: 5th level
You are adept at aggressively fighting with two weapons, gaining the following benefits:
- While holding a one-handed melee weapon in each hand, when you make an opportunity attack, you can strike with both weapons by making a single attack roll. On a hit, you deal both weapon’s damage + your Strength bonus.
- When you take the Attack action with one weapon while fighting with two weapons, you can make one extra attack with the other weapon. You can’t use your bonus action to make an attack while two-weapon fighting on this turn.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Expanded Knowledge
Prerequisite: Spellcasting or Power Manifestation class feature
Through continuous dedication or study, you’ve expanded your ability to cast spells or manifest powers. Choose one class you have which has the Spellcasting or Power Manifestation class feature. If the class is a manifester or is a spellcaster which has known spells, you gain a new known power or spell of your choice from your class’s power or spell list. If the class you chose prepares its spells, you can prepare an additional spell when you prepare your spells.
Fortify Focus
Prerequisite: The ability to cast a spell, manifest a power, or use a class feature which requires concentration
You are able to reassert your concentration, gaining the following benefits:
- Increase your Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
- When you fail a Constitution saving throw to maintain concentration, you can choose to succeed the save instead, but once you do so, you can’t do this again until you finish a short or long rest.
- Whenever a spell, power, feature, or trait attempts to charm or distract you while you are maintaining concentration, you can add the modifier of the ability score you increased to your saving throw, even if it is already added to the save.
Innate Clairsentience Potential
You are naturally gifted or have been affected by a supernatural force. You have one Psionic Energy Die which is a d6. You regain an expended die when you finish a long rest. You can spend that die to perform one of the following feats:
- When you are hit by a weapon attack, you can increase your AC by the result of the die.
- When a trap hits you or you fail a saving throw against a trap, you can increase your AC or saving throw by the result of the die.
- When you make an Intelligence or Wisdom ability check you can add the result of the die to your roll.
- When you are surprised, you can add the result of the die to your initiative roll.
Innate Psychometabolism Potential
You are naturally gifted or have been affected by a supernatural force. You have one Psionic Energy Die which is a d6. You regain an expended die when you finish a long rest. You can spend that die to perform one of the following feats:
- You can take an action to regain a number of hit points equal to the result of the die + your proficiency bonus.
- When you fail a saving throw against the paralyzed, petrified, poisoned, or stunned conditions, you can increase your saving throw by the result of the die.
- You can survive without breathing for a number of minutes equal to the result of the die.
- When you make a Strength or Dexterity ability check, you can add the result of the die to your roll.
Innate Psychoportation Potential
You are naturally gifted or have been affected by a supernatural force. You have one Psionic Energy Die which is a d6. You regain an expended die when you finish a long rest. You can spend that die to perform one of the following feats:
- You can increase your movement speed by 10 and increase your AC by the result of the die against opportunity attacks.
- When you must make a Dexterity saving throw from an effect which targets an area you are within, you can increase your save by the result of the die.
- A Tiny unattended object within 60 feet of you teleports toward you up to a number of feet equal to ten times the result of the die. If this places the object in your space, you can choose to hold it in your hand.
- When you hit with a weapon attack which had advantage on its attack roll, you increase the damage dealt by the result of the die.
Innate Telekinetic Potential
You are naturally gifted or have been affected by a supernatural force. You have one Psionic Energy Die which is a d6. You regain an expended die when you finish a long rest. You can spend that die to perform one of the following feats:
- When you attempt to shove a creature, you can add the result of the die to your ability check. If you push the creature, you can choose to push it an extra 5 feet. If you knock the creature prone, it loses 10 feet of movement until the end of its next turn.
- When you hit a target with a melee weapon attack, you can deal damage equal to the result to your die. You choose the damage type dealt from bludgeoning, cold, fire, lightning, or thunder.
- When you jump, you can add the result of your die to your ability check and increase the distance you jump by up to 10 feet.
- When you fall, you can reduce the number of dice of damage you take from the fall by the result of the die. If this results in reducing your fall damage to 0, you aren’t knocked prone by the fall.
Innate Telepathic Potential
You are naturally gifted or have been affected by a supernatural force. You have one Psionic Energy Die which is a d6. You regain an expended die when you finish a long rest. You can spend that die to perform one of the following feats:
- You can telepathically communicate with a creature you can see within 300 feet of you for a number of rounds equal to the result of the die.
