TEXT: Page 1 of 21 
   
   
   
  Ed Del Castillo’s  
  ~Feats~ 
  Revisited 
  
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  Introduction 
  I’ve been playing D&D for 35 years and 
  have designed games of all kinds for 
  about that long. 
   
  The addition of feats to the rules, was a 
  great moment for me.  Prior to it, when I 
  DM’d, I would give each and every player 
  a special ability that no one else had.  It 
  wasn’t always a combat ability but it was 
  always something that gave the character 
  something cool that made the player feel 
  special and unique.  One Rogue had the 
  ability to be “forgettable”.  This meant 
  NPC’s tended not to remember he was 
  there.  He could get through a busy gate 
  without being stopped by the guard, etc.  
  Another player had the ability to cast a 
  magical bolt spell at will (this was before 
  the new Cantrip system), and another had 
  a surly, fiery familiar.  All of this just 
  added flavor and interest to the 
  characters and the campaign. 
   
  It’s the X-man principle.  I believe that 
  players want to be special and unique 
  when they play.  It’s the reason why you 
  don’t see much overlap in classes in any 
  given party.   
   
  So, of course, I was really excited when I 
  saw the feat system for the first time in 
  3.5e.  It gave a name to what was already 
  happening in our campaign.  It brought a 
  new layer of interest and customization to 
  character generation and infused the 
  game with more cinematic imagery.  
   
  I think of feats as uncanny abilities 
  players possess that make them extra 
  special.  That spark that sets them apart 
  from everyone else.  So, DM’s, don’t be 
  afraid to give them that.  When I DM, I 
  write down player feats and try to give 
  them situations that play into them.  
  Moments where they alone can shine.  
  After all, I think the best gaming sessions 
  are the ones with the most epic moments.  
  Playing to your characters strengths helps 
  make more of that happen. 
   
   
   
   
  The Rules and their Effects on 
  Feat Choice 
   
  In 5e, characters get their first chance at a 
  feat at 4th level (unless you’re playing 
  with the variant human, which you 
  shouldn’t).  This has some implications to 
  the narrative and the mechanics. 
   
  To the narrative, it creates an interesting 
  problem.  As a 4th level character, you’ve 
  had 3 previous levels of experience, yet at 
  4th level, if the DM allows, you can pick 
  from a list of feats that has nothing to do 
  with your character.  A Wizard can 
  become a Crossbow Expert, a Rogue can 
  become a Healer.  I recommend requiring 
  that characters give you a story reason for 
  their feat choice.  Even if it involves some 
  out of game training or something even 
  more far-fetched.   
   
  As an example, one of my characters 
  wanted to multiclass into Druid but the 
  group was in a dungeon.  So, we came up 
  with a dreamquest from a Nature god that 
  rewarded him with Level 1 Druid abilities 
  and the whole thing happened while he 
  slept.  I also have a Bard that took the 
  Lucky feat – hard to explain why he 
  wasn’t before, so we didn’t.  He’s just 
  lucky now. (Although the Lucky feat has 
  yet to produce a better result than the 
  first die so not sure how ‘lucky” he 
  actually is.)  
   
  On the mechanics side, the feats are 
  balanced to be received at 4th level and 
  every 4 thereafter.  This is why I 
  personally don’t allow the variant human.  
  Without much thought I’ve been able to 
  create more than one character that up-
  
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  ended party balance.  Some of the feats 
  (the only ones the player would likely 
  take) in the hands of a first level character 
  can be overpowered.    
   
  Alongside a possible feat choice is the 
  choice to add 2 points to any two Ability 
  Scores, including the same one.   For most 
  of us that means raising a principle Ability 
  Score by 2 to get the extra “+1” to 
  everything.  Here’s where many of the 
  feats fall down in my opinion.  Moving a 
  primary stat to gain an additional “+1” is 
  significant.  For most classes it means 
  better hitting, better saving throws, better 
  damage (in some cases), better skill rolls, 
  better AC (in some cases), and expanded 
  use of class based abilities.  This is huge. 
   
  The result is that there are very few feats 
  that are worth taking early on, and only a 
  few worth it at the higher levels.   
   
  At the very least I want to create a list 
  where, even if it’s not right for your 
  character concept, you’re looking at feats 
  and saying, “That’s cool, and that’s cool, 
  and that’s cool.”  Otherwise you’re left 
  with a list of ‘meh’ choices that push you 
  to take the ability bonus instead. 
   
  One final note for DM’s.  As you create 
  enemies for your party, consider not 
  using feats.  Instead do different things 
  with your enemies so that players feel 
  that their list of super powers is special.  
  (This doesn’t apply if you’re purposely 
  using feats to convey how similar the 
  enemy is to the heroes.) 
   
   
   
   
  How to read this work. 
  Below I have listed my comments and 
  changes to each feat.  Each feat is listed by 
  name.  Immediately after, I place my 
  comments.   {Which will look like this.}  
  This is for the benefit of the DM.  If you 
  don’t agree with my thinking, you can 
  skip the feat and leave it as written in the 
  PHB.  After the commentary, I list the 
  changes to the feat. 
   
   
   
   
  Feats 
  From my view, right now, there are only a 
  handful of Feats that are worth taking 
  over a bump in your ability scores.  
  Whether because they are too deeply 
  situational or just underpowered, the 
  current feat list shows great promise, but 
  fails to deliver. 
   
  My own campaign has borne this out with 
  players choosing the ability score raise 
  time and time again over a new feat.  So 
  the litmus test for me has been to ask, 
  “Would players choose this over a two 
  point Ability score raise?  If the answer 
  was no way, then the Feat was improved.  
  If the answer was too much in the other 
  direction I also considered reducing the 
  Feat a little.  I think you will enjoy the 
  results. 
   
   
   
   
  Feat List 
   
  Alert 
  {This one isn’t too bad, just not quite good 
  enough to matter.  +5 to initiative is nice 
  but going first isn’t always what you want.  
  Not being surprised is nice, when it 
  happens, and the last ability is too 
  situational to be valued by a player trying 
  to assess the feat.  I’ve added some 
  additional situations that are nullified by 
  this feat.  This opens up tactical situations 
  and interesting combat moments.} 
   
  
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  New Description:  You are preternaturally 
  lucid and aware of your situation.  You 
  gain the following benefits. 
   
