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 points when you finish a short 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 a target with a weapon attack, you can spend 1 ki points to deal an extra 1d4 weapon damage.
- You can spend 1 ki as a bonus action to cause all of the damage dealt by your weapons, unarmed strikes, and natural weapons to ignore 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 to initiative rolls.
- When you hit a foe with an opportunity attack, you can choose to add your Intelligence modifier to the damage.
- 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 and a casting time of an action or make an attack with a ranged weapon against the same target using your reaction.
Expanded Knowledge
Prerequisite: Spellcasting or Power Manifesting class feature
Through continuous dedication or study, you’ve expanded your ability to cast spells or manifest powers. You gain the following benefits:
- Choose one class you have which has the Spellcasting or Power Manifesting class feature and increase its spellcasting or power manifesting ability by 1, to a maximum of 20.
- You know one additional spell or power of your choice from the class’s list if it has known spells or powers, or you prepare or imprint one additional spell or power when you prepare and imprint your spells and powers.
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 instead, but once you do so, you can’t do this again until you finish a short or long rest.
- While concentrating on an effect, you can’t be surprised and have advantage on saving throws against the charmed condition.
Innate Clairsentience Potential
You are naturally gifted or have been affected by a supernatural force. You have a number of Psionic Energy Dice equal to half your proficiency bonus, rounded down, which are a d6. You regain one expended die when you finish a short rest and all dice when you finish a long rest. You can spend that die and roll it to perform one of the following feats:
- When you are hit by a trap or weapon attack, you can increase your AC by the number rolled.
- When you fail an Intelligence or Wisdom check you add the number rolled to your check, possibly turning failure into success.
- When you are surprised, you add the number rolled to your initiative.
Innate Dimension Potential
You are naturally gifted or have been affected by a supernatural force. You have a number of Psionic Energy Dice equal to half your proficiency bonus, rounded down, which are a d6. You regain one expended die when you finish a short rest and all dice when you finish a long rest. You can spend that die and roll it to perform one of the following feats:
- When you must make a Dexterity saving throw from an effect which targets an area you are within, you increase your save by the number rolled.
- As an action, you can teleport a Tiny unattended object within 60 feet of you a number of feet equal to ten times the number rolled. If this places the object in your space, you can choose to hold it in your hand.
- When you hit with a weapon attack, you deal extra force damage equal to the number rolled.
Innate Protean Potential
You are naturally gifted or have been affected by a supernatural force. You have a number of Psionic Energy Dice equal to half your proficiency bonus, rounded down, which are a d6. You regain one expended die when you finish a short rest and all dice when you finish a long rest. You can spend that die and roll it to perform one of the following feats:
- As an action, you regain a number of hit points equal to the number rolled + your proficiency bonus.
- You can survive without breathing for a number of minutes equal to the number rolled times ten. This requires no action for you to activate.
- When you fail a Strength or Dexterity check, you increase the check by the number rolled, possibly turning failure into success.
Innate Telekinetic Potential
You are naturally gifted or have been affected by a supernatural force. You have a number of Psionic Energy Dice equal to half your proficiency bonus, rounded down, which are a d6. You regain one expended die when you finish a short rest and all dice when you finish a long rest. You can spend that die and roll it to perform one of the following feats:
- When a ranged weapon attack is made against a target within 60 feet of you, you can increase or decrease (your choice) the target’s AC against that attack by the number rolled.
- During your turn, you can jump up to a distance equal to up the number rolled times 5 feet. The distance of this jump costs you no movement.
- When you fall, you can reduce the number of dice of damage you take from the fall by the number rolled. 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 a number of Psionic Energy Dice equal to half your proficiency bonus, rounded down, which are a d6. You regain one expended die when you finish a short rest and all dice when you finish a long rest. You can spend that die and roll it to perform one of the following feats:
- As an action, you mentally shock a creature that you can see within 60 feet of you. The target must succeed on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Charisma, Intelligence, or Wisdom modifier (your choice) or take psychic damage equal to the number rolled plus your proficiency bonus.
- When you fail an Intelligence saving throw, you increase your save by the number rolled.
- As an action, you attempt to read the surface thoughts of a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma, Intelligence, or Wisdom modifier (your choice) or you become aware of its surface thoughts for a number of minutes equal to the number rolled.
Magician’s Countermeasures
Prerequisite: Spellcasting class feature
Your mind is trained to process the spellcasting of others to appropriately react, granting you the following benefits:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
- When you use your reaction to successfully identify spell as it is being cast, you immediately regain the use of your reaction.
- You have advantage on saving throw against a spell you have identified through your action or reaction. If the identified spell instead requires an attack roll, you increase your AC by 2 against it.
Nightmarish Form
Prerequisite: A class feature which allows you to completely change your form
When you change your form, such as through the Wild Shape, Metaform, or Mutagenic Concoction features, you take on a horrific appearance or menacing air. Each creature, except an ally, which can see you that starts its turn within 10 feet of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target becomes unsettled as long as it can see you. On a successful save, the target is immune to this effect until it finishes a long rest.
A target unsettled this way becomes frightened of you until the end of its next turn when it ends its turn within 10 feet of you.
Primal Discipline
Prerequisite: At least one natural weapon or the Wild Shape feature
You have refined your technique 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, feats, and magical effects.
- Your natural weapons deal at least 1d6 + your Strength bonus, provided you are Small or larger.
Recall Energy
Prerequisite: Spellcasting or Power Manifesting class feature
You are adept at controlling magical energies in ways beyond other practitioners. When you miss a target with a spell or power you can use your reaction to regain the spell slot or power points expended. You can take the same reaction when a target succeeds on its saving throw against one of your spells or powers provided it suffered no effect as a result of its save. In both cases, the spell or power must target only a single creature or object.
After you use take this reaction, you can’t take it again until you finish a short or long rest.
Spell Rod
Naturally attuned to magical energy, you can draw spells toward you, gaining the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- 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 it requires a saving throw, you make the save.
- When a creature within 5 feet of you regains hit points from a spell, you also regain half as many hit points as the target.
Spell Shock
Prerequisite: At least one spell slot of 1st level or higher
Magic shrouds your strikes. You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- 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 + twice the level of the spell slot expended. This damage can be acid, cold, fire, lightning, poison, or thunder (your choice when you deal the damage).
- You have advantage on weapon attack rolls against a target damaged by one of your spells or this feat for 1 round after it takes the damage.
Synchronic Spells
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.
- Whenever an ally within 30 feet of you casts a spell, the next spell of the same school of magic you cast before the end of your next turn increases its spell save DC and attack modifier by 1.
- When you take the Ready action to cast a spell and it is triggered when an ally casts the same spell at the same target or if the spell’s areas overlap, each target has disadvantage on its saving throw against each of the spells or you and your ally have advantage on your attack rolls to hit with the spell.