TEXT: Forty Fantastical Feats
  Forty Feats for your fifth edition playing pleasure
  By
  Joshua Birdsong
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
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  and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
  under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by Joshua Birdsong and published under the Community Content
  Agreement for Dungeon Masters Guild.
  
  Active Alchemy
  Prerequisite: Proficiency in Alchemy tools
  Increase your intelligence or wisdom by 1, to a maximum
  of 20.
  You naturally collect alchemical specimens throughout the
  day.
  At the end of a long rest you can spend 10 minutes
  attempting to brew your specimens into a potion with an
  Alchemy Tools check DC 13. If you succeed you either
  brew a potion of the DM’s Discretion based on the
  ingredients you find or roll 1d4 and refer to the brewing
  table below to see the effect of the potion. If you succeed
  the roll by 10 or more you brew enough to make 2 potions.
  These potions lose their potency at the end of a long rest.
  Heath : The drinker’s maximum and current Hit points are
  increased by 2d4 for 8 hours.
  Silvered Tongue : The drinker can roll 2d4 and add the
  number rolled to all charisma checks made for the next 10
  minutes.
  Alertness : The drinker can roll 2d4 and add the result to
  all initiative and perception checks made in the next 8 hours.
  Rejuvenation : The drinker’s current and maximum 1st
  level spell slots are increased by 1 for up to 8 hours or until
  the drinker completes a short or long rest.
  Adrenaline Surge
  Increase you Strength or Constitution by 1, to a maximum
  of 20.
  As a bonus action you can activate an adrenaline surge.
  For 1 minute you become resistant to bludgeoning,
  piercing, and slashing damage. After 1 minute you suffer 1
  point of exhaustion. Once you use this ability you cannot
  do so again until completing a long rest.
  Battle field Trickster
  As a bonus action you can deploy caltrop or ball bearings.
  When deployed this way the DC for these items equal to
  11 + your proficiency bonus.
  Whenever a creature fails a saving throw to resist the
  effects of caltrops or ball bearing you can use your
  reaction to make a weapon attack against that creature.
  Bird Master
  Increase your Wisdom or Dexterity by 1, to a maximum of
  20.
  When attacking a flying creature, you gain a +2 bonus to
  hit.
  You gain advantage on persuasion and animal handling
  checks against beasts with a flying speed.
  If you spend an hour with a willing beast that has a flying
  speed and is CR 0, they can become a trained companion.
  you can only have 1 trained at a time.
  Your trained companion acts independently of you, but it
  always obeys your commands. In Combat, it rolls its own
  Initiative and acts on its own turn. A trained companion
  can't Attack, but it can take other Actions as normal.
  Blaster's Buffet
  Increase your Intelligence, Wisdom, Or Charisma by 1, to
  a maximum of 20.
  For you all cantrips that require a ranged spell attack can
  be made with a melee spell attack. When you do this the
  spell has a range of touch.
  When you deal damage with a cantrip to a creature within
  5 feet, you deal an additional 1 damage to that creature.
  Blowgun injector
  Throughout your travels you are able to harvest poisons and
  ointments that can be administered by soaking your blowgun
  ammunition throughout the day. After each long rest you gain
  3 uses of each poisoned ammunition. This ammunition loses
  potency if you take another long rest.
  Impact poison : The ammunition deals an additional 1d10
  poison damage.
  Rejuvenation ointment : The target of the attack made with
  this ammunition takes 1 point of piercing damage and heals
  for 1d10+3 hit points.
  Baneful Poison : The target is under the effect of the bane
  spell for 1 minute or until the use an action to remove the
  dart.
  Building momentum
  You can build and use momentum throughout a fight.
  Whenever you roll initiative your momentum starts at zero.
  whenever you move at least 15 feet in a straight line or miss a
  melee weapon attack you gain 1 momentum. You can never
  have more than 3 momentum at a time. Whenever you hit
  with melee weapon attack you lose all momentum. the attack
  deals an extra 1d4 damage equal to the amount of
  momentum lost with the attack. once initiative end you lose
  all momentum and cannot gain more until you roll for
  initiative again.
