TEXT: Over 150
  New Core Feats!
  Fifth Edition Feats
  5th Edition
  Compatible
  
   
   
  1 
   
  Credits 
  Designed & Written by: Brian Berg
  Additional Content by: PJ Harn and Edward Long 
  Editing: Brian Berg and PJ Harn 
  Cover Design: Brian Berg 
  Layout: Brian Berg 
  Artwork: ‘Warrior and a Dragon’ Cover Art by Luslo Ludrovan; interior artwork: ‘Water Elemental’ by JE Stock 
  Art, ‘Human Scout’ by Hopsy Graphic Art and ‘Tiefling Wizard’ by Vagelio Kaliva. 
   
   
  Legalese 
  Product Identity: The Total Party Kill Games (TPK Games) company, names and logos; the “Fifth Edition Feats” 
  name and logo; all original artwork, backgrounds, and logos; all trade dress, and graphic design elements are 
  ©Total Party Kill Games. 
   
  Open Content: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic 
  items, monsters, rituals, artifacts AND/OR the names of abilities presented within this book are open game content 
  as described in the Open Gaming License. 
   
  Published by Total Party Kill Games, LLC. 1st printing, March 1, 2016. 
   
   
   
   
    
   
  
   
   
  2 
   
  A QUICK nOTE about aCTIONS 
  A lot of the feats in this book are dependent 
  on actions, and in order to understand how 
  the feats truly work, you should have a 
  good grasp on actions in 5e.  Please refer to 
  the game handbook. 
   
  Acrobatic 
  You are skilled at leaping, jumping and 
  flying. 
    Prerequisites: Dex 13+, Acrobatics 
  proficiency 
   
  • 
  Your Strength or Dexterity score 
  (choose one) increases by +1. 
  • 
  You gain expertise with the 
  Acrobatics proficiency. 
  • 
  You can stand from prone by only 
  expending 5’ of your total 
  movement. 
  • 
  Once per short rest you can gain 
  advantage on any Dexterity based 
  skill check. 
   
  Acrobatic Steps 
  You can easily move over and through 
  obstacles. 
    Prerequisites: Dex 13+, Acrobatics 
  proficiency 
   
  • 
  Your Dexterity score increases by +1. 
  • 
  Whenever you move, you may 
  move through up to half of your 
  movement through difficult terrain 
  each round as if it were normal 
  terrain. 
  • 
  Once per short rest you can ignore 
  all slowing effects of difficult terrain. 
   
  Agile Maneuvers 
  You’ve learned to use your quickness in 
  place of brute force when performing 
  combat maneuvers. 
    Prerequisite: Dex 13+ 
   
  • 
  Your Dexterity bonus increases by 
  +1. 
  • 
  You may substitute your Dexterity 
  bonus to any combat maneuver 
  attempt that uses Strength instead. 
  • 
  Once per rest, as a bonus action, you 
  can gain advantage on any Dexterity-
  based combat maneuver* attempt. 
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
  Alertness 
  You are always cautious of danger, and are 
  rarely caught unaware. 
    Prerequisite: Perception proficiency  
   
  • 
  You have a +2 bonus to initiative 
  checks. 
  • 
  You are never surprised, so long as 
  you are not stunned or unconscious. 
  • 
  Enemies never gain advantage when 
  striking you from stealth.  
   
  Alignment Channel 
  You can channel divine energy to affect 
  outsiders that possess opposing alignments. 
    Prerequisite: Channel Divinity 
   
  • 
  Your Wisdom score increases by +1. 
  • 
  Instead of its normal effect, you can 
  choose to have your ability to 
  Channel Divinity turn outsiders of 
  opposing alignment subtypes 
  (Law/Chaos and Good/Evil).  Neutral 
  clerics must choose which alignments 
  subtypes they can affect when taking 
  this feat. If you choose to turn 
  creatures of the chosen alignment 
  subtype, your channel energy has no 
  effect on other creatures.  Note that 
  you cannot destroy creatures with 
  this feat.  
  • 
  Thanks to your faith and connection 
  to an alignment, the save DC for 
  your Channel Divinity ability 
  increases by +1 against foes with 
  opposing alignments. 
  
   
   
  3 
   
  Animal Affinity 
  You are skilled at working with animals and 
  mounts. 
    Prerequisite: Animal Handling proficiency 
   
  • 
  You gain expertise with all Animal 
  Handling skill checks. 
  • 
  You can verbally command any of 
  your beast companions or mounts to 
  take the Attack, Dash, Disengage, 
  Dodge, Help or Move as a free 
  action during your turn.  Your beast 
  companion must be able to see or 
  hear you in order to use this ability. 
   
  Arcane Shield 
  You can convert any spell into a defense. 
    Prerequisite: Ability to cast arcane spells 
   
  • 
  As a reaction, you can sacrifice a spell 
  or spell slot of 1st level or higher and 
  gain a shield bonus to AC equal to 
  the level of the spell or spell slot you 
  sacrificed for 1 minute. Cantrip spells 
  may not be sacrificed in this manner. 
   
  Arcane Strike  
  You draw upon your arcane power to 
  enhance your weapons with magical energy. 
    Prerequisite: Ability to cast arcane spells. 
   
  • 
  Weapons you hold glow with arcane 
  power and count as though they are 
  magical weapons. 
  • 
  You gain a +1 bonus to attacks and 
  damage with these weapons as long 
  as you are holding them.  
  • 
  Ranged weapons also grant these 
  bonuses on attacks and damage, but 
  the magic fades after striking their 
  target. 
   
  Athletic 
  You possess inherent physical prowess. 
    Prerequisites: Str and Con 13+, Athletics 
  proficiency 
   
  • 
  You gain expertise with the Athletics 
  skill. 
  • 
  You can climb at your full movement 
  rate instead of halved. 
  • 
  You can perform a running long 
  jump or running high jump after 
  moving 5’ instead of the usual 10’. 
  • 
  Once per short rest you can gain 
  advantage on any Strength or 
  Constitution based skill check. 
   
  Augmented Conjuring 
  Your conjured creatures are more powerful 
  and robust. 
    Prerequisite: Spell Focus (Conjuration) 
   
  • 
  Each creature you conjure with any 
  summon spell gains a +2 bonus to 
  attacks and damage and a bonus of 
  +2 hit points per HD for the 
  duration of the spell that summoned 
  it. 
   
  Backstab 
  Foes unaware of your presence are downed 
  with ease. 
    Prerequisites: Stealth proficiency, Sneak 
  Attack class ability. 
   
  • 
  When you attack a foe that is 
  unaware of your presence you gain 
  +1 to your critical threat range. 
  • 
  You also add an amount of damage 
  equal to your sneak attack dice 
  when you deal a critical hit. 
   
  BEAST Slayer 
  You’ve been trained to fight against all 
  manner of dangerous beasts and survive. 
    Prerequisites: Wis 13+, Nature proficiency 
   
  • 
  You gain a +1 to attacks made 
  against beasts and a +1 bonus to AC 
  against their attacks. 
  • 
  You gain a bonus equal to your 
  proficiency bonus on all Survival 
  checks to track beasts. 
  
   
   
  4 
   
  • 
  Your critical threat range against 
  beasts increases by +1. 
   
  Blind-Fight  
  You are skilled at attacking opponents that 
  you cannot clearly perceive. 
    Prerequisites: Wis 13+, Perception 
  proficiency 
   
  • 
  As long as you can hear an 
  opponent, they do not gain 
  advantage on attacks against you 
  when you cannot see. 
  • 
  As long as you can hear an 
  opponent, your attacks do not suffer 
  disadvantage when you cannot see. 
  • 
  You can make Perception checks to 
  discern the location of targets within 
  30’ while unable to see.  You can 
  discern the location of targets farther 
  away than 30’, but suffer 
  disadvantage on the skill check. 
   
  Blocking Expertise  
  You turn away even the fiercest blows with 
  your shield. 
    Prerequisite: Shield proficiency 
   
  • 
  Your Strength score increases by +1. 
  • 
  When you wield a shield and are 
  dealt a critical attack, you have a 
  50% chance to negate the critical 
  hit. 
   
  Bodyguard 
  Your are adept at warding off enemies 
  attacking nearby allies. 
    Prerequisite: Shield proficiency, Combat 
  Reflexes 
   
  • 
  You may grant your shield bonus to 
  a single adjacent ally instead of 
  yourself. 
  • 
  When an adjacent ally is attacked, 
  you may use a reaction to cause the 
  attack to suffer disadvantage. 
  • 
  When an adjacent ally is attacked, 
  you may use a reaction to redirect 
  the attack to yourself. 
   
  Bouncing Spell  
  You can direct a failed spell against a 
  different target. 
    Prerequisite: Ability to cast 2nd level spells. 
   
  • 
  Whenever a bouncing spell targeting 
  a single creature has no effect on its 
  intended target (whether due to 
  resistance or a successful saving 
  throw) you may, as a bonus action, 
  redirect it to target another eligible 
  creature within the spell’s range. The 
  redirected spell behaves in all ways 
  as if its new target were the original 
  target for the spell. Spells that affect 
  a target in any way (including a 
  lesser effect from a successful saving 
  throw) may not be redirected in this 
  manner. A bouncing spell uses up a 
  spell slot or level one level higher 
  than the spell’s actual level. 
   