   
  + or – 5 to your Initiative.  The player 
  may choose which way to go 
  immediately after the Initiative order 
  is determined but immediately before 
  anyone performs an action. 
   
  You can’t be surprised while 
  conscious.  When you are sleeping, 
  you may make a DC 15 Wisdom 
  (Perception) to wake and not be 
  surprised by a situation. 
   
  Other creatures don't gain advantage 
  on attack rolls against you as a result 
  of being hidden from you. 
   
  Pack Tactics, Sneak Attack, and any 
  other power that grants advantage to 
  your opponent as a result of 
  distraction or proximity to another 
  enemy do not work on you. 
   
   
   
  Athlete 
  {I’m not sure why anyone would take this 
  as written.  Most of the benefits are deeply 
  situational and clumsy to remember.  I’ve 
  simplified and empowered the feat using 
  existing mechanics.} 
   
  New Description:  Your earlier life 
  experiences have unlocked your latent 
  athleticism.  You gain the following 
  benefits.  
   
   
  Increase your Strength, Dexterity, or 
  Constitution score by 1, to a maximum 
  of 20. 
   
  You gain advantage on all Strength 
  and Dexterity Ability checks and 
  Saving Throws. 
   
  You gain advantage to all Strength 
  (Athletics) rolls and Dexterity 
  (Acrobatics) rolls. 
   
   
  Actor 
  {This was a tough one.  Where do you even 
  go with this?  It’s so deeply situational that 
  I can’t imagine anyone taking this over 
  raising their ability scores.  Perhaps for a 
  character concept that was always 
  pretending to be someone else?  The real 
  problem with feats like this is that they 
  leave the open question, “What happens 
  when a character without this feat tries to 
  mimic something?   
   
  All the changes I’ve made are to broaden 
  its appeal to a broader group of 
  characters.} 
   
  New Description:  By taking a great 
  interest in the behavior of others you 
  have come to be masterful at deception, 
  and theatrics. 
   
   
  Increase your Intelligence, 
  Wisdom, or Charisma score by 1, 
  to a maximum of 20. 
   
  You have advantage on Charisma 
  (Deception), Dexterity (Sleight of 
  Hand), and Charisma 
  (Performance) checks. 
   
  {I use the mimicry rules presented in the 
  original feat in the PBH whenever a 
  character want to attempt such a thing 
  and give them advantage on the roll if they 
  study the target for more than an hour.} 
   
   
   
  Charger 
  {In my opinion, this is a great example if a 
  feat that shouldn’t be a feat.  It’s deeply 
  situational, encourages players to 
  approach combat in only one way, and 
  enables a mechanic that every player feels 
  they should be able to do… Charge.  I’ve 
  opened the feat up by not requiring the 
  Dash, gave it more versatility with the 
  Shove maneuver, and granted a shield bash 
  
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  of sorts if using a shield to expand the types 
  of characters that might use this.} 
   
  New Description:  Through your rough 
  and tumble experiences in combat or in 
  bars or on the streets, you’ve learned how 
  to use your position and throw your 
  weight around in combat 
   
   
  Increase a single ability score saving 
  throw (Str, Dex, Con, Int, Wis, or Cha) 
  by 1. 
   
  You gain Advantage on rolls to 
  successfully Shove or resist being 
  Shoved. 
   
  If you move 10’ in a straight line prior 
  to an attack you either gain +5 to 
  damage (if you hit with a melee 
  attack), push a target up to 10’ away 
  from you, or push a target up to 5’ 
  away from you and knock them prone 
  (if you succeed with a Shove 
  maneuver).  Note that you do not have 
  to follow the target. 
   
  If you have a shield, you may perform 
  a Shove maneuver as a Bonus Action 
  with your shield instead of as an 
  Action and it can be on a different 
  target. 
   
  {I use a variant of the first paragraph of 
  the original Charger feat in the PHB for 
  when players want to charge. i.e. Character 
  must dash, must travel the last 10’ in a 
  straight line, and they can either get +5 
  damage (on an attack that they do as a 
  Bonus Action) or Advantage on a Shove 
  maneuver.} 
   
   
   
  Crossbow Expert 
  {This is a fine feat.  I have added the ability 
  to get a second shot off with a light 
  crossbow, putting it in a similar camp to 
  the Hand Crossbow.  Lots of reasons for 
  this but the main one is allowing classes 
  that attack only once per round to “buy in” 
  to a second attack.  The crossbow still have 
  ammunition that runs out, but this gives 
  classes that aren’t melee heavy a great 
  support option that is there when their 
  spells run out.} 
   
  New Description:  Thanks to extensive 
  practice with the crossbow, or a recently 
  emerged talent, you gain the following 
  benefits:  
   
   You ignore the loading property of 
  crossbows with which you are 
  proficient.  
   Being within 5 feet of a hostile 
  creature doesn't impose disadvantage 
  on your ranged attack rolls.  
   When you use the Attack action and 
  attack with a one-handed weapon, you 
  can use a bonus action to attack with a 
  loaded hand crossbow you are 
  holding. 
   You may use a bonus action to attack 
  with a loaded light crossbow. 
   
   
   
  Defensive Duelist 
  {Formerly Defensive Duelist.  I changed the 
  name because “Defensive” has negative 
  connotations and doesn’t sound cool or 
  brave.  I see the bonus as a reflection of 
  skill with the weapon not fear.  Happy to 
  recant this if 5e puts out a Duelist 
  Archetype in the future. 
   
  This is a great example of a feat with great 
  combat imagery.  Unfortunately, in its 
  current form there are too many limiters 
  on it.  Dex 13+, Finesse weapons only, and 
  uses your single Reaction for that turn. For 
  what? A +2 to +6 to AC against a single 
  attack?  Players know that their characters 
  are often outnumbered or at least out 
  attacked (claw, claw, bite).  Opening this 
  up to more weapon types makes it a much 
  more interesting choice.} 
   
  
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  Prerequisite: Dexterity 13+ 
   
  New Description:  Whether innate or 
  brought on by years of practice, you have 
  learned to use weapons to guide the flow 
  of combat.  You gain the following 
  abilities:  
   
   When wielding a melee weapon that 
  has either the Light or Finesse 
  property, and with which you are 
  proficient, and another creature hits 
  you with a melee attack, you can use 
  your reaction to add your proficiency 
  bonus to your AC for that attack, 
  potentially causing the attack to miss 
  you.  
   When wielding a melee weapon that 
  has either the Light or Finesse 
  property, and with which you are 
  proficient, you may spend your Bonus 
  Action for the turn to gain Advantage 
  with a single melee attack, with that 
  weapon, on that turn. 
   
