New feats are presented in alphabetical order.
Prerequisite: Proficiency with Acrobatics and Athletics
Through grace and deftness you can spring into and out of battle. Once on your turn, you can perform an acrobatic feat in addition to your normal movement. During this acrobatic feat, you can use your reaction to make a melee or ranged weapon attack against a target within your melee reach. If this attack hits, you deal an extra 1d4 + your proficiency bonus weapon damage. You can perform the following feats:
- You can back flip, moving 5 feet in any direction into an unoccupied space. You can land on a surface up to 5 feet tall.
- You can flip over a target your size or smaller, provided the space behind it is unoccupied. You occupy this space at the end of your maneuver.
- You can spring off of an object or creature that is larger than, enabling you to jump up to 10 feet high.
- You can drop and reduce the distance you fall by a number of feet equal to 5 times your proficiency bonus before calculating fall damage.
Agile Weapon Training
Prerequisite: Proficiency with simple weapons
You have mastered techniques to adroitly use certain weapons, gaining the following benefits:
- When you wield a club, flail, quarterstaff, sickle, spear, swordstaff or triple staff, it is treated as having the finesse property, allowing you to use your Dexterity modifier on attack and damage rolls with that weapon instead of your Strength.
- When you take the Attack action and attack with a club, flail, light flail, quarterstaff, sickle, spear, swordstaff, or triple staff and you have a free hand or are wielding the weapon with two hands, you can us a bonus action to make a swift melee attack with it. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
You have mastered several techniques when wielding whips and similar weapons, gaining the following benefits:
- While using a chain whip or triple staff, you treat the weapon as having the reach property.
- While wielding a sickle and chain, you can choose to deal slashing damage when using the weapon’s reach property by using the bladed end when you strike.
- When you attempt to knock a target prone using a weapon that has the reach property, you can use your attack bonus in place of your Strength (Athletics) skill for the check.
- When you successfully knock a target prone while wielding a chain whip, sickle and chain, war chain, or whip, you can automatically pull that creature 5 feet toward you. If this movement would cause the target to enter your space, you can move up to 5 feet in any direction, and this movement doesn’t provoke opportunity attacks.
You are trained in dueling and using one-handed weapons. You gain the following benefits:
- Once per round, when you deal piecing damage with a melee weapon, you can move 5 feet. This movement doesn’t draw opportunity attacks.
- When a foe within 5 feet of you misses you with a melee weapon attack, you can use your reaction to make an attack with a one handed weapon against that foe. This attack roll is made with a +2 bonus, and gains a +2 bonus to its damage roll on a hit.
- When you successfully disarm a foe as part of your Attack action, you can take a bonus action to make a melee weapon attack. If you have a second melee weapon in hand and use it to make this attack, you have advantage on the attack roll. If you have an open hand, you can grab a disarmed weapon as part of this bonus action, and if it’s a one-handed weapon, use it to attack as you would a second weapon in hand.
You are trained in special weapons often used in the pits of the gladiatorial arena. You gain the following benefits:
- When you hit a creature with a melee weapon attack using a trident, you can take a bonus action to attempt to shove that creature. If the creature is knocked prone, you can choose to deal 1d4 + your Strength modifier piercing damage to the creature without making an attack roll as part of the shove.
- Whenever you shove a creature and push it away from you as part of your Attack action and have a free hand, you can take a bonus action to throw a one-handed weapon at the creature you shoved. You draw the weapon as part of the bonus action.
- Whenever you hit a creature with a net, you can pull it 5 feet toward you as part of the same attack. You can also replace any attack you make while a creature is restrained by the net to shove that creature to knock it prone. You make your Strength (Athletics) check with advantage in this case.
You are especially practiced with axes and hammers, gaining the following benefits:
- When you hit a target with any kind of axe, hammer, or pick, you can take a bonus action to deal 1d4 extra weapon damage.
- You have advantage on ability checks to shove a creature while wielding any two of the following weapons: battleaxe, handaxe, light hammer, war pick and warhammer or while wielding a battleaxe, greataxe, halberd, or maul with two hands.