  Metamagic? 
  Feats of metamagic allow for spellcasters to 
  further enhance their spells, much like 
  sorcerers.  To perform metamagic, you must 
  be able to cast spells.  When you do cast a 
  spell, you choose a level of ability for that 
  spell, and then increase the spell slot a 
  number of levels based on the cost of the 
  metamagic feat.  You do not gain any 
  benefits of casting the spell at this higher 
  level, aside from what is listed in the 
  metamagic feat. 
   
  Burning Spell  
  You cause creatures to take extra damage 
  when you affect them with a spell that has 
  the acid or fire descriptor. 
    Prerequisite: Ability to cast 2nd level spells 
   
  • 
  If you cast a spell that deals acid or 
  fire damage, you can cause that 
  
   
   
  5 
   
  spell to continue to burn, dealing 
  more damage the following round.  
  You must increase the level of the 
  spell cost by one, and the spell 
  deals two dice of damage the 
  following round to all affected 
  targets.  Saves continue to apply. 
   
   
  Catch Off-Guard 
  Foes are surprised by your skilled use of 
  unorthodox and improvised weapons. 
   
  • 
  You do not suffer disadvantage when 
  using an improvised melee weapon. 
  • 
  You gain advantage on attacks 
  against unarmed opponents when 
  wielding an improvised melee 
  weapon. 
  • 
  If an opponent is unaware of your 
  intention to use an improvised object 
  as a weapon, your first attack with 
  that improvised melee weapon is 
  made with advantage.  
   
  Channel Smite  
  You can channel your divine energy through 
  a melee weapon you wield. 
    Prerequisites: Channel Divinity or Lay on 
  Hands class feature. 
   
  • 
  You can choose to spend one use of 
  your channel divinity abilities as a 
  bonus action. If you are good and hit 
  an undead creature, that creature 
  takes 2d6 additional radiant damage. 
  If you are evil and you hit a living 
  creature, that creature takes 2d6 
  additional necrotic damage. 
  • 
  When you hit with an attack, as a 
  bonus action you can add an amount 
  of radiant damage up to your level 
  from your Lay on Hands pool. 
   
  Charging Expertise 
  You rush into combat, making a brutal 
  attack at the end of a charge. 
   
  • 
  If you take the Dash action, you may 
  spend a bonus action to make a 
  melee attack or Shove attack during 
  or after your movement. 
  • 
  If you move at least 10’ in a straight 
  line during your Dash action, you 
  gain a +5 bonus to damage on your 
  attack or Shove a target 10’ away. 
  • 
  You do not suffer advantage on 
  attacks against you in rounds in 
  which you have charged. 
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
   
  Cleave  
  You can strike many adjacent foes with a 
  single blow. 
    Prerequisites: Str 13+, Power Attack 
   
  • 
  You can make an attack against a foe 
  within reach that cleaves into other 
  foes. If you hit, you deal damage 
  normally and can make an additional 
  attack as a bonus action against a foe 
  that is adjacent to the previous foe 
  and also within reach.  This cleave 
  attack only counts as one action (and 
  your bonus action). 
  • 
  When you cleave, your movement is 
  halved for your current turn.  
  • 
  At 5th level, and each additional five 
  levels, you may make an additional 
  attack against another adjacent foe 
  that you also threaten as part of your 
  cleave action. 
   
  Combat Caster 
  You are adept at spellcasting when 
  threatened or distracted. 
   
  • 
  Whenever attempting to maintain 
  concentration on spells in combat, 
  you gain advantage. 
  • 
  You can cast spells, even when 
  holding weapons or shields. 
  • 
  When opponents provoke attacks of 
  opportunity, you can spend your 
  
   
   
  6 
   
  reaction to cast a cantrip at that 
  target. 
   
  Combat Expertise  
  You can increase your defense at the 
  expense of your accuracy. 
    Prerequisite: Dex 13+ 
   
  • 
  Your Dexterity score increases by +1. 
  • 
  You may choose to suffer 
  disadvantage on all attacks in a 
  round in order to force all 
  opponents to suffer disadvantage on 
  all attacks against you. 
   
  Combat Reflexes  
  You quickly press the advantage of your 
  foes’ mistakes. 
    Prerequisite: Dex 13+ 
   
  • 
  You can perform a number of 
  opportunity attacks per round equal 
  to your Dexterity modifier 
  (minimum 1). 
  • 
  You gain advantage on all 
  opportunity attacks. 
   
  Command Undead 
  Using foul powers of necromancy, you can 
  command undead creatures, making them 
  into your servants. 
    Prerequisites: Evil Alignment, Channel 
  Divinity class feature. 
   
  • 
  As an action, you can use one of 
  your uses of Channel Divinity to 
  mentally enslave undead within 30 
  feet.  You make a Turn Undead 
  check as normal.  Those undead that 
  would be destroyed fall under your 
  control, obeying your commands to 
  the best of their ability.  Intelligent 
  undead shrug off your control after 
  24 hours.  Controlled undead can 
  have their will usurped by other 
  clerics with this ability.  When 
  attempting to maintain control, each 
  cleric makes a spellcasting check and 
  the highest roll takes control. 
  • 
  You can control a number of undead 
  whose combined hit dice are equal 
  or less than your cleric level. 
   
  Concussive Spell  
  You cause creatures to be disoriented when 
  you affect them with a spell that has the 
  sonic descriptor. 
    Prerequisite: Ability to cast 3nd level spells  
   
  • 
  When you deal thunder damage 
  with a spell, a concussive wave of 
  energy rattles creatures affected by 
  the spell.  A concussive spell causes 
  creatures that take damage from a 
  spell that has the sonic descriptor to 
  have disadvantage on attack rolls, 
  saving throws, skill checks, and 
  ability checks for a number of 
  rounds equal to the actual spell 
  level of the spell. A concussive spell 
  only affects spells with the sonic 
  descriptor. A concussive spell uses 
  up a spell slot two levels higher 
  than the spell’s actual level. 
   
  Crossbow Expertise 
  You are a master with the crossbow. 
    Prerequisite: Crossbow proficiency 
   
  • 
  You can make the normal amount of 
  attacks with loaded weapons, 
  ignoring the loading quality. 
  • 
  You do not suffer Disadvantage on 
  ranged attacks made within 5’ of a 
  threatening creature. 
  • 
  If you have a loaded hand crossbow 
  in your off-hand, you can fire it as a 
  bonus action. 
   
  Danger Sense 
  Your skill at sensing danger allows you to 
  avoid harm more easily than others. 
    Prerequisites: Wis 13+, Insight proficiency 
   
  
   
   
  7 
   
  • 
  Your Wisdom score increases by 
  +1. 
  • 
  Once per short you can gain 
  advantage on any initiative roll. 
  • 
  When subjected to any effect 
  that allows a Wisdom or 
  Intelligence save, you may make 
  an Insight check instead. 
   
  Darting Strike 
  Your quick attacks are more difficult to 
  dodge. 
    Prerequisite: Dex 15+ 
   
  • 
  Your Dexterity score increases by 
  +1. 
  • 
  When moving at least a 10’ before 
  an attack, you gain a +1 bonus on 
  that attack. 
   
  Dazzling Display 
  Your skill with your weapon can frighten 
  enemies. 
    Prerequisite: Intimidate proficiency 
   
  • 
  While wielding a weapon or 
  unarmed strike, you can perform a 
  bewildering show of prowess. You 
  can take an action to make an 
  Intimidate check to frighten all foes 
  within 30 feet who can see your 
  display. 
   
  Deadly Stroke 
  With a well-placed strike, you can bring a 
  swift and painful end to most foes. 
    Prerequisite: Weapon Specialization. 
   
  • 
  If you attack a blinded, restrained, 
  stunned or incapacitated foe with the 
  weapon you have chosen with 
  weapon specialization, you 
  automatically deal a critical hit. 
  • 
  When you drop a foe to below 0 hit 
  points, they suffer an additional 
  amount of damage equal to your 
  weapon’s base damage dice. 
   
  Deceitful 
  You are skilled at deceiving others, both 
  with the spoken word and with physical 
  disguises. 
    Prerequisite: Deception proficiency 
   
  • 
  You gain expertise in the Deception 
  skill. 
  • 
  Once per short rest you can gain 
  advantage on any Deception skill 
  check. 
   
  Defensive Combat 
  Training 
  You excel at defending yourself from all 
  manner of combat maneuvers. 
    Prerequisite: Dex 13+ 
   
  • 
  You add your proficiency bonus as a 
  bonus on all saves against combat 
  maneuvers such as trips, pushes, 
  disarms, etc.* 
  • 
  You can spend a reaction to negate a 
  charging opponent’s free attack. 
  • 
  You do not suffer advantage on 
  attacks against you when you are 
  flanked. 
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
   
  Defensive Weapon 
  Training 
  You know how to defend yourself against a 
  certain class of weaponry. 
    Prerequisite: Int 13+ 
   
  • 
  Choose a type of weapon (finesse, 
  heavy, light, reach, thrown or two-
  handed).  By spending a reaction, 
  you force opponents wielding 
  weapons of that category to suffer 
  disadvantage on their attack against 
  you. 
   