  1
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  Clever Reflections
  Whenever a creature within 30 feet is the target of an
  attack, if you have a reflective surface in your hand such as
  a small mirror or a polished weapon, you can use your
  reaction to impose disadvantage on the attack.
  You can spend 1 minute with a reflective surface to start a
  fire provide the sun is out.
  You can look at a creature through a reflection to ignore
  the effects of half and three-quarters cover and avoid
  detrimental features or abilities that require sight such as
  the medusa's petrifying gaze.
  Comeback Kid
  Increase your Constitution by 1, to a maximum of 20.
  You have advantage on death saving throws.
  When you must make a death saving throw, you can
  choose to instead regain hit point equal to your level. Once
  you use this ability, you cannot do so again until you finish
  a long rest.
  Conditioning
  Increase your Strength, Dexterity, or Constitution by 1, to
  a maximum of 20.
  Whenever you make a Strength, Dexterity, or Constitution
  saving throw you can choose to make it with advantage.
  Once you use this ability you cannot do so again until you
  complete a short or long rest.
  At the end of each short or long rest you gain 5 temporary
  hit point.
  Crowd navigator
  Increase your Strength or Dexterity by 1, to a maximum of
  20.
  You can move through and allies’ space as if it was
  unoccupied.
  You can move through an enemy’s space as if it were
  difficult terrain.
  Attacks of opportunity against you are made at
  disadvantage.
  Cunning Plan
  As a bonus action you can attempt to pull off a cunning plan.
  Choose one creature that you can see. Make a Charisma
  (Deception) roll contested by that creature’s Wisdom
  (Insight). If you win the contest, you and your allies have
  advantage on attacks against that creature until the
  beginning of your next turn. once you use this feature you
  cannot do so again until you complete a short or long rest.
  Dagger Mastery
  For you the normal and long range of a dagger's thrown
  range is doubled.
  As a bonus action you can make a slight of hand check to
  conceal a dagger on your person. This dagger can be
  revealed if a creature’s passive perception is equal or
  higher than the sleight of hand check, if a
  perception/investigation check is made as an action and is
  equal or higher than the sleight of hand check, or if you
  are actively searched for at least 1 minute.
  An attack with a concealed dagger deals an additional
  1d10 damage and reveals the dagger.
  Dangerous Dwellings
  Increase your Constitution or Wisdom by 1, to a
  maximum of 20.
  You have advantage on perception checks while taking a
  short or long rest.
  During a long rest you can spend 4 hours performing light
  activities instead of 2.
  Desert Born
  Increase your Constitution or Wisdom by 1, to a
  maximum of 20.
  You can see through heavily obscured area that are
  obscured by sand.
  You only need half as much food and water to gain their
  benefits.
  As a bonus action you can throw a pouch of sand up to 15
  feet away to obscure a 5 foot-radius sphere. This sand
  lasts until the end of your turn. Once you use this feature
  you cannot do so again until you complete a short or long
  rest.
  Down but Not Out
  While below half hit points, you gain a +1 bonus to AC.
  While below half hit points, your melee weapon attacks
  deal an additional 1d4 damage.
  While below half hit points, all healing you receive heals
  for an additional 1d4 healing.
  Elementary Expertise
  Prerequisite: Spellcasting
  You can cast a 1st level spell which you know or have
  prepared with your spellcasting feature without expending a
  spell slot. When you do treat the spell as though it were cast
  using a spell slot equal to your proficiency modifier. Once you
  cast a spell this way you cannot do so again until you
  complete a short or long rest.
  2
  Made with Homebrewery
  
  Expert Trapper
  Prerequisite: proficiency in survival
  Increase your wisdom by 1, to a maximum of 20.
  It becomes second nature for you to set up traps as before
  sleeping. After you take a long rest you can make a
  survival check DC 15. If you succeed you collect enough
  food to feed yourself for the day and you can spend 10
  minutes crafting special ammunition for the day out of the
  bones of the creatures you caught. You can craft 5 non-
  magical +1 ammunition. If you succeed the check by 10 or
  more you can craft 5 non-magical +2 ammunition. All
  ammunition created with this feat falls apart and becomes
  unusable at the end of a long rest.