   
   
  Dual Wielder  
  {I think this Feat is off to a good start, I just 
  modified it a bit to open it up. One issue is 
  that some of the abilities that would be 
  expected here reside within the power set 
  of certain classes. So to get the full package 
  you have to be one of those classes.  I get 
  why they did this so I left it.   Instead, I’ve 
  come up with some changes that make 
  things a bit more open.  In the second 
  ability I remove the word melee which 
  opens it up to things like hand crossbows 
  and slings (although these things still have 
  other limitations that must be overcome).  
  Ability four is a cool combat power that 
  helps characters get over high AC, the fifth 
  power allows characters to buy out of a 
  hampering Ability Score if they really need 
  to.  I know this looks really heavy but many 
  of the abilities are minor.  Try it out.} 
   
  New Description:  You have come to learn 
  how to fight with two weapons at the 
  same time.  This gives you the following 
  benefits for weapons with which you are 
  proficient: 
    
   You gain +1 bonus to AC while you are 
  wielding a separate melee weapon in 
  each hand. 
   You can use two-weapon fighting even 
  if the one-handed weapons you are 
  wielding aren’t light. 
   You can draw or stow two one-handed 
  weapons when you would normally be 
  able to draw or stow only one. 
   You can distract you foe with one of 
  your weapons to make then forget 
  about the other.  If you take no action 
  with one of the weapons on your turn, 
  the next attack you make with that 
  weapon has advantage, so long as you 
  are fighting the same enemy.  
   You do not apply negative ability 
  modifiers to hit when wielding two 
  weapons with the Finesse property. 
   
   
   
  Dungeon Delver 
  {Depending on your DM or the adventure 
  he’s chosen to run, this is either great or 
  worthless as written.  A feat shouldn’t have 
  that much variance in my opinion. I’ve 
  added advantage to discovering traps and 
  lurking creatures.  This broadens the use of 
  the feat to be more ‘party useful’.  I’ve also 
  removed the increased speed which never 
  made sense to me and really breaks the 
  adventuring imagery.} 
   
  New Description:  You have spent enough 
  time in dangerous ancient places at some 
  point in your life to have unlocked a gift 
  for spotting things that are subtly out of 
  the ordinary and avoiding their nefarious 
  effects.  This gives you the following 
  benefits:  
   
  
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   
  Increase a single ability score saving 
  throw (Str, Dex, Con, Int, Wis, or Cha) 
  by 1. 
   
  You have advantage on Wisdom 
  (Perception) and Intelligence 
  (Investigation) check made to detect 
  the presence of secret doors, traps, 
  and hidden creatures (creatures that 
  are trying to ambush you or are lying 
  in wait of prey). 
   
  You have advantage on saving throws 
  made to avoid or resist traps. 
   
  You have resistance to the damage 
  dealt by traps. 
   
  These benefits even work when you 
  are travelling at a normal pace. 
   
   
   
  Durable 
  {This feat and Tough were feeling very 
  similar to me so I’ve made this the “Hard to 
  Kill” feat.} 
   
  New Description:  Your recent adventures 
  have unlocked a hardiness and resilience 
  in you that gives you the following 
  benefits:  
   
   
  Increase your Constitution score by 1 
  to a maximum of 20. 
   
  You gain advantage on Constitution 
  saving throws. 
   
  You have advantage on any saving 
  throw that will result in you being 
  reduced to 0 hit points if you fail it. 
   
  You have advantage on death saving 
  throws. 
   
  You may add your Constitution 
  modifier to your death saving throw. 
   
  Taking damage while at 0 Hit Points 
  does not cause a failed death save, 
  instead it triggers a regular death 
  save. 
   
   
   
   
  Elemental Adept 
  {Not a bad feat overall.  I’ve expanded the 
  damage types to increase character 
  options and gave it a linear boost to make 
  it a more viable choice.} 
   
  Prerequisite: The ability to cast at least one 
  spell. 
   
  New Description:  When you gain this 
  feat, choose one of the following damage 
  types: acid, cold, fire, lightning, or 
  thunder, necrotic, or radiant.  That 
  damage type gains the following benefits. 
   
   
  Spells with the damage type you chose 
  ignore resistance. 
   
  When you roll damage for a spell you 
  cast that deals damage of that type, 
  you may reroll any 1 on a damage die 
  (you may reroll until a result other 
  than 1 appears on the die).  
   
  If a successful saving throw would 
  negate the damage of a spell with your 
  chosen energy, it does half damage 
  instead. 
   
  You can select this feat multiple times. 
  Each time you do so, you must choose 
  a different damage type.  
   
  {PS. When you add this to your sheet write 
  it down with the energy type you chose 
  instead of “elemental”.  Fire Adept is more 
  clear and sounds as cool.} 
   
   
   
  Grappler 
  {I’d come to expect that Grappling was 
  always gonna be one of those things that 
  sucked in D&D.  I think 5e has made the 
  best ‘simple’ system I’ve seen to date.  It 
  took me a few reads because of how it’s 
  written and how it requires you to jump 
  around the book for a full understanding of 
  it, but still, it’s pretty good.  I’ve changed 
  the pinning rules to be more in the favor of 
  the grappler and added a benefit to 
  
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  Shoving/ Tripping.  I also removed the 
  benefit that is removed in the errata, 
  referring to a non-existent rule.} 
   
  Prerequisite: Strength 13+  
   
  New Description:  You’ve developed the 
  skills necessary to take advantage of close 
  quarters grappling situations.  You gain 
  the following benefits:  
   
   
  You have advantage on attack rolls 
  against a creature you are grappling. 
   
  You can use your action to try to pin a 
  creature grappled by you. To do so, 
  make another grapple check.  If you 
  succeed, the creature is restrained 
  until the grapple ends. 
   