  Defensive Expertise 
  You never let down your guard, and take 
  advantage of every time your foes do. 
  
   
   
  8 
   
    Prerequisite: Dex 13+ 
   
  • 
  If you hit a target with an attack of 
  opportunity, they are not able to 
  move until the beginning of their 
  next turn. 
  • 
  All creatures leaving your threatened 
  spaces suffer opportunity attacks.  
  Using the disengage action does not 
  avoid this attack of opportunity, but 
  other special abilities or feats that 
  state you can avoid attacks of 
  opportunity from movement do. 
  • 
  When a foe that you threaten rolls a 
  1 on an attack roll, you may make an 
  attack of opportunity as a reaction. 
   
  Deflect Arrows  
  You can knock arrows and other projectiles 
  off course, preventing them from hitting 
  you. 
    Prerequisites: Dex 15+, Unarmed Fighting 
  or Martial Arts class feature 
   
  • 
  If you would normally be hit with a 
  ranged attack and are not unaware, 
  you may make a Dexterity save as a 
  reaction.  If your save is greater than 
  the attack, it is deflected. 
   
  Deft Hands 
  You have exceptional manual dexterity. 
    Prerequisite: Sleight of Hand proficiency 
   
  • 
  You gain expertise in the Sleight of 
  Hand skill. 
  • 
  You gain a bonus equal to your 
  proficiency bonus on Dexterity 
  checks made to disable devices and 
  traps. 
  • 
  Once per short rest you can gain 
  advantage on any Sleight of Hand 
  skill check or any Dexterity check 
  made to disable devices or traps. 
   
   
   
  DEMON Slayer 
  You’ve been trained to fight creatures of the 
  lower planes and survive. 
    Prerequisite: Wis 13+, Arcana or Religion 
  proficiency 
   
  • 
  You gain a +1 bonus to attacks made 
  against demons or devils and a +1 
  bonus to your AC against their 
  attacks. 
  • 
  You may reroll a failed save against a 
  devilish or demonic creature’s special 
  ability.  You may only use this ability 
  once per short rest. 
  • 
  Your critical threat range against 
  demons and devils increases by +1. 
   
  Diehard 
  You are especially hard to kill.  
    Prerequisite: Endurance. 
   
  • 
  You gain a +1 bonus to your 
  Constitution score. 
  • 
  You do not die immediately until 
  you reach an amount of negative hit 
  points equal to your Con score plus 
  your level. 
  • 
  You gain a +2 bonus on death saves. 
   
  Dirty Fighter 
  You’ll use anything to your advantage in 
  combat. 
    Prerequisite: Int 13+ 
   
  • 
  As a bonus action, you can cause a 
  foe to suffer disadvantage on their 
  attacks this round.  The target gains 
  an Intelligence or Dexterity save 
  (their choice) with a DC of 8 + your 
  proficiency bonus + your Intelligence 
  bonus.  If they save, there is no 
  effect. 
  • 
  By expending a bonus action, you 
  gain +1d4 on all attack rolls against a 
  single target during this round. 
   
   
   
  
   
   
  9 
   
  Disarm Expertise 
  You are skilled at disarming an enemy. 
    Prerequisites: Str or Dex 13+ 
  • 
  When you perform a disarm 
  maneuver, you do so with advantage 
  on your ability check. 
  • 
  Opponents suffer disadvantage when 
  they attempt to disarm you. 
  • 
  You do not suffer disadvantage when 
  attempting to disarm two-handed 
  weapons. 
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
   
  Disorienting Blow 
  You make a hammering attack that 
  disorients your target. 
    Prerequisite: Str 13+ 
   
  • 
  Your Strength or Dexterity score 
  (choose one) increases by +1. 
  • 
  You may make an attack with a -5 
  penalty.  If that attack hits, your 
  target is unable to use reactions or 
  bonus actions until the beginning of 
  their next turn. 
   
  Disrupting Strike 
  With a well-placed attack, you make it 
  harder for a nearby opponent to cast spells. 
     
  • 
  If you make a successful melee or 
  ranged attack against an opponent 
  casting a spell within 30 feet, the 
  concentration DC to successfully cast 
  the spell is increased by +4. 
   
  Disruptive Spell  
  Your magical energies cling to enemies, 
  interfering with their spellcasting. 
    Prerequisite: Ability to cast 2nd level spells 
   
  • 
  Targets affected by a disruptive spell 
  must make concentration checks 
  when using spells or spell-like abilities 
  (DC equals the save DC of the 
  disruptive spell) for the duration of 
  the spell. Targets that avoid the 
  spell’s effects avoid this feat’s effect 
  as well. A disruptive spell uses up a 
  spell slot one level higher than the 
  spell’s actual level. 
   
  Distant Spell 
  Your spells are capable of a far reach. 
    Prerequisite: Ability to cast 2nd level spells 
   
  • 
  When you cast a spell that has a 
  range of 5 feet or greater, you can 
  increase the spell level by one to 
  double the range of the spell. 
  • 
  When you cast a spell that has a 
  range of touch, you can increase the 
  spell level by one to make the range 
  of the spell 30 feet. 
   
  Dodging Expertise 
  Your training and reflexes allow you to react 
  swiftly to avoid an opponent’s attacks. 
    Prerequisite: Dex 13+ 
   
  • 
  You gain a +1 bonus to your AC as 
  long as you are not unaware of an 
  attack.  
  • 
  Once per short or long rest you can 
  use a reaction to take the Dodge 
  action. 
   
  Dragon Slayer 
  You’ve been trained to fight dragonkind and 
  survive. 
    Prerequisite: Wis 13+, Arcana or Nature 
  proficiency 
   
  • 
  You gain a +1 to attacks made 
  against dragons and a +1 bonus to 
  AC against their attacks. 
  • 
  You add a bonus equal to your 
  proficiency bonus on all saves against 
  dragon fear or breath weapons. 
  • 
  Your critical threat range against 
  dragons increases by +1. 
   
  
   
   
  10 
   
  Dreadful Carnage  
  Slaying an enemy demoralizes your other 
  nearby foes. 
    Prerequisites: Str 15+, Power Attack 
   
  • 
  Whenever you reduce an enemy to 0 
  or fewer hit points, you can make an 
  Intimidate skill check to demoralize 
  all enemies within 30 feet as a free 
  action. Enemies that cannot see both  
  you and the enemy you reduced to 0 
  or fewer hit points are unaffected. 
   
  Demoralized (Condition) 
  Demoralized targets suffer disadvantage on 
  all attacks and skill tests against you for a 
  number of rounds equal to your proficiency 
  bonus.  Resisting the Intimidate skill is a 
  Wisdom save DC 8 + the creature’s 
  proficiency bonus + Strength or Charisma 
  bonus. 
   
  Duelist 
  You are a consummate master of the fencing 
  blade.  To you, combat is an art form. 
    Prerequisite: Dex 13+ 
  • 
  You gain a +1 bonus to AC when 
  fighting with a single weapon and no 
  shield. 
  • 
  As a reaction when you are attacked 
  by a melee attack you can add your 
  proficiency bonus to your AC against 
  that attack. 
   
  Dungeoneer 
  You are a master of underground and 
  dungeon exploration. 
    Prerequisite: Perception proficiency 
   
  • 
  When searching for (or passing by) 
  secret doors, you gain advantage on 
  skill checks to notice them. 
  • 
  You add your proficiency bonus on 
  Dexterity saves made to avoid the 
  effects of traps. 
  • 
  When searching for traps, you do 
  not suffer any movement penalties. 
   
  Eagle-Eyed 
  Your eyesight is especially keen, and you 
  pick up on minute details. 
  
   
   
  11 
   
    Prerequisites: Perception or Investigation 
  proficiency 
   
  • 
  You gain expertise with the 
  Perception and Investigation skills. 
  • 
  You can read lips of targets you can 
  see as long as you speak the same 
  language. 
  • 
  You never suffer disadvantage on 
  Perception checks due to distance. 
   
  Elemental Channel 
  Choose one elemental subtype, such as air, 
  earth, fire, or water. You can channel 
  divinity energy to turn or destroy outsiders 
  that possess your chosen elemental subtype. 
    Prerequisite: Channel Divinity class feature. 
   
  • 
  Your Wisdom score increases by +1. 
  • 
  Instead of its normal effect, you can 
  choose to have your ability to 
  Channel Divinity turn or destroy 
  outsiders of your chosen elemental 
  subtype. If you choose to turn or 
  destroy creatures of the chosen 
  elemental subtype, your channel 
  energy has no effect on other 
  creatures.  
  • 
  Thanks to your connection to an 
  element, the save DC for your 
  Channel Divinity ability increases by 
  +1 against foes with that elemental 
  subtype. 
   
  Elemental Focus 
  Your spells of a certain element are more 
  difficult to resist. 
    Prerequisite: Ability to cast 1st level spells 
   
  • 
  Choose one energy type (acid, cold, 
  electricity, or fire). Add +1 to the 
  Difficulty Class for all saving throws 
  against spells that deal damage of the 
  energy type you select. 
  • 
  Once per long rest when you cast a 
  spell with your chosen energy type, 
  you can force an opponent to suffer 
  disadvantage on their saving throw. 
   