  Extremist
  Increase your Constitution, or wisdom by 1, to a
  maximum of 20.
  You and a number of allies equal to the ability modifier of
  the stat increased by this feat all ignore the penalties of
  extreme heat, extreme cold, heavy precipitation, and
  strong winds.
  First Impressions
  Increase your Charisma by 1, to a maximum of 20.
  You gain advantage on the first charisma check you make
  against an NPC.
  Friend of Nature
  Increase your Wisdom by 1, to a maximum of 20.
  You can cast Flock of Familiars as an action without
  expending a spell slot. Wisdom is your spellcasting ability
  for this spell and the DM can choose to decide which
  animals the familiars take the form of based on your
  location. Once you cast Flock of Familiars this way you
  cannot do so again until you complete a long rest.
  Head Hunter
  Whenever you land the killing blow on a creature larger than
  you with a weapon, you can add a notch to the weapon. You
  gain additional properties while using a weapon that have
  notched depending on the number of notches.
  1 notch : When you land a killing blow against a hostile
  creature you regain hit points equal to half the damage of the
  attack.
  5 notches : When you land a critical hit with this weapon
  you deal an extra 5 damage.
  10 notches : You attacks with this weapon deal an
  additional 1d4 damage against creatures larger then you.
  25 notches : Your attacks against creature with no missing
  hit points have advantage and deal an additional 1d10
  damage.
  Keep it Simple
  Increase your Strength or Dexterity by 1, to a maximum of
  20.
  For you, simple weapons deal and additional 1 damage.
  Whenever you make an attack with a simple weapon you
  can make an additional attack with disadvantage as a
  bonus action.
  Magnificent Diminutiveness
  Prerequisite: Halfling, Gnome, Goblin, Kobold, or another
  small race
  Increase your Strength or Dexterity by 1, to a maximum of
  20.
  You can use heavy weapons without penalty.
  You gain a +5 bonus to your movement speed. This bonus
  cannot bring your movement speed above 30.
  You make a running long jump or high jump while
  wielding a weapon with the heavy property, the distance
  you can cover increases by 10 as you use the weapon to
  vault greater distances.
  Meditation
  Increase your Intelligence, Wisdom, or Charisma by 1, to
  a maximum of 20.
  Whenever you make a intelligence, wisdom, or charisma
  saving throw you can choose to make it with advantage.
  Once you use this ability you cannot do so again until you
  complete a short or long rest.
  At the end of each short or long rest you gain 5 temporary
  hit points.
  Misdirection
  Increase your Intelligence by 1, to a maximum of 20.
  You gain a number of misdirection charges equal to your
  Intelligence modifier. You can use these charges in several
  ways as listed below. you regain all charges when you
  complete a long rest.
  Redirect View : As a bonus action you are considered
  invisible to a single creature of your choice within 10 feet
  until the end of your turn.
  Distract Gaze : As a bonus action you can give an ally
  within 30 feet advantage on their next attack.
  Distort Presence : As a bonus action you can take the hide
  action.
  3
  Made with Homebrewery
  
  Net Caster
  You gain proficiency with nets.
  For you nets have the finesse property and its normal and
  long thrown ranges are increased by 5 feet.
  You can make a net attack as a bonus action.
  Attacking with a net does not restrict the amount of
  attacks you can make.
  The escape DC and AC of the net are increased by your
  proficiency bonus.
  Overly Prepared
  Increase one ability score of your choice by 1, to a
  maximum of 20.
  Whenever the trigger from your readied action goes off
  you can choose to move up to your movement speed
  before or after you take the readied action.
  Pocket Sand
  As an action you can attempt to blind a creature with
  pocket sand. One target creature within 20 feet must
  succeed a dexterity saving throw (DC 11 + your
  proficiency bonus) or become blinded until the end of
  their next turn. You can do this a number of times equal to
  your proficiency bonus. You regain all uses at the end of
  long rest.
  As a bonus actin you can make a single weapon attack
  against a blinded enemy.
  Pressure Point Grappling
  You can attempt to grapple a creature with an acrobatics
  check instead of an athletics check.