  If you have pinned an enemy, as your 
  Attack Action, you may do 1d4 + 
  Strength modifier damage to the 
  enemy on each successive round that 
  you maintain the grapple.  
   
  You have advantage on your Strength 
  (Athletics) roll when attempting to 
  Shove a target. 
   
   
   
  Great Weapon Master 
  {Probably the Gold Standard of feats along 
  with Sharpshooter.  No reason not to take 
  this if you are a heavy weapon wielder.   In 
  fact this often points players in that 
  direction. You could argue for and against 
  it being overpowered so I won’t.  It stays as 
  is for now.  Just added some text to include 
  the Greatclub and make sure that the 
  ability couldn’t be used if using a longbow 
  as a melee weapon.} 
   
  New Description:  You have learned how 
  to control the weight of a weapon and use 
  it to your advantage, letting its 
  momentum empower your strikes.  You 
  gain the following benefits:  
   
   
  On your turn, when you score a 
  critical hit with a melee weapon or 
  reduce a creature to O hit points with 
  one, you can make one melee weapon 
  attack as a bonus action.  
   
  Before you make a melee attack with a 
  melee weapon that you are proficient 
  with, and that has the Heavy or Two-
  Handed property, you can choose to 
  take a -5 penalty to the attack roll.  If 
  the attack hits, you add +10 to the 
  attack's damage.  
   
   
   
  Healer 
  {So this feat got a bit messy.  I think I’ve 
  enough here to make it a very interesting 
  choice for most classes.  This feat had a 
  couple of challenges for me.  First among 
  them is that there is a Healer’s Kit kind of 
  attached to it and the Wisdom (medicine) 
  skill yet the kit doesn’t seem to go by the 
  same rules as all the other tools.  Kind of a 
  mess.  My second problem is how 
  unnecessary this is, as written in the 
  presence of Hit Dice and Long Rests.  So, for 
  the feat itself I chose to buff it out a bit as a 
  field medic and added the ability to remove 
  effects.} 
   
  New Description:  As a result of what 
  you’ve seen and done in your earlier 
  travels and adventures you have 
  developed a keen understanding of how 
  to repair battle damage and heal the 
  infirm.  This allows you to mend wounds 
  quickly and get your allies back into the 
  fight.  You gain the following benefits: 
   
   
  You may stabilize a dying creature by 
  rolling a DC 5 Wisdom (Medicine) 
  check instead of DC 10.  (Automatic 
  with one use of a Healer’s Kit.) 
   
  When you use a healer’s kit to 
  stabilize a dying creature, that 
  creature regains hit points equal to 
  1d4 + your proficiency bonus. 
  
  Page 9 of 21 
   
  If any creatures regain hit points 
  during a short rest, you may roll a DC 
  10 Wisdom (Medicine) check to add 
  your proficiency bonus to each die 
  rolled. The Healer does not rest during 
  that time. 
   
  As an action, you can spend one use of 
  a healer's kit to tend to a creature and 
  restore 1d6 + 4 hit points to it, plus 
  additional hit points equal to the 
  creature's maximum number of Hit 
  Dice. The creature can't regain hit 
  points from this feat again until it 
  finishes a short or long rest. 
   
  You may make a DC 15 Wisdom 
  (Medicine) check to remove the 
  Poison effect from a creature. (DC10 
  with a Healer’s Kit, Herbalism Kit, or 
  Alchemist Supplies.) 
   
  Under the care of a healer, a creature 
  recovers 1 level of Exhaustion per 
  short rest (no rest for the healer) and 
  2 levels per long rest (short rest for 
  the healer). 
   
  With the use of a Healer’s Kit, 
  Herbalism Kit, or Alchemist supplies a 
  Healer can cure a Disease while the 
  inflicted creature takes a Long Rest 
  (short rest for the healer). 
   
  If there is a longer lasting, non-
  magical effect in play (as a result of a 
  creative DM) being in the care of a 
  healer will reduce the recovery time 
  by half. 
   
  {I know, it’s a lot, but Healing is a big deal 
  in this game.  I’ve also added a revised 
  Healer’s Kit in case you’re interested.} 
   
  Healer’s Kit: This kit is a leather pouch 
  containing bandages, salves, and splints.  
  The kit has 10 uses.  Any character can 
  use a Healer’s Kit, there is no proficiency 
  required.  As an action, you can expend 
  one use of the kit to stabilize a creature 
  that has 0 hit points, without needing a 
  Wisdom (Medicine) check.  A single use of 
  a Healer’s Kit, adds 1d4 healing to a single 
  creature during a Short Rest. This is 
  limited to once per Short Rest per 
  creature.  
   
   
   
  Heavily Armored 
  {This is a good feat, just a little weak to be 
  chosen over an Ability Score bump.  I’ve 
  added the ability to improve a saving 
  throw as well.  While not strictly in keeping 
  with the Feat, it is in line with the theme of 
  additional resistance, and it gives more 
  reason to be taken by a larger group of 
  characters.} 
   
  Prerequisite:  Proficiency with Medium 
  Armor. 
   
  New Description:  Your time in armor has 
  helped you be able to wear heavier and 
  heavier protection. You gain the following 
  benefits:  
   
   
  Increase your Strength, Dexterity, or 
  Constitution score by 1 to a maximum 
  of 20. 
   
  Increase a single ability score saving 
  throw (Str, Dex, Con, Int, Wis, or Cha) 
  by 1. 
   
  You gain proficiency with heavy 
  armor. 
   
   
   
  Heavy Armor Master 
  {So this feat is kind of the top of the “armor 
  feats”.  I didn’t like how limited it was in 
  thinking so I’ve expanded it a bit.  Rather 
  than only allow a Strength increase, which 
  I thought was narrowing character 
  concept I broadened it to any Ability score.  
  My rationale is that mastery can come 
  from increased wisdom, presence, 
  intelligence, agility, resilience, or strength.  
  There is no need to say that only strength 
  brings mastery and it limits character 
  growth.   
  
  Page 10 of 21 
  As with the previous feat, I’ve added a 
  saving throw bump for slightly increased 
  resilience.   
   