  Elemental Mastery 
  You are a master of the elemental forces, 
  marrying the elements to magic. 
    Prerequisite: Ability to cast spells. 
   
  • 
  Choose an energy type (acid, cold, 
  fire, lightning or thunder).  When 
  you cast spells of this type, your 
  target does not gain any resistance to 
  that energy type. 
  • 
  Once per short rest when you cast a 
  spell of the chosen energy type you 
  can reroll the damage and take the 
  best result. 
   
  Elemental Spell  
  You can manipulate the elemental nature of 
  your spells. 
    Prerequisite: Ability to cast 1st level spells 
   
  
   
   
  12 
   
  • 
  Choose one energy type: acid, cold, 
  electricity, or fire. You may replace a 
  spell’s normal damage with that 
  energy type or split the spell’s 
  damage, so that half is of that energy 
  type and half is of its normal type. 
  An elemental spell uses up a spell slot 
  one level higher than the spell’s 
  actual level. 
   
  Empowered Spell 
  Your channel additional energy into your 
  spells, causing them to deal great harm. 
    Prerequisite: Ability to cast 2nd level spells. 
   
  • 
  When you roll damage for a spell, 
  you can increase the spell’s level by 
  one to reroll a number of the 
  damage dice up to your primary 
  casting stat modifier (minimum of 
  one). You must use the new rolls. 
   
  Endurance 
  Harsh conditions or long exertions do not 
  easily tire you. 
    Prerequisite: Con 13+ 
   
  • 
  Your Constitution score increases by 
  +1. 
  • 
  You have advantage on all saves 
  made to resist exhaustion, running 
  out of breath, starvation and thirst, 
  heat and cold. 
  • 
  You can sleep in armor that you are 
  proficient in. 
   
  Extended Spell 
  Your spells can last a great deal longer than 
  normal. 
    Prerequisite: Ability to cast 2nd level spells. 
   
  • 
  When you cast a spell that has a 
  duration of 1 minute or longer, you 
  can increase your spell’s level to 
  double its duration, to a maximum 
  duration of 24 hours. 
   
  Extra Channel 
  You can channel divine energy more often. 
    Prerequisite: Channel Divinity class feature. 
   
  • 
  You can channel energy three 
  additional times per long rest. 
   
  Extra Fighting Style 
  Your versatility training in combat allows 
  you to gain an additional fighting style. 
   Prerequisite: Fighting Style class feature. 
   
  • 
  You may choose an extra combat 
  style from your class. 
   
  Extra Ki 
  Your ki pool is greater than most. 
    Prerequisite: Ki class feature. 
   
  • 
  Your ki pool increases by 3. 
   
  Extra Lay On Hands 
  You can use your Lay on Hands ability more 
  often. 
    Prerequisite: Lay on Hands class feature. 
   
  • 
  You treat your effective paladin level 
  as +3 higher when determining your 
  Lay on Hands pool. 
   
  Extra Inspiration 
  Your performances are greatly inspiring. 
    Prerequisite: Bardic Inspiration class feature. 
   
  • 
  You gain three additional bardic 
  inspiration dice whenever you use 
  the bardic inspiration class feature.  
   
  Extra Rage 
  You can use your rage ability more than 
  normal. 
    Prerequisite: Rage class feature. 
   
  • 
  You can rage for 3 additional times 
  per day. 
   
  
   
   
  13 
   
  Extra Skills 
  You have a versatile skill set. 
   
  • 
  Choose any three skills you are not 
  already proficient in.  You gain 
  proficiency with those skills. 
   
  Favored Defense 
  Your cunning is your shield against your 
  quarry’s attacks. 
    Prerequisite: Favored enemy class feature. 
   
  • 
  Your Wisdom or Intelligence (choose 
  one) increases by +1. 
  • 
  You add half of your proficiency 
  bonus to your AC when attacked by 
  a favored enemy. 
   
  Feint Expertise 
  You are skilled at faking out an enemy in 
  combat. 
    Prerequisite: Int 13+ 
   
  • 
  When you perform a feint 
  maneuver, you do so with advantage 
  on your ability check. 
  • 
  Opponents suffer disadvantage when 
  they attempt to feint you. 
  • 
  You can attempt to feint a target a 
  number of times equal to your 
  Intelligence modifier instead of just 
  once.  
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
   
  Fight On 
  You can keep fighting even after you should 
  be dead. 
    Prerequisites: Con 13+ 
   
  • 
  Once per long rest and as a reaction, 
  you can gain a number of temporary 
  hit points equal to your 1d8 + your 
  Constitution modifier.  These 
  temporary hit points last for 1 
  minute. If your hit points drop 
  below 0 due to the loss of these 
  temporary hit points, you fall 
  unconscious and are dying as normal.  
   
  Fleet 
  You are faster than most. 
    Prerequisite: Dex 13+ 
   
  • 
  Your movement increases by 5 feet. 
  • 
  While you are wearing light or no 
  armor, your base speed increases by 
  an additional 5 feet.  
  • 
  When you move at least 30 feet 
  during your turn, your AC increases 
  by +1. 
   
  Fortuitous 
  You have an uncanny amount of luck. 
    Prerequisites: Cha 15+ or Halfling 
   
  • 
  You gain four d4s you can use 
  towards lucky moments each day.   
  • 
  You can add these dice to any attack, 
  skill check or saving throw, even 
  after you see the results.  You may 
  also use more than one die. 
  • 
  You can use these dice to subtract 
  from a foe’s attack or skill check 
  against you, or on their save against 
  one of your abilities. 
   
  Giant Slayer 
  You’ve been trained to fight creatures much 
  larger than yourself and survive. 
    Prerequisite: Dwarf or Wis 13+ and Nature 
  proficiency 
   
  • 
  You gain advantage on all attacks 
  made against creatures at least two 
  size categories larger than you. 
  • 
  You gain a +2 bonus to AC when 
  fighting creatures at least two sizes 
  larger than you.  If the creature is 
  only one size larger, you only gain a 
  +1 bonus to AC. 
  • 
  Your critical threat range against 
  giants increases by +1. 
   
  
   
   
  14 
   
  Great Fortitude 
  You are resistant to poisons, diseases, and 
  other maladies. 
    Prerequisite: Con 13+ 
   
  • 
  Increase your Constitution score by 
  +1. 
  • 
  You gain proficiency in Constitution 
  saves. 
   
  Great Strength 
  You are herculean in strength, capable of 
  great feats of endurance. 
    Prerequisite: Str 13+ 
   
  • 
  Increase your Strength score by +1. 
  • 
  You gain proficiency in Strength 
  saves. 
   
  Great Weapon Expertise 
  You are a master of wielding heavy 
  weapons. 
   
  • 
  When wielding a heavy weapon, 
  you may reroll damage once per 
  round, keeping the better result. 
  • 
  When wielding a heavy weapon, 
  you can take a penalty of -5 to grant 
  a +5 bonus to your damage. 
  • 
  If you hit a foe with a heavy 
  weapon, you may spend a bonus 
  action to make a Shove attack 
  against that same target. 
   
  Grappling Expertise 
  You are adept at grappling and close-quarter 
  physical combat. 
    Prerequisite: Str 13+ 
   
  • 
  If you have a creature grappled, you 
  gain advantage on all attacks against 
  them. 
  • 
  If you have a creature grappled, you 
  can spend a bonus action to attempt 
  to pin the creature.  Make another 
  grapple check.  If you succeed, both 
  you and the creature are restrained 
  and immobile. 
  • 
  You can grapple creatures up to one 
  size larger than you without them 
  escaping automatically. 
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
   
  Healing Chakra 
  You can use Ki to heal yourself and others. 
    Prerequisites: Wis 15+, Ki class feature 
   
  • 
  As an action, you can spend a Ki 
  point to automatically stabilize 
  another creature.  They become 
  conscious with a number of hit 
  points equal to your Wisdom 
  modifier. 
  • 
  If you fail a death save, you can 
  expend a point of Ki to reroll that 
  save. 
  • 
  As an action you can expend a point 
  of Ki to heal another creature.  They 
  regain 1d6 points plus your Wisdom 
  modifier. 
   
  Heavy Armor Expertise 
  You know how to use heavy armor to its 
  fullest. 
    Prerequisite: Heavy Armor Proficiency 
   
  • 
  Increase your Strength score by +1. 
  • 
  If you are wearing heavy armor, you 
  reduce all physical damage taken by 
  3 points. 
   
  Heavy Armor 
  Proficiency 
  You can wear heavy armor without penalty. 
    Prerequisite: Medium armor proficiency 
   
  • 
  Increase your Strength score by +1. 
  • 
  You gain proficiency with heavy 
  armors. 
   
   
  
   
   
  15 
   
  Heighten Spell 
  Your spells are incredibly difficult to resist. 
    Prerequisite: Ability to cast 3rd level spells. 
   
  • 
  When you cast a spell that forces a 
  creature to make a saving throw to 
  resist its effects, you can increase the 
  spell by two levels to give one target 
  of the spell disadvantage on its first 
  saving throw made against the spell. 
   