  As a bonus action you can make an unarmed strike
  against a creature you have grappled. You can choose to
  make this attack with dexterity instead of strength. If you
  do, you deal damage equal to your 1+ your dexterity
  modifier instead of your strength modifier.
  Punisher
  Increase your Strength or Dexterity by 1, to a maximum of
  20.
  You make attacks of opportunity with advantage.
  Whenever a creature stands up from prone you can make
  an attack with advantage against that creature as a
  reaction.
  Quick Adaptation
  Increase your Constitution by 1, to a maximum of 20.
  If you are forced to make a saving throw to overcome an
  effect currently afflicting you gain advantage on that
  saving throw.
  You have advantage when attempting to break out of a
  grapple or an effect that is restraining you.
  Quip Lash
  Increase your Charisma by 1, to a maximum of 20.
  Whenever a hostile creature within 30 feet rolls a 1 on an
  attack roll, as a reaction you can make a snarky quip
  causing the creature to take psychic damage equal to your
  level + your charisma modifier. You can do this once per
  short or long rest.
  Whenever an ally within 30 feet rolls a 20 on an attack
  roll, as a reaction you can make a encouraging quip giving
  the creature advantage on the next attack they make
  before the end of their next turn. You can do this once per
  short or long rest.
  Redirection
  Increase your Strength or Dexterity by 1, to a maximum of
  20.
  Whenever a creature you can see misses you with a melee
  attack, you can use your reaction to force that creature to
  repeat the attack roll against himself. You can use this
  feature three time and regain all uses whenever you
  complete a long rest.
  Seeker
  Increase your Wisdom by 1, to a maximum of 20.
  Whenever you take the search action and you find a
  hidden creature you can choose to make a weapon attack
  against that creature or move up to 30 feet towards it as
  part of the same action.
  Sleuthing
  Increase your Intelligence by 1, to a maximum of 20.
  You can cast the spell Find Traps with this feat a number
  of times per day equal to your intelligence modifier. When
  you cast Find Traps this way you also learn the location of
  the nearest trap.
  You can cast Locate Object or Locate Creature with this
  feat. Once you cast one of these spells you cannot cast
  either of them again until you complete a long rest.
  When casting a spell with this feat, intelligence is your
  casting modifier and you can use a magnifying glass as
  your spell casting focus.
  4
  Made with Homebrewery
  
  Smoke Signals
  Increase your wisdom by 1, to a maximum of 20.
  You can tell by the smoke if a fire is manmade, natural, or
  magical.
  You can relay simple thoughts over the course of a minute
  via smoke signals such as: Help, retreat, ready, go.
  Sworn Protector
  At the end of a long rest you can choose to bond with an
  ally.
  As long as you and your bonded ally are within 5 feet of
  each other you both gain a +1 bonus to AC.
  If your bonded ally would be hit with an attack while
  within 5 feet of you, as a reaction you can choose to take
  the damage instead of your bonded ally. once you use this
  reaction you cannot do so again until you complete a short
  rest.
  If you and your bonded ally are within 5 feet of each other
  you have advantage on saving throws against being
  frightened.
  Torch Master
  You become proficient with torches.
  You can light a torch as a bonus action.
  Whenever you hit a creature with a lit torch it deals 1d4
  bludgeoning damage + 1d10 fire damage.
  As an action you can swallow the fire of a torch a release it
  in a spectacular display. All creatures in a 10-foot cone
  must make a dexterity saving throw against your torch DC
  (8+proficiency+constitution) or take 2d10 fire damage. On
  success they take half damage. After using this action, the
  torch is unusable.
  Trained tactician
  You gain a number of tactician charges equal to your
  proficiency bonus. You can use these charges in several ways
  as listed below. you regain all charges when you complete a
  short or long rest.
  Reposition : as a bonus action a number of allies up to your
  Proficiency bonus can each use a reaction to move 30 feet in
  a direction of their choice.
  Calculated Strike : as a bonus action you can allow an ally
  within 30 feet to make a weapon attack as a bonus action.
  5
  Made with Homebrewery
  
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