  Lastly, I’ve expanded the damage reduction 
  to apply to all damage.  There are a few 
  reasons for this.  First, it’s simpler.  In 
  keeping with the rules, the player no longer 
  has to track which damage type it is.  
  Second, beyond 4th level 3 hit points really 
  isn’t that much.  Third, I believe that the 
  armor has dissipating properties.  This 
  means that no matter what kind of energy 
  is being thrown at the player, the armor 
  has the ability to absorb some of it whether 
  it be a Fireball, a sword, or a Thunder 
  Wave.} 
   
  Prerequisite:  Proficiency with Heavy 
  Armor. 
   
  New Description:  You have learned to 
  use your armor to deflect strikes and 
  minimize damage that would kill others. 
  You gain the following benefits:  
   
   
  Increase a single Ability Score by 1 to 
  a maximum of 20. 
   
  Increase a single ability score saving 
  throw (Str, Dex, Con, Int, Wis, or Cha) 
  by 1. 
   
  While you are wearing heavy armor, 
  damage that you take is reduced by 3 
  {or by an additional 3 if you are using 
  the EDC’s Weapons & Armor Revisited 
  rules}. 
   
   
   
  Inspiring Leader 
  {Great idea for a feat but the power level is 
  way too low and requires too much 
  planning for anyone to take it, in my 
  opinion.  I’ve added the ability to inspire 
  allies and demoralize enemies in combat as 
  well.} 
   
  Prerequisite:  Charisma 13 or higher. 
  New Description:  Over time, you have 
  learned how to move and inspire people 
  with your well-chosen words, powerful 
  deeds, and commanding presence.  You 
  gain the following benefits:  
   
   
  Advantage on Charisma (Intimidation) 
  checks that are made during combat.  
  {The rules don’t cover concepts like this 
  very well, but they are awesomely 
  theatrical.  I recommend changing the 
  state of the enemy morale on a 
  successful combat Intimidation.  This 
  usually means that they will get 
  disadvantage on their next attack or 
  even run away.  Once done, I normally 
  don’t allow another one until the 
  combat situation has changed enough 
  to warrant it.}   
   
  When you damage an enemy, any ally 
  within 10 feet of you gains a 1d4 
  inspiration die, if they do not have one 
  already. (Inspiration dice from other 
  sources don’t count against you.) 
   
  When you slay an enemy, any ally 
  within 30 feet of you gains 1d4 
  inspiration die, if they do not have one 
  already. (Inspiration dice from other 
  sources don’t count against you.) 
   
  You can spend 10 minutes inspiring 
  your companions, shoring up their 
  resolve to fight.  When you do so, 
  choose up to 5 + your Charisma 
  modifier friendly creatures (which can 
  include yourself) within 30 feet of you 
  who can see or hear you and who can 
  understand you. Each creature can 
  gain temporary hit points equal to 
  your level + your Charisma modifier. 
  In addition, all affected gain advantage 
  on their next Initiative Roll and their 
  next Saving Throw.  The benefit lasts 8 
  hours and can't be gained again until 
  the creature has finished a long rest.  
   
   
   
   
  
  Page 11 of 21 
  Keen Mind 
  {Feats shouldn’t give players abilities that 
  are solved with a simple Wisdom (Nature) 
  check, or good note taking, in my opinion.   
  I’ve grown this to be more a detective and 
  photographic memory feat to allow players 
  to deeply contribute on an informational 
  level.} 
   
  New Description:  Your mind is 
  exceptional at cataloging detail and 
  drawing connections between seemingly 
  unconnected items or events.  You gain 
  the following benefits:  
   
   
  Increase your Intelligence or Wisdom 
  by 1 to a maximum of 20. 
   
  You have advantage on Intelligence 
  (Investigation) checks and 
  Intelligence checks. 
   
  You have advantage on any roll to 
  notice a change in an item or place 
  from the last time you experienced it. 
   
  You may make an Intelligence check to 
  accurately recall anything you have 
  seen or heard (beyond what the 
  player naturally remembers or has 
  noted).  The DC of the check is equal to 
  the number of months back that the 
  event occurred, with a max DC of 20. 
  (Note that you will be making this 
  check with advantage.) 
   
   
   
  Lightly Armored 
  {This is a tricky feat because it’s useless to 
  most characters.  Only 3 classes start with 
  no armor proficiency so the challenge is to 
  create something that others might use 
  while still making sense for Wizards, 
  Sorcerers, and Monks.  The best answer 
  here seems to be a situational feat that can 
  be taken multiple times.} 
   
  New Description:  You have learned 
  through training or discovered your 
  natural ability to use light armor to 
  maximal effect.  You gain the following 
  benefits:  
   
   
  Increase your Strength, Dexterity, or 
  Constitution by 1 to a maximum of 20. 
   
  Increase a single ability score saving 
  throw (Str, Dex, Con, Int, Wis, or Cha) 
  by 1. 
   
  You gain proficiency in light armor. 
   
  IF, you had proficiency in light armor 
  prior to taking this feat, you gain the 
  following benefits when you take this feat. 
   
   
  Increase your Strength, Dexterity, or 
  Constitution by 1 to a maximum of 20. 
   
  Increase a single ability score saving 
  throw (Str, Dex, Con, Int, Wis, or Cha) 
  by 1. 
   
  When wearing light armor you gain an 
  additional +1 AC. 
   
  While you are wearing light armor, 
  damage that you take is reduced by 1 
  {or by an additional 1 if you are using 
  my Revisited Weapons & Armor rules}. 
   
   
   
  Linguist 
  {Depending on the campaign, the 
  usefulness of this feat will vary greatly.  
  Languages should be an important part of 
  a campaign, but most DM’s don’t bother 
  and players don’t collaborate to get a good 
  spread of languages.  I like to use 
  languages and not speaking Common to 
  accentuate the differences between 
  different regions and their urban vs. rural 
  settings.  I’ve expanded this feat a bit by 
  adding an ‘ancient languages’ aspect for 
  the sake of increasing its viability.  Now the 
  party will, at least, have a legitimate 
  chance of reading some of the ancient texts 
  they come across without the DM having to 
  fudge it.} 
   
  New Description:  Your studies or 
  experiences with languages of all kinds 
  
  Page 12 of 21 
  including exposure to ancient ‘root’ 
  languages have given you greater insight 
  into modern languages and a skill in code 
  writing and deciphering. You gain the 
  following benefits:  
   
   
  Increase your Intelligence, Wisdom, or 
  Charisma score by 1 to a maximum of 
  20. 
   