  HERBAL HEALER 
  You know which plants and herbs to use to 
  make herbal poultices and unguents.  
    Prerequisites: Wis 13+, Nature proficiency 
   
  • 
  You gain proficiency with the 
  herbalist kit. 
  • 
  You can spend one hour to create a 
  number of herbal healing salves 
  equal to your proficiency bonus.  
  These salves add +1d6 hit points to a 
  target’s recovery dice during rest.  
  Your salves are only good for 24 
  hours. 
  • 
  You can spend one hour to create a 
  powerful healing salve that functions 
  as lesser restoration. 
   
  Heroic Defiance 
  You struggle on when others would fall. 
    Prerequisites: Diehard or Endurance. 
   
  • 
  Once per day as an immediate action 
  you can delay the onset of one 
  harmful condition or affliction (such 
  as frightened, paralyzed, stunned, 
  and so on).  Activating this feat 
  delays the onset of the condition 
  until the end of your next turn, after 
  which time the condition takes its 
  normal effect. This feat has no effect 
  on hit point damage or ability 
  damage. 
  • 
  You may reroll failed saving throws 
  three times each day.  You may use 
  the new result if it would benefit you 
  to do so.  You can use this ability 
  again after a long rest. 
   
  Improved Beast 
  Companion 
  Your beast companion is of greater power 
  than most of its kind. 
    Prerequisite: Beast Companion class 
  feature, Animal Handling proficiency 
   
  • 
  Your beast companion may be up to 
  CR ½. 
  • 
  Your beast companion’s natural 
  attacks count as magical and silver 
  for the purposes of over-coming 
  resistance. 
   
  Improved Channel 
  Divinity 
  Your divine energy is harder to resist. 
    Prerequisite: Channel Divinity class feature. 
   
  • 
  Add +1 to the DC of saving throws 
  made to resist the effects of your 
  channel divinity abilities. 
  • 
  You treat your effective cleric level as 
  +2 levels higher for the purposes of 
  calculating affected undead with the 
  Destroy Undead class feature. 
   
  Improved Critical 
  Attacks made with your chosen weapon are 
  quite deadly. 
    Prerequisite: Weapon Specialization 
   
  • 
  When using the weapon you selected 
  for Weapon Specialization, your 
  threat range is increased by +1. 
   
  Improved Initiative 
  Your quick reflexes allow you to react 
  rapidly to danger. 
   
  • 
  You gain a +5 bonus on initiative 
  checks. 
  
   
   
  16 
   
  • 
  You always go first in initiative when 
  tied with other creatures unless they 
  too have Improved Initiative.  If so, 
  roll again or use the highest Dexterity 
  score. 
   
  Improvised Weapon 
  Mastery 
  You can turn nearly any object into a deadly 
  weapon, from a razor-sharp chair leg to a 
  sack of flour. 
    Prerequisite: Catch Off-Guard  
   
  • 
  Increase the amount of damage dealt 
  by the improvised weapon by one 
  step (for example, 1d4 becomes 1d6) 
  to a maximum of 1d8 (1d10 if the 
  improvised weapon is two-handed).  
  • 
  Improvised weapons in your hands 
  also have a critical threat range of 
  19–20. 
   
  Initiate 
  You have studied with spellcasters, and 
  picked up a few tricks. 
   
  • 
  Choose two cantrips and a first level 
  spell from the spell list of any single 
  class.  You may cast the cantrips at 
  will and the first level spell once per 
  long rest.  Your primary casting stat 
  and save DCs are determined by the 
  casting stat of the class chosen. 
   
  Inspiring Leadership 
  You are capable of awe-inspiring leadership, 
  and that leadership gives your allies strength. 
    Prerequisite: Cha 13+ 
   
  • 
  If you spend at least 5 minutes giving 
  a rousing speech you can make a 
  Charisma or Performance check with 
  a DC of 15.  If you succeed, all allies 
  within 30’ gain 5 temporary hit 
  points.  If you succeed with a DC of 
  20 or better, this bonus increases to 
  10 temporary hit points.  No creature 
  can benefit from these temporary hit 
  points again until they have taken at 
  least a short rest. 
   
  Iron Will 
  You are more resistant to mental effects. 
    Prerequisite: Wis 13+ 
   
  • 
  Increase your Wisdom score by +1. 
  • 
  You gain proficiency in Wisdom 
  saves. 
   
  Ironskin  
  Through body hardening techniques, you can 
  shrug off some blows without the use of 
  armor. 
    Prerequisite: Con 15+ 
   
  • 
  Your Constitution score increases by 
  +1. 
  • 
  You may add your Con bonus to AC 
  when not wearing armor. 
   
  Keen Intellect 
  Your intellect is practiced and sharp. 
    Prerequisite: Int 15+ 
   
  • 
  Your Intelligence score increases by 
  +1. 
  • 
  You can recall anything you’ve seen 
  or heard within a number of weeks 
  equal to your Intelligence modifier. 
  • 
  Once per long rest you can gain 
  advantage on any Intelligence-based 
  skill check. 
  • 
  By discussing a problem with your 
  allies, you can turn any Insight or 
  Investigation check into a group skill 
  check. 
   
  Light Armor 
  Proficiency 
  You know how to wear light armor without 
  penalty. 
   
  • 
  Increase your Strength or Dexterity 
  score (choose one) by +1. 
  
   
   
  17 
   
  • 
  You gain proficiency with light 
  armors. 
   
  Lightning Reflexes 
  You have faster reflexes than normal. 
    Prerequisite: Dex 13+ 
   
  • 
  Increase your Dexterity score by +1. 
  • 
  You gain proficiency in Dexterity 
  saves. 
   
  Lightning Stance 
  The speed at which you move makes it 
  nearly impossible for opponents to strike 
  you. 
    Prerequisites: Dex 17+, Dodging Expertise 
   
  • 
  If you Dash during your turn, you 
  also gain the benefits of the Dodge 
  action. 
   
  Lookout  
  You help your allies avoid being surprised. 
    Prerequisite: Perception proficiency 
   
  • 
  Your Dexterity or Wisdom score 
  (choose one) increases by +1. 
  • 
  Allies within 30’ may use your 
  Perception checks to determine 
  surprise. 
  • 
  Adjacent allies may use your 
  initiative checks to determine 
  initiative order. 
   
  Linguistics Expert 
  You are a scholar of languages, ancient 
  tongues and scripts. 
    Prerequisite: Int 13+ 
   
  • 
  You learn three languages of your 
  choice. 
  • 
  You can get rough impressions of the 
  meaning of written and spoken 
  languages you don’t know with a DC 
  15 Intelligence check. 
  • 
  You can also create secret 
  codes.  The DC to understand your 
  codes is equal to your Intelligence 
  score + your proficiency bonus. 
   
  LungING Attack 
  You can strike foes that would normally be 
  out of reach. 
   
  • 
  You can declare that any attack you 
  make is a lunge attack.  This increases 
  the reach of your melee attacks by 5 
  feet.   
  • 
  When you do so, you gain a +2 
  bonus to damage on all lunge 
  attacks, but put yourself in an 
  awkward position, and all attacks 
  made against you have advantage 
  until the beginning of your next turn. 
  You must decide to use this ability at 
  the beginning of your turn, before 
  any attacks are made. 
  • 
  When lunging, you threaten an 
  additional 5 feet. 
   
  Lycanthrope Slayer 
  You’ve been trained to fight shapeshifters 
  and survive. 
    Prerequisite: Wis 13+, Arcana proficiency 
   
  • 
  You gain a +1 bonus to attacks made 
  against lycanthropes and a +1 bonus 
  to your AC against their attacks. 
  • 
  You gain advantage on all Insight or 
  Investigation checks made to 
  discover the true nature of a 
  lycanthrope. 
  • 
  Your critical threat range against 
  lycanthropes increases by +1. 
   
  Magical Aptitude 
  You have a knack for magic. 
    Prerequisites: Int 13+, Arcana proficiency 
   
  • 
  Your Intelligence, Wisdom or 
  Charisma score (choose one) 
  increases by +1. 
  • 
  You gain expertise in the Arcana skill. 
  
   
   
  18 
   
  • 
  Once per short rest you can gain 
  advantage on any Arcana skill check. 
   
  Mage Killer 
  You are a hunter and slayer of all who 
  practice spellcraft. 
    Prerequisite: Arcana proficiency 
   
  • 
  Spellcasters that you threaten 
  provoke attacks of opportunity 
  when casting spells in your presence. 
  • 
  If you harm a spellcaster while they 
  are concentrating on a spell, they 
  suffer disadvantage on the 
  concentration check. 
  • 
  If you see a creature cast a spell, you 
  gain a bonus of +1d4 on all attack 
  rolls against that creature for one 
  minute. 
   
  Manyshot  
  You can fire multiple arrows in a single shot. 
   Prerequisite: Dex 15+, Rapid Shot 
   
  • 
  When you make a ranged attack, 
  you can make another ranged attack 
  against the same target or another 
  target within 10’ of that target.   
   
  Master Craftsman 
  You are a master artisan, capable of crafting 
  great works of stunning beauty and 
  effectiveness. 
    Prerequisite: Int 13+ 
   
  • 
  You gain proficiency with any two 
  tools of your choice. 
  • 
  You craft items at a rate of 50 gp per 
  day instead of 25 gp. 
  • 
  You can craft weapons and armor 
  that are effectively a +1 enhancement 
  bonus, but they do not count as 
  magical, nor radiate magic. 
   