- Once on your turn, when you throw a handaxe or light hammer using a bonus action, you can freely draw another weapon. If this weapon is another handaxe or light hammer, you can throw it as part of the same bonus action, but this attack is made with disadvantage.
You are proficient in swapping your active weapon hand when fighting with a weapon. You gain the following benefits:
- When you hold only a single one-handed weapon and don’t have a shield, you can freely swap which hand you hold your weapon and gain advantage on ability checks to avoid being disarmed.
- When you miss a target with a versatile weapon while holding it in one hand with nothing in your other hand, you can take a bonus action to make another attack with that weapon. This attack deals the weapon’s versatile damage.
Your reflexes are especially swift in ranged combat, granting you the following benefits:
- You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
- Your ranged weapons and weapons with the thrown property can be used to make opportunity attacks with a reach that is 5 feet greater than your normal melee reach.
- When you roll initiative while wielding a ranged weapon or a weapon with the thrown property and aren’t surprised, you can use your reaction make one ranged attack with the weapon against a target you can sense within 30 feet of you at the start of the round.
You have mastered a fighting style allowing you to focus on a single foe. You gain the following benefits:
- You can use two-weapon fighting if you hold a longsword or rapier in one hand and a dagger in the other.
- While wielding two weapons, when you are hit by a melee weapon attack, you can use your reaction to attempt to parry the attack. Make an attack roll with your weapon against an AC equal to your foe’s attack roll, if you hit the attack misses you. If you successfully parry using a dagger, your foe has disadvantage on its next attack made that weapon before the end of its turn.
- While wielding a lance, pike, rapier, spear, or trident, you can take a bonus action to increase your reach with that weapon by 5 feet until the end of your turn. Each attack made with this extra reach must be against the same target.
Medium Armor Specialization
Prerequisite: Proficiency with medium armor
You are trained in using your armor to absorb and redirect impact, gaining the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- While wearing medium armor, you can add your Constitution modifier to your AC instead of Dexterity to a maximum of +2 (or +3 if you have the Medium Armor Mastery feat).
Prerequisite: Unarmed strike damage of at least 1d4
Through lightning reflexes, you can leverage your momentum to push your attack, gaining the following benefits:
- On your turn, if you hit a target with an unarmed strike, you can make a special attack as a bonus action. This special attack allows you to make an attack roll against your target and one additional target within 5 feet of it and you. You deal your unarmed strike damage on a hit. If you have the Flurry of Blows class feature, you can choose to replace one of those attacks with this special attack.
- While fighting unarmed or with a monk weapon, you can choose to take a -2 penalty on all attack rolls until the start of your next turn to make one additional attack when you take the Attack action on your turn.
- If you spend ki on your turn, you increase your AC by 1 until the start of your next turn.
You are a scrapper in a fight, opting to get close and personal with a foe to quickly disable it. You gain the following benefits.
- When you deal bludgeoning damage with a melee weapon attack, you may take a bonus action to make one unarmed strike against the same target or to attempt to grapple or shove it.
- Whenever you use your reaction to make an opportunity attack with a club, dagger, great club, or mace, you have advantage on the weapon’s damage roll.
- If you have the Extra Attack feature, any time you use your bonus action to make a melee weapon attack with a dagger, you make two attacks.
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20.
- You gain proficiency with simple weapons and martial weapons.
Weapon Master (revised)
Prerequisite: Proficiency with martial weapons.
Through focus and training, your ability to handle weapons is unmatched. After finishing a long rest, choose one melee weapon which you are proficient. Until you change the chosen weapon, you gain the following benefits with that weapon:
- You never need to spend any kind of action when drawing or sheathing this weapon and can make opportunity attacks with it while surprised.
- You have advantage on ability checks to disarm attempts made with the weapon.
- Once on your turn, you can increase the damage of your weapon by an amount equal to your proficiency bonus. Until the start of your next turn, your AC is reduced by 2 when you do so.