  You learn 3 languages or your choice. 
   
  You gain advantage on any check 
  related to understanding or 
  deciphering a language whether 
  modern or ancient. 
   
  You have the ability to create ciphers.  
  Others can’t decipher a code you 
  create unless you teach them, they 
  succeed on an Intelligence check (DC 
  equal to your Intelligence + your 
  proficiency), or they use magic. 
   
  You gain advantage on any check 
  related to understanding or 
  deciphering a code or cipher. 
   
   
   
  Lucky 
  {I have such a love/hate with this feat.  I 
  took it with a Bard character I have and 
  after more than 10 uses it has yet to 
  produce a better result than the initial roll.  
  Still, I think this is one of the best feats on 
  the list because of the additional gambling 
  mechanic that it adds, so I’m leaving it 
  untouched for that reason.  Just beware 
  that this feat’s efficacy is totally left to 
  chance.} 
   
  New Description:  You have inexplicable 
  luck that seems to kick in at just the right 
  moment.  You gain the following benefits:  
   
   
  You have 3 luck points. Whenever you 
  make an attack roll, an ability check, 
  or a saving throw, you can spend one 
  luck point to roll an additional d20. 
  You can choose to spend one of your 
  luck points after you roll the die, but 
  before the outcome is determined.  
  You choose which of the d20s is used 
  for the attack roll, ability check, or 
  saving throw.  
   
  You can also spend one luck point 
  when an attack roll is made against 
  you.  Roll a d20, and then choose 
  whether the attack uses the attacker's 
  roll or yours.  
   
  If more than one creature spends a luck 
  point to influence the outcome of a roll, 
  the points cancel each other out; no 
  additional dice are rolled. 
    
  You regain your expended luck points 
  when you finish a long rest.  
   
   
   
  Mage Slayer 
  {I don’t typically like this kind of naming 
  because it’s too limiting.  Has the player 
  decided to become good at slaying mages? 
  Was mage slaying in his blood? It’s more 
  appropriate as a background than a feat.   
  I’ve added a skill proficiency that goes 
  along with learning about spellcasters as a 
  way of expanding the feat a bit.  I’ve also 
  clarified the text a bit to use the existing 
  rules a bit more and incorporates reach 
  weaponsand some thrown weapons.} 
   
  New Description:  You have practiced 
  techniques that are useful in combat 
  against spellcasters.  You gain the 
  following benefits:  
   
   
  Gain proficiency in one skill from the 
  following list (Arcana, History, Nature, 
  or Religion). 
   
  When a creature within 15 feet of you 
  casts a spell, you may use your 
  reaction to make an opportunity 
  attack against that creature.  This 
  attack may occur with as a melee 
  attack or as a ranged attack with a 
  
  Page 13 of 21 
  Dagger, Handaxe, Light Hammer, or 
  Dart.  
  {These are weapons that have either 
  both the Light and Thrown properties 
  or the Finesse and Thrown properties.  I 
  mention this in case you start altering 
  properties on weapons or introduce 
  new weapons.}  
   
  When you damage a creature that is 
  concentrating on a spell, that creature 
  has disadvantage on the saving throw 
  it makes to maintain its concentration. 
   
  You have advantage on saving throws 
  against spells cast by creatures that 
  are within 15 feet of you. 
   
  {Some of you might take issue with me 
  creating an exception to the “opportunity 
  attacks are for melee weapons only” rule 
  and that’s ok, just make sure that you leave 
  room for reach weapons to work here too.  
  I just really like the theatrics of a character 
  stopping a spell with a thrown handaxe 
  and it has worked well in all my sessions.} 
   
   
   
  Magical Initiate 
  {I think this is a pretty good feat.  I like 
  feats like this that allow for more 
  character options and a richer storyline.  
  I’ve only made one small change by 
  shortening the rest time of the first level 
  spell, since this will give it some staying 
  power into later levels.} 
   
  New Description:  Your adventures or 
  training have awakened a latent magical 
  ability within you.  You gain the following 
  benefits:  
   
   
  Choose a class: bard, cleric, druid, 
  sorcerer, warlock, or wizard. You 
  learn two cantrips of your choice from 
  that class's spell list. 
   
  In addition, choose one 1st-level spell 
  from that same list. You learn that 
  spell and can cast it at its lowest level. 
  Once you cast it, you must finish a 
  short or long rest before you can cast 
  it again. 
   
  Your spellcasting ability for these spells 
  depends on the class you chose: Charisma 
  for bard, sorcerer, or warlock; Wisdom 
  for cleric or druid; or Intelligence for 
  wizard.  
   
   
   
  Martial Adept 
  {This is the fighter counterpart to Magical 
  Initiate so I like it too.  Again, another feat 
  that opens up possibilities and deepens the 
  theatrics.  Only disparity here is that 
  cantrips can be cast at will in perpetuity, 
  while the maneuvers in this feat are fueled 
  by Superiority dice.  I’ve upped the amount 
  of dice you get to play with and added a 
  proficiency so that it makes more sense to 
  choose this.} 
   
  New Description:  Your adventures 
  and/or training have given or awakened 
  in you the ability to perform special 
  combat maneuvers.  You gain the 
  following benefits:  
   
   
  You gain proficiency in a single 
  weapon of your choice, or the shield.  
   
  You learn two maneuvers of your 
  choice from among those available to 
  the Battle Master archetype in the 
  fighter class.  If a maneuver you use 
  requires your target to make a saving 
  throw to resist the maneuver's effects, 
  the saving throw DC equals 8 + your 
  proficiency bonus +your Strength or 
  Dexterity modifier (your choice).  
   
  If you already have superiority dice, 
  you gain two more: otherwise, you 
  have three superiority dice, which are 
  a d6. These dice are used to fuel your 
  maneuvers. A superiority die is 
  expended when you use it. You regain 
  
  Page 14 of 21 
  your expended superiority dice when 
  you finish a short or long rest.  
   