   
  Medium Armor 
  Expertise 
  You are well-trained in the use of medium 
  armor to deflect blows. 
   
  • 
  You no longer suffer disadvantage on 
  Stealth skill checks. 
  • 
  Your maximum Dexterity bonus to 
  AC increases by +1 when you are 
  wearing medium armor. 
   
  Medium Armor 
  Proficiency 
  You can wear medium armor without 
  penalty. 
    Prerequisite: Light armor proficiency 
   
  • 
  Increase your Strength by +1. 
  • 
  You gain proficiency with medium 
  armors. 
   
  Mobility 
  You can easily move through a dangerous 
  melee. 
    Prerequisite: Dex 13+ 
   
  • 
  If you take the Dash action, you are 
  not hindered by difficult terrain that 
  turn. 
  • 
  When you exit a creature’s 
  threatened area, you do not provoke 
  attacks of opportunity. 
  • 
  You can move through a number of 
  enemy squares equal to your 
  Dexterity bonus each round as 
  though they were friendly. 
   
  Mounted Warrior 
  You are adept at warfare on the back of a 
  mount. 
    Prerequisite: Animal Handling proficiency 
   
  • 
  While mounted, you gain advantage 
  on melee attack rolls against foes that 
  are smaller than your mount. 
  
   
   
  19 
   
  • 
  You do not suffer disadvantage when 
  making ranged attacks while 
  mounted. 
  • 
  As a reaction to an attack on your 
  mount, you can make an Animal 
  Handling check and treat this result 
  as your mount’s AC or if you have a 
  shield, you can grant your shield’s 
  AC to your mount as a reaction.  
  You lose your shield bonus until the 
  beginning of your next turn. 
   
  Overrun Expertise 
  You are a master of the overrun maneuver. 
    Prerequisite: Str 13+ 
   
  • 
  You gain advantage on all overrun 
  maneuver attempts that you make. 
  • 
  Opponents suffer disadvantage on 
  overrun maneuver attempts against 
  you. 
  • 
  If you make a charge as part of a 
  Dash action, you can overrun a 
  target as a free action. 
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
   
  Parry Spell 
  You can parry an enemy spell back at its 
  caster. 
    Prerequisites: Dex 13+, Arcana proficiency 
   
  • 
  As a reaction, you can attempt to 
  parry any spell that requires an 
  attack roll.  You make an attack roll 
  against the attack roll of the 
  incoming spell attack.  If you 
  succeed, you parry the spell away 
  harmlessly. 
  • 
  If you take a -5 penalty to your parry 
  roll and succeed, you can parry that 
  spell back at its caster.  Use your 
  parry roll as the spell attack roll. 
   
   
   
  Parting Shot 
  You are an expert skirmisher, able to rain 
  missiles upon your enemies whether 
  advancing or retreating. 
    Prerequisite: Dex 15+ 
   
  • 
  When you use the disengage action, 
  you can make a single ranged attack 
  at any point during your movement 
  as a bonus action. 
   
  Penetrating Strike 
  Your attacks penetrate the defenses of most 
  foes. 
    Prerequisites: Power Attack or Weapon 
  Specialization 
   
  • 
  Your Strength or Dexterity score 
  (choose one) increases by +1. 
  • 
  Once per short rest, when you make 
  a successful attack, your attack 
  ignores nonmagical physical damage 
  resistance. 
   
  Persistent Spell  
  You can modify a spell to become more 
  tenacious when its targets resist its effect. 
    Prerequisite: Ability to cast 3rd level spells 
   
  • 
  Whenever a creature targeted by a 
  persistent spell or within its area 
  succeeds on its saving throw against 
  the spell, it must make another 
  saving throw against the effect. If a 
  creature fails this second saving 
  throw, it suffers the full effects of the 
  spell, as if it had failed its first saving 
  throw. A persistent spell uses up a 
  spell slot two levels higher than the 
  spell’s actual level.  Spells that do not 
  require a saving throw to resist or 
  lessen the spell’s effect do not benefit 
  from this feat. 
   
   
   
  
   
   
  20 
   
  Persuasive 
  You are skilled at swaying attitudes and 
  intimidating others into your way of 
  thinking. 
    Prerequisites: Cha 13+, Persuasion 
  proficiency 
   
  • 
  You gain expertise with the 
  Persuasion skill. 
  • 
  Once per short rest you can gain 
  advantage on any Charisma-based 
  skill check. 
   
  Point-Blank Shot 
  You are especially accurate when making 
  ranged attacks against close targets. 
    Prerequisites: Dex 13+, Perception 
  proficiency 
   
  • 
  You gain advantage on any ranged 
  attack made within 30’ against 
  targets that do not have cover. 
  • 
  Ranged attacks made against 
  adjacent targets have neither 
  advantage nor disadvantage. 
   
  Polearm Expertise 
  You are a master of polearm weapons. 
   
  • 
  When you attack with a pole 
  weapon or staff, you can use a bonus 
  action to attack with the other end 
  of your weapon, dealing 1d4 
  bludgeoning damage plus your 
  Strength modifier.    
  • 
  While using a reach weapon, 
  opponents incur opportunity attacks 
  when they enter and exit your 
  threatened area.  
   
  Power Attack 
  You can make exceptionally deadly melee 
  attacks by sacrificing accuracy for strength. 
    Prerequisite: Str 13+ 
   
  • 
  When wielding any non-light melee 
  weapon, you can choose to suffer a -
  5 penalty to attack rolls to gain +10 
  points of damage. 
  • 
  In addition, you may reroll 1s on 
  damage rolls when using power 
  attack.  You must use the new result. 
  • 
  You treat object’s ACs as if they were 
  3 points less. 
   
  Physician 
  You are a capable healer, able to mend 
  wounds and treat ailments. 
    Prerequisites: Int or Wis 13+, Medicine 
  proficiency 
   
  • 
  When you use a healer’s kit and 
  stabilize a dying target, they become 
  conscious with 1d4 hit points. 
  • 
  You can use a healer’s kit to tend to 
  a character’s wounds.  The character 
  
   
   
  21 
   
  regains a recovery die, and this 
  recovery die does not count against 
  their daily total.  A character may 
  only benefit from this bonus 
  recovery die once per long rest. 
  • 
  Under your care, characters 
  expending recovery dice during rest 
  gain a bonus amount of additional 
  hit points equal to your Intelligence 
  or Wisdom modifier (choose one) 
  for each recovery die they spend. 
   
  Quick Draw 
  You can draw weapons faster than most. 
    Prerequisite: Dex 13+ 
   
  • 
  You can draw weapons as a free 
  action instead of as part of a move 
  action.  
  • 
  You gain a +2 bonus on Initiative. 
  • 
  Even if you are surprised, you can 
  still draw your weapons. 
   
  Quicken Spell 
  You can cast spells in a blink of an eye. 
    Prerequisite: Ability to cast 4th level spells 
   
  • 
  When you cast a spell that has a 
  casting time of 1 action, you can 
  increase the spell level by three to 
  change the casting time to 1 bonus 
  action for this casting. 
  • 
  A quickened spell does not suffer 
  disadvantage when cast adjacent to 
  threatening foes. 
   
  Raging Strength 
  While raging, your attacks do even more 
  damage. 
    Prerequisites: Str 15+, Rage class feature 
   
  • 
  Whenever you are raging, you deal 
  +3 additional points of damage with 
  your melee attacks. 
  • 
  You can reroll 1s on damage 
  rolls.  You must keep the new result. 
   
  Raging Vitality 
  While raging, you are full of vigor and 
  health. 
    Prerequisites: Con 15+, rage class feature. 
   
  • 
  Whenever you are raging, you gain a 
  number of temporary hit points 
  equal to your level.  These 
  temporary hit points do not stack 
  with temporary hit points from any 
  other source.  These temporary hit 
  points are removed when you exit 
  rage. 
  • 
  While raging, you have advantage 
  on Constitution checks and 
  Constitution saves. 
   
  Rapid Shot 
  You can make an additional ranged attack. 
    Prerequisite: Dex 13+ 
   
  • 
  When making a attack action with a 
  non-loading ranged weapon, you 
  can make an additional attack this 
  round as a bonus action.  You gain 
  your full Dexterity bonus to damage 
  on this bonus attack. 
   
  Razortooth 
  Your powerful jaws and steely teeth are 
  deadly enough to give you a bite attack. 
    Prerequisite: Half-orc 
   
  • 
  Your Strength or Constitution score 
  (choose one) increases by +1.  
  • 
  As a bonus action, you can make a 
  bite attack for 1d4 points of damage. 
  You’re considered proficient in this 
  attack and can apply feats or effects 
  appropriate to natural attacks to it.  
   
  Ritualist 
  You know how to cast some of your spells 
  as rituals. 
    Prerequisites: Int, Wis or Cha 13+ 
   
  • 
  You can cast spells as rituals.  These 
  spells must have the ritual tag.  You 
  
   
   
  22 
   
  cannot cast a ritual with a spell level 
  of greater than half your level. 
  • 
  When you gain this feat, choose two 
  first level spells from a class of your 
  choosing that have the ritual 
  tag.  You cast these spells as a 
  member of that class, using their 
  primary casting stat. 
  • 
  You can add other rituals to your 
  spellbook.  The rituals must belong 
  to your chosen ritual casting 
  class.  Adding new rituals costs 50 gp 
  per level of spell and takes 2 hours 
  per level of the spell. 
   