- When you fail an Intelligence saving throw, you can increase your saving throw by an amount equal to the result of the die.
- As an action, you can mentally shock a creature you can see within 60 feet of you. It must make an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (your choice). If the save is failed, the target is unsettled for a number of rounds equal to the result of the die.
- As an action, you can attempt to read the surface thoughts of a creature you can see within 60 feet of you. It must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (your choice). If the save is failed, you are aware of its surface thoughts for a number of minutes equal to the result of the die, as long as you concentrate to maintain the effect.
Invisible Blade
By drawing your weapon as you attack, you strike with greater precision and power, granting you the following benefits:
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- During your first turn in combat, when you draw a one-handed melee weapon as part of the Attack action, you make your first attack roll with advantage. If this attack hits, it deals additional weapon damage equal to twice your proficiency bonus. If you draw two weapons, you make a single attack with both weapons, and deal damage equal to both weapon’s damage + your Strength modifier.
- When you reduce a target to 0 hit points, you can sheathe your held one-handed melee weapons. Before the end of your next turn, when you make an attack, you can draw the weapons as part of the attack. If this attack hits, it deals additional weapon damage equal to twice your proficiency bonus. If you draw two weapons, you make a single attack with both weapons, and deal damage equal to both weapon’s damage + your Strength modifier.
Primal Discipline
Prerequisite: At least one natural weapon or the Wild Shape feature
You have refined your techniques at using your natural weapons, gaining the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- Your natural weapons are treated as unarmed strikes for class features, spells, powers, and other effects.
- Your natural weapons deal at least 1d6 + your Strength bonus when you aren’t wielding a shield, you take the Attack or Multiattack action on your turn, and you are Small or larger.
Recall Energy
Prerequisite: Spellcasting or Power Manifestation class feature
You are adept at controlling magical or psionic energies in ways beyond other practitioners. When a spell or power you expended a spell slot or power points on misses its target or whose target succeeds on its saving throw and suffers no effect, you can use your reaction to regain the spell slot or power points expended. The spell or power must target only that creature. Once you use this effect, you can’t use it again until you finish a short rest.
Shield Striking
Prerequisite: Extra Attack feature
You have learned to use your shield to do more than block, gaining the following benefits:
- A shield, other than a tower shield, counts as a light weapon for you. You are proficient with your shield and it deals 1d6 bludgeoning damage on a hit (1d4 for a buckler).
- When you are missed by a melee attack while holding a shield, you can take a reaction to attempt to shove you attacker.
- When you hit a creature with an opportunity attack using a shield, the creature’s speed become 0 for the rest of the turn.
Spell Rod
Naturally attuned to magical energy, you can draw spells toward you. When you are within 5 feet of a creature targeted by a spell or spell-like effect which only targets that creature, you can take a reaction to be the target instead. If the spell requires an attack roll, it is made against your AC, and if a spell requires a saving throw, you make it.
Spell Shock
Prerequisite: At least 1 spell slot of 1st level or higher
Magical might shrouds your strikes. You gain the following benefits:
- When you hit a target with a melee weapon attack, you can take a bonus action and expend a spell slot. You deal extra damage equal to 1d8 + the level of the spell slot expended. This damage can be acid, cold, fire, lightning, poison, or thunder.
- When you take the Attack action with a melee weapon, you can expend a spell slot to allow you to throw your weapon at a target with range 20/60 feet. If you hit, you deal your choice of acid, cold, fire, lightning, poison, or thunder damage instead of your weapon’s normal attack plus an additional amount equal to the level of the spell slot expended. Your weapon immediately returns to your hand after this attack.
Synchronicity
When a spell is cast, residual energy lingers for a brief moment; you have learned to tap this energy. You have the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- After an ally cast a spell, the next spell of the same school of magic you cast before the start of its next turn has its spell save DC and attack modifier increase by 1.
- You can take the Ready action to cast the same spell as an ally at the same target. When you do so, your target has disadvantage on its saving throw against each spells or you and your ally have advantage on your attack rolls to hit with the spell.
Tandem Strike
You have mastered techniques to support your allies in battle, gaining the following benefits:
- Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20.
- When you take the Ready action to make a weapon attack against the same target that ally attacks during its turn, you have advantage on your attack roll and can move up to 10 feet as part of your reaction. On a hit, roll your weapon’s damage dice twice when determining your damage.