   
   
  Medium Armor Master 
  {Platemail ninjas… I get it.  This feat is 
  clearly intended for those Dexterity based 
  classes that have decided to go down a 
  path of getting armored up.  It creates 
  flexibility so it stays.  Besides, who doesn’t 
  want to see a Rogue sneaking around in 
  Half Plate? (Other than me that is.)} 
   
  Prerequisite:  Proficiency with Medium 
  Armor. 
   
  New Description:  You have become so 
  practiced at moving in medium armor or 
  have shown such a natural talent for it 
  that you are able to work around its 
  limitations.  You gain the following 
  benefits:  
   
   
  Increase a single ability score saving 
  throw (Str, Dex, Con, Int, Wis, or Cha) 
  by 1. 
   
  Wearing medium armor doesn't 
  impose disadvantage on your 
  Dexterity (Stealth) checks. 
   
  When you wear medium or light 
  armor, you can reduce the Dex 
  restriction by 1.  {For clarity, this 
  means that if the armor is capped at a 
  Dex bonus of +2, it becomes +3, etc.}  
   
  While wearing medium armor, 
  damage that you take is reduced by 1 
  {or by an additional 1 if you are using 
  the EDC’s Weapons & Armor Revisited 
  rules}. 
   
   
   
  Mobile 
  {The role of most feats is clear.  This one is 
  a little different.  It affects things at a very 
  base level, like Durable, which doesn’t 
  necessarily manifest as new or special 
  combat imagery.  In other words, it doesn’t 
  really create anything new for the player 
  to do just improves some low level 
  functionality.  As a result I’ve added a 
  couple of things to try to address that.} 
   
  New Description:  You have become 
  exceptionally speedy, agile and light on 
  your feet. You gain the following benefits:  
   
   
  You gain advantage on Dexterity 
  (Acrobatics) checks. 
   
  You gain advantage on checks to 
  escape a grapple. 
   
  Your speed is increased by 10 feet. 
   
  When you use the Dash action, 
  difficult terrain doesn't cost you extra 
  movement on that turn. 
   
  When you make a melee attack 
  against a creature, you don't provoke 
  opportunity attacks from that 
  creature for the rest of the turn, 
  whether you hit or not.  
   
   
   
  Moderately Armored 
  {This is a tricky feat like Lightly Armored 
  because it’s useful to only 2 ½ more classes, 
  Rogues, Warlocks, and College of Lore 
  Bards. I’ve added some of the items similar 
  to the other armor upgrades to make this a 
  bit more interesting.}  
   
  New Description:  You have learned 
  through training or natural ability to use 
  medium armor and shields to maximal 
  effect.  You gain the following benefits:  
   
   
  Increase your Strength, Dexterity, or 
  Constitution by 1 to a maximum of 20. 
   
  Increase a single ability score saving 
  throw (Str, Dex, Con, Int, Wis, or Cha) 
  by 1. 
   
  You gain proficiency in medium 
  armor. 
   
  You gain proficiency with shields. 
   
  
  Page 15 of 21 
  Mounted Combatant 
  {I’m sure that somewhere out there is a 
  campaign where mounted combat is a 
  thing, but I’ve never seen it.  Mounts are 
  such a pain.  D&D has never dealt with the 
  issue that as players level, mundane 
  mounts become more and more fragile.  
  Who wants their horse dying every battle?  
  Every game I’ve ever run, saw the 
  mechanics discourage mounted combat, 
  and 5e is no different.  A riding horse in 5e 
  has 2d10+2 hp.  How does that hold up 
  against something with claw, claw, bite?  It 
  doesn’t.  I have yet to meet the DM who 
  doesn’t agree that D&D’s not built for 
  mounted combat.  In fact, many agree with 
  me that a more thorough addressing of a 
  “pet” system is the only way to make it 
  viable.  Yet, here we are.  It’s an option in 
  the game that requires a feat to make it 
  viable.  If you are so interested in this that 
  you are willing to burn a feat just to keep 
  your mount alive, I’m going to give you 
  something more for your trouble.}  
   
  New Description:  You are now a 
  dangerous foe to face while mounted.  
  While you are mounted and not 
  incapacitated, you gain the following 
  benefits:  
   
   
  If you move more than half your 
  mount’s move in a turn, and you hit 
  your next attack’s damage is doubled 
  (as in a critical hit) so long as it hits 
  during the same turn. 
   
  You do not incur opportunity attacks 
  from unmounted foes. 
   
  You have advantage on melee attack 
  rolls against any creature that is 
  smaller than your mount.  
   
  You can force an attack targeted at 
  your mount to target you instead.  
   
  If your mount is subjected to an effect 
  that allows it to make a Dexterity 
  saving throw to take only half dam- 
  age, it instead takes no damage if it 
  succeeds on the saving throw, and 
  only half damage if it fails.  
   
  If you are wearing light armor or less, 
  you may mount or dismount the horse 
  as an item interaction (no time). 
   
  If you are wearing medium armor, you 
  may use a bonus action to mount or 
  dismount. 
   
   
   
  Observant 
  {Not a bad feat but a little situational.  I 
  have a real problem with the Passive Check 
  rules.  I think they are broken.  Most 
  players that I play with would rather take 
  their Passive Check score than pick up the 
  d20 and roll for it.  As such I’ve changed 
  passive checks in my game to be (0+all 
  modifiers that normally apply to the 
  check).  That is their base, “no effort” 
  number.  I’ve removed the passive check 
  abilities in this feat and replaced them with 
  new skill proficiencies.} 
   
  New Description:  You have gained the 
  ability to take in the world around you as 
  a whole, see all the pieces moving in their 
  patterns, and to respond to their subtle 
  queues. You gain the following benefits:  
   
   
  Increase your Intelligence, Wisdom, or 
  Charisma score by 1, to a maximum of 
  20. 
   
  You gain proficiency in 2 skills from 
  the following list. (Animal Handling, 
  Insight, Perception, Performance, 
  Persuasion, Survival) 
   
  If you can see a creature's mouth 
  while it is speaking a language you 
  understand, you can interpret what 
  it's saying by reading its lips.  
    