  Rousing Performance 
  Your bardic inspiration can affect more than 
  one person. 
    Prerequisites: Cha 15+, Performance 
  proficiency, Bardic Inspiration class feature. 
   
  • 
  When you perform a bardic 
  performance, you can choose to 
  affect more than one target.  Until 
  the end of the encounter, all allies 
  within 60’ of you gain +1d4 on 
  attacks, saves or skill checks (choose 
  one each time you activate this 
  ability). 
   
  Savage Warrior 
  Your blows strike with great fury, driving 
  your enemies before you. 
    Prerequisite: Str 13+, Intimidate proficiency  
   
  • 
  You can reroll damage dice results of 
  1 or 2.  You must use the new result, 
  even if they are 1s or 2s. 
  • 
  You gain expertise with the 
  Intimidate skill. 
   
  Selective Spell  
  Your allies need not fear friendly fire. 
    Prerequisite: Int 15+, Arcana proficiency, 
  Ability to cast 2nd level spells 
   
  • 
  When casting a selective spell with an 
  area effect and an instant duration, 
  you can choose a number of targets 
  in the area equal to your primary 
  spellcasting ability modifier.  These 
  targets are excluded from the effects 
  of your spell. A selective spell uses up 
  a spell slot one level higher than the 
  spell’s actual level.  Spells that do not 
  have an area of effect or a duration 
  of instantaneous do not benefit from 
  this feat. 
   
  Sharp Shot 
  Your skill with ranged weapons allows you 
  to make amazing shots with ease. 
  
   
   
  23 
   
    Prerequisite: Dex 15+ 
   
  • 
  You do not suffer disadvantage when 
  attacking beyond your weapon’s 
  normal range.  Note that this does 
  not allow you to shoot beyond your 
  weapon’s maximum range. 
  • 
  Your ranged attacks ignore all but 
  total cover and you never suffer 
  disadvantage for firing into melee. 
  • 
  When making a ranged attack, you 
  can choose to suffer a -5 penalty to 
  the attack roll. If the attack hits, you 
  gain a +10 bonus to the attack’s 
  damage. 
   
  Shield Expertise 
  Your skill with shields allows you to fight 
  with it without hindrance. 
    Prerequisites: Str 13+, Shield proficiency 
   
  • 
  You can make an attack or Shove 
  action with a shield as a bonus 
  action.  Medium-sized shields deal 
  1d6 points of damage. 
  • 
  As long as you are aware of an 
  attack and not otherwise 
  incapacitated, you can add +2 to 
  your Dexterity saves against spell or 
  attack effects that only affect you. 
  • 
  When faced with a Dexterity save for 
  half damage while wielding a shield 
  greater than a buckler, you 
  automatically take half effect (even if 
  you fail), and if you succeed, you 
  suffer no damage. 
   
  Shield Mastery 
  Your skill with shields is nearly unmatched. 
    Prerequisite: Shield Expertise 
   
  • 
  When you wield a shield of any 
  kind, your AC improves by +1. 
  • 
  You may add your Strength modifier 
  to off-hand attacks made with 
  shields. 
   
   
  Shield of Swings 
  A wild frenzy of attacks serves to bolster 
  your defenses. 
    Prerequisite: Extra Attack class feature 
   
  • 
  If you attack more than once per 
  round using your extra attack class 
  feature, you gain a +1 bonus to your 
  AC for each extra attack you make 
  that round. 
   
  Sidestep  
  You can reposition yourself after a foe’s 
  missed swing. 
    Prerequisites: Dex 13+ 
   
  • 
  Your Dexterity score increases by +1. 
  • 
  Whenever an opponent misses you 
  with a melee attack, you may move 
  5 feet as a reaction. 
  • 
  This movement does not provoke 
  opportunity attacks and does not 
  count against your total movement. 
   
  Skill Focus 
  You are particularly adept at a certain skill. 
    Prerequisite: Proficiency in a chosen skill. 
   
  • 
  You gain expertise in a chosen skill. 
   
  Slam Expertise 
  You are skilled at slamming into an enemy 
  and throw them off balance. 
    Prerequisite: Str 13+ 
   
  • 
  When you perform a slam 
  maneuver, you do so with advantage 
  on your Strength check. 
  • 
  You can slam or shove targets up to 
  two sizes larger than you. 
  • 
  In addition to knocking a foe back or 
  prone, your slam also deals 1d6 
  damage plus your Strength modifier. 
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
   
  
   
   
  24 
   
  Snap Shot 
  With a ranged weapon, you can take 
  advantage of any opening in your 
  opponent’s defenses. 
    Prerequisite: Dex 13+ 
   
  • 
  While wielding a ranged weapon 
  you are proficient in, you may attack 
  adjacent foes without suffering 
  disadvantage.   
  • 
  You can make ranged attacks as 
  attacks of opportunity and gain +2 
  damage on all such attacks of 
  opportunity. 
   
  Spell Assassin 
  You cast spells with a deadly finality. 
    Prerequisites: Dex 13+, Ability to cast any 
  spell 
   
  • 
  Your range with spells that require 
  attack rolls is doubled. 
  • 
  You ignore all but total cover when 
  making spell attacks. 
  • 
  You can subtract -5 on a spell’s attack 
  roll and gain +5 to damage. 
   
  Spell Focus 
  Spells you cast of a particular school are 
  more difficult to resist. 
    Prerequisite: Ability to cast spells. 
   
  • 
  Choose a school of magic.  You add 
  half your proficiency bonus as an 
  additional bonus to the DC of saving 
  throws against spells from the school 
  of magic you select. 
  • 
  You gain advantage on all saves 
  against that school of magic. 
   
  Spell Mastery 
  You have mastered a small handful of spells, 
  and can prepare these spells without 
  referencing your spellbooks at all. 
    Prerequisite: 1st-level wizard. 
   
  • 
  Your Intelligence score increases by 
  +1. 
  • 
  Each time you take this feat, choose a 
  number of spells that you already 
  know equal to your 3 + your 
  Intelligence modifier. From that 
  point on, you can prepare these 
  spells without referring to a 
  spellbook. 
   
  Spell Penetration 
  Your spells break through resistances more 
  easily than most. 
    Prerequisite: Spell Focus 
   
  • 
  When casting a spell of the school 
  you have chosen for Spell Focus, you 
  ignore the resistance of targets. 
   
  Spirited Charge 
  Your mounted charge attacks are capable of 
  dealing a tremendous amount of damage. 
    Prerequisites: Mounted Warrior 
   
  • 
  When mounted and using the Dash 
  action to charge, your threat range 
  increases by +1. 
  • 
  You may choose to subtract -5 from 
  your attack rolls when using Spirited 
  Charge to deal an additional +10 
  damage. 
   
  Stand Still 
  You can stop foes that try to move past you. 
    Prerequisites: Str 13+, Combat Reflexes. 
   
  • 
  When a foe moves through squares 
  you threaten, you can spend a 
  reaction and that enemy cannot 
  move for the rest of his turn unless it 
  makes a successful overrun 
  attempt.  An enemy stopped in this 
  way can still take the rest of his 
  action, but cannot move.  
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
  
   
   
  25 
   
   
  Stealthy 
  You are skilled at stealth. 
    Prerequisites: Dex 13+, Stealth proficiency 
   
  • 
  You can make hide checks when you 
  are only lightly obscured from sight. 
  • 
  If you are hidden and make a ranged 
  attack against an unaware target, you 
  remain hidden. 
  • 
  You can see in dim light without 
  penalty. 
   
  Steel Soul 
  You are especially resistant to magic. 
    Prerequisite: Dwarf 
   
  • 
  You may add your proficiency bonus 
  as a bonus on all saves against magic. 
  • 
  Once per short rest you can gain 
  advantage on a save against 
  magic.  You may not use this ability 
  again until you’ve completed a short 
  rest. 
   
  Steeled Mind 
  Your mind is extraordinarily keen, and your 
  mental defenses are nearly impossible to 
  penetrate. 
    Prerequisite: Int 13+ 
   
  • 
  Your Intelligence score increases by 
  +1. 
  • 
  You gain proficiency in Intelligence 
  saves. 
   
  Strike Back  
  You can strike at foes that attack you using 
  their superior reach, by targeting their limbs 
  or weapons as they come at you. 
    Prerequisite: Combat Reflexes 
   
  • 
  Your Dexterity score increases by +1. 
  • 
  You can expend a reaction to make 
  an opportunity attack against any foe 
  that attacks you with reach. 
   
  Strong Personality 
  Your sense of self never wavers, and your 
  ego is rarely challenged. 
    Prerequisite: Cha 13+ 
   
  • 
  Increase your Charisma score by +1. 
  • 
  You gain proficiency in Charisma 
  saves. 
   
  Subtle Spell 
  You can cast spells without others being 
  aware of it. 
    Prerequisite: Ability to cast 2nd level spells. 
   
  • 
  When you cast a spell, you can 
  increase the spell level by one to cast 
  it without any somatic or verbal 
  components. 
   
  Sunder Expertise 
  Your devastating strikes cleave through 
  weapons and armor and into their wielders, 
  damaging both item and wielder alike in a 
  single terrific strike. 
    Prerequisite: Power Attack 
   
  • 
  You gain advantage on all Sunder 
  attempts. 
  • 
  Opponents have disadvantage when 
  attempting to make Sunder attempts 
  against you. 
  • 
  If you sunder a target’s weapons, 
  armor or shield, you can spend a 
  bonus action to also deal your 
  weapon’s base damage to the target. 
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
   
  Taunt 
  Your vicious words infuriate others. 
    Prerequisites: Cha 13+, Intimidate 
  proficiency 
   
  • 
  Your Charisma score increases by +1. 
  • 
  You gain expertise in the Intimidate 
  skill. 
  
   
   
  26 
   
  • 
  When you use the Intimidate skill, 
  you can force an opponent to make 
  a Wisdom save versus your 
  Intimidate check.  If they fail, they 
  must use their next action to move 
  closer and attack you. 
  • 
  If you use the Intimidate skill to 
  fluster a target, they suffer 
  disadvantage on all Persuasion checks 
  for a number of rounds equal to 
  your proficiency bonus. 
   
  Thespian 
  You are skilled at impersonation and drama. 
    Prerequisite: Cha 13+ 
   
  • 
  Your Charisma score increases by +1. 
  • 
  When impersonating another 
  person’s looks, mannerisms or 
  speech, you gain advantage on 
  Deception or Performance skill 
  checks. 
   
  Thundering Spell  
  You can conjure your spells into existence 
  with blaring thunder or fearful shrieks, 
  deafening creatures damaged by their effects. 
    Prerequisite: Ability to cast 3rd level spells 
   
  • 
  You can modify a spell to deafen a 
  creature damaged by the spell. When 
  a creature takes damage from this 
  spell, it becomes deafened for a 
  number of rounds equal to the 
  original level of the spell. If the spell 
  allows a saving throw, a successful 
  save negates the deafening effect. If 
  the spell does not allow a save, the 
  target can make a Constitution save 
  to negate the deafening effect.  If the 
  spell effect also causes the creature to 
  become deafened, the duration of 
  this metamagic effect is added to the 
  duration of the spell. A thundering 
  spell uses up a spell slot two levels 
  higher than the spell’s actual level.  
  Spells that do not inflict damage do 
  not benefit from this feat. 
   
  Toppling Spell  
  Your spells with that deal damage also 
  knock the affected creatures prone. 
    Prerequisite: Ability to cast 3rd level spells. 
   
  • 
  The impact of your spell is strong 
  enough to knock the target prone. If 
  a target takes damage from your 
  spell, they must also make a 
  Dexterity or Strength (target’s choice) 
  save to avoid being knocked prone.  
  Use the DC of the spell to determine 
  the trip maneuver DC.  A toppling 
  spell uses up a spell slot two levels 
  higher than the spell’s actual level. 
   
  Toughness 
  You have enhanced physical stamina. 
    Prerequisite: Con 13+ 
   
  • 
  You gain a number of hit points 
  equal to twice your level. 
  • 
  When you gain new levels, you gain 
  an additional +2 hit points. 
  • 
  You recover 1 additional hit point 
  whenever you roll a recovery die. 
   
  Trip Expertise 
  You can easily knock enemies prone and 
  exploit their weakened position. 
    Prerequisite: Dex 15+ 
   
  • 
  You gain advantage on all Trip 
  attempts. 
  • 
  Opponents have disadvantage when 
  attempting to make Trip attempts 
  against you. 
  • 
  When an opponent stands from 
  prone, you automatically gain an 
  opportunity attack against them. 
   
  *See Total Party Kill Games’ Fifth Edition Options title for more 
  information on combat maneuvers. 
   
   
   
  
   
   
  27 
   
  Twinned Spell 
  You can cast a spell and have it affect two 
  targets instead of one. 
    Prerequisite: Ability to cast 2nd level spells. 
   
  • 
  When you cast a spell that targets 
  only one creature and doesn’t have a 
  range of self, you can choose to 
  double the spell’s level to target a 
  second creature in range with the 
  same spell (1 sorcery point if the spell 
  is a cantrip).  To be eligible, a spell 
  must be incapable of targeting more 
  than one creature at the spell’s 
  current level. For example, magic 
  missile isn’t eligible, but firebolt is. 
   
  Two-Weapon Fighter 
  You can fight with a weapon wielded in 
  each of your hands. 
    Prerequisite: Dex 13+ 
   
  • 
  You gain your ability bonus on off-
  hand attacks when dual-wielding 
  two weapons. 
  • 
  You can use two-weapon fighting 
  with one-handed melee weapons, 
  even if they aren’t light weapons. 
  • 
  You can draw or put away both 
  weapons as a single action when you 
  could normally draw or put away a 
  weapon. 
   
  Two-Weapon Fighting 
  Mastery 
  You are especially skilled at fighting with 
  two weapons. 
    Prerequisites: Dex 15+, Two-Weapon 
  Fighter 
   
  • 
  When fighting with two weapons, 
  you gain a +1 bonus to AC. 
  • 
  You gain an extra attack action when 
  wielding two weapons. 
   
  Two-Weapon Rend  
  Striking with both of your weapons 
  simultaneously, you can use them to deliver 
  devastating wounds. 
    Prerequisites: Dex 15+, Two-Weapon 
  Fighter 
   
  • 
  If you hit an opponent with both 
  your primary attack and your off-
  hand bonus attack, you deal an 
  additional +5 points of damage. 
   
  UNDEAD Slayer 
  You’ve been trained to fight the living dead 
  and survive. 
    Prerequisite: Int or Wis 13+, Arcana or 
  Religion proficiency 
   
  • 
  You gain a +1 bonus to attacks made 
  against undead and a +1 bonus to 
  your AC against their attacks. 
  • 
  You may reroll a failed save against 
  an undead creature’s ability.  You 
  may only use this ability once per 
  short rest. 
  • 
  Your critical threat range against 
  undead increases by +1. 
   
  Unarmed Fighting 
  You are skilled at fighting while unarmed. 
    Prerequisites: Str and Con 15+ 
   
  • 
  Increase your Strength or 
  Constitution score by +1. 
  • 
  You gain proficiency with improvised 
  weapons and unarmed strikes.  Your 
  unarmed strikes deal 1d4 damage 
  (1d3 for small creatures and 1d6 for 
  large).  You are treated as armed 
  when unarmed fighting. 
  • 
  If you hit a target with an unarmed 
  strike on your turn, as a bonus action 
  you can make a grapple attack. 
   
  Weapon Expert 
  You know how to handle more weapons 
  than most of your class. 
  
   
   
  28 
   
   
  • 
  Your Strength or Dexterity score 
  (choose one) increases by +1. 
  • 
  You gain proficiency with any five 
  martial weapons. 
   
  Weapon Specialization 
  You are especially skilled with one type of 
  weapon. 
    Prerequisite: Proficiency with selected 
  weapon 
   
  • 
  Choose one weapon.  You gain a +1 
  bonus on all attack rolls you make 
  using the selected weapon. 
  • 
  With your chosen weapon, you also 
  gain a +2 bonus to damage rolls. 
  • 
  Once per short rest you can gain 
  advantage on an attack roll made 
  with your chosen weapon. 
   
  Widen Spell  
  You can cast your spells so that they occupy 
  a larger space. 
    Prerequisite: Ability to cast 3rd level spells. 
   
  • 
  You can increase a spell’s level by 
  two to alter a burst, emanation, or 
  spread-shaped spell to increase its 
  area. Any numeric measurements of 
  the spell’s area increase by 
  100%.  Spells that do not have an 
  area of one of these four sorts are 
  not affected by this feat. 
   
  Wise 
  You are possessed of great wisdom and 
  other seek you out for answers. 
    Prerequisite: Wis 15+ 
   
  • 
  Your Wisdom score increases by +1. 
  • 
  You gain proficiency in the Insight 
  skill if you did not already possess it. 
  • 
  You always know what direction you 
  are facing and always know the time 
  of day within an hour. 
  • 
  Once per long rest you can gain 
  advantage on any Wisdom-based 
  skill check. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  29 
   
  OPEN GAME LICENSE Version 1.0a 
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  Reserved. 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson. 
   
  System Reference Document, © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave ArnesonSkreyn’s Register: The 
  Bonds of Magic. © 2002, Sean K Reynolds 
   
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
   
  Advanced Player's Guide. Copyright 2010 Paizo Publishing, LLC; 
  Author: Jason Bulmahn. 
    
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, 
  Rob 
  McCreary, 
  Jason 
  Nelson, 
  Stephen 
  Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ 
  Taylor. 
    
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, 
  Rob 
  McCreary, 
  Jason 
  Nelson, 
  Stephen 
  Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ 
  Taylor. 
   
  Fifth Edition Feats. Copyright, 2016 Total Party Kill Games. 
  Author(s): Brian Berg 
   
  
  5th Edition
  Compatible
  The Guide to Critical Combat
  Laying Waste
  600 Critical Hit and Fumble
  Effects, plus New Feats and
  Archetypes!
  COMING SOON!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/TPK Games/Fifth Edition Feats.pdf