   
   
  Polearm Master 
  {Another great idea that just isn’t quite 
  strong enough.  I up it just a little by 
  
  Page 16 of 21 
  leaving the player with an additional 
  opportunity attack even when fending off 
  enemies, and open it up to more weapons.} 
   
  New Description:  You have learned or 
  have the natural ability to masterfully 
  manipulate a polearm to keep enemies at 
  bay and use the reach of the weapon to 
  maximal effect.  You gain the following 
  benefits:  
   
   
  If an enemy is about to enter your 
  reach, and you are wielding a Glaive, 
  Halberd, Pike, Spear, Trident, or 
  Quarterstaff, you may use your 
  Reaction to perform a Charisma 
  (Intimidation) check vs. the enemy’s 
  Wisdom (Insight).  A successful check 
  means that the enemy will not enter 
  the character’s melee range.  Either 
  they will stop dead in their tracks or 
  pick another target.  
   
  When you take the Attack action and 
  attack with only a Glaive, Halberd, 
  Spear, Trident, or Quarterstaff, you 
  can use a bonus action to make a 
  melee attack with the opposite end of 
  the weapon. The weapon's damage die 
  for this attack is a d4, and the attack 
  deals bludgeoning damage.  
   
  While you are wielding a Glaive, 
  Halberd, Pike, Spear, Trident, or 
  Quarterstaff, other creatures provoke 
  an opportunity attack from you when 
  they enter your reach. 
   
  {If you are using EDC’s Weapons & Armor 
  Revisited rules, the Glaive, Halberd, and 
  Pike all fall under ‘Polearm’ on the weapon 
  list.} 
   
   
   
  Resilient  
  {With a name like Resilient, this feat was in 
  jeopardy of being too close to Durable and 
  Tough, but I like the way they went with 
  this.  .  Decent feat but still weaker than a 
  straight 2 point bump due to the 
  situational nature of the saving throw and 
  the unlikelihood of choosing an Ability 
  Score that isn’t your character’s forte.} 
   
  New Description:  You have grown in 
  strength and determination in a given raw 
  ability.  Choose 1 Ability Score.  You gain 
  the following benefits:  
   
   
  Increase the chosen ability score by 1, 
  to a maximum of 20. 
   
  You gain proficiency with saving 
  throws using that ability. 
   
  You gain proficiency in 1 skill.   
   
  {I recognized that this might not be 
  directly related to the feat (players 
  interested in character development will 
  like it) but this is a good way to add value 
  to the feat and make it a more interesting 
  choice for more players.}    
   
   
   
  Ritual Caster  
  {So at first I thought this was pretty cool, 
  and then I started reading all the 
  limitations, which by the time you’re done 
  would make this a foolish choice.  There 
  are only 11 1st level, 8 2nd level, 6 3rd level, 1 
  4th level, 4 5th level, and 2 6th level ritual 
  spells total, across ALL casters.  This can be 
  a really cool feat, and even be used to 
  explain the existence of NPC casters that 
  we see so often in movies and read about in 
  books.  Needless to say, I’ve expanded this 
  feat a bit to make it a bunch more fun. 
  When I revisit spells I will be balancing out 
  ritual casting a bit and making it more 
  useful because it’s a really great idea.} 
   
  Prerequisite:  Intelligence or Wisdom 13 or 
  higher. 
   
   
  New Description:  Through your 
  adventures, training, dabbling, or a 
  
  Page 17 of 21 
  strange act of fate, you have learned to 
  channel magic through the use of rituals. 
   
  In this process, you have learned a couple 
  of spells that you can cast but only as 
  rituals. These spells are written in your 
  ritual book, which you must have at hand 
  while casting them.  
   
   
  When you choose this feat, choose 
  either Intelligence, Wisdom, or 
  Charisma to be your spellcasting 
  ability for your rituals. 
   
  You acquire or make a ritual book 
  holding two 1st-level rituals of your 
  choice.  The spells you choose must 
  have the ritual tag but can be from any 
  class’s spell list. 
   
  If you come across a spell in written 
  form, such as a magical spell scroll or a 
  wizard's spellbook, you might be able 
  to add it to your ritual book. The spell 
  must have the ritual tag, and the 
  spell's level can be no higher than half 
  your level (rounded up). 
   
  The process of copying the spell into 
  your ritual book takes 2 hours per 
  level of the spell, and costs 50 gp per 
  level. The cost represents material 
  components you expend as you 
  experiment with the spell to master it, 
  as well as the fine inks you need to 
  record it.  
   
   
   
  Savage Attacker  
  {Alright so this is really tasty, but the 
  smarter money is on the 2 point bump still.  
  I’ve added a new ability that I really think 
  you’re going to like and it gives this feat 
  some teeth.  As a side note, not a huge fan 
  of the title only because this is a good feat 
  for anyone and many character types don’t 
  want to think of themselves as ‘savage’.  If 
  the name doesn’t quite fit your character 
  and bothers you too much seeing it on your 
  sheet, ask you DM if you can change it to 
  something more in line with your concept.  
  As in Expert Attacker or Precision 
  Attacker.} 
   
  New Description:  You have learned how 
  to maximize your ability to deal damage 
  to your opponent.  You gain the following 
  benefits:  
   
   
  Once per turn, when you roll damage 
  for an attack, you can reroll the 
  weapon’s damage dice and use either 
  total. 
   
  Whenever you roll damage, you may 
  increase the size of 1 of your damage 
  dice to the next higher size (up to 
  1d12).  This means that damage grows 
  in the following way:  1 point of 
  damage grows to 1d4, 1d4  to 1d6, 
  1d6 to 1d8, 1d8 to 1d10, 1d10 to 
  1d12.  In the case of 1d12 (as with the 
  Greataxe), the damage roll becomes 
  (1d8+1d6). 
   
  {Note: Allowing 1d12 to ‘pop’ to 1d20 can 
  be lots of fun… until it’s used against the 
  players.  It simpler, and easier to remember 
  but you might find in unbalancing.} 
   
  Also note:  The player is only allowed to 
  increase 1 die so if they have weapon that 
  does 2d4 it would now do (1d6+1d4) and if 
  they are casting a fireball, only 1 of the 
  damage dice will change to a d8.}   
    
   
   
  Sentinel 
  {There are some interesting bits to work 
  with here.  As written it’s a bit too limited, 
  but interestingly, once expanded and 
  reworded a bit, it works really well for 
  many character types including controller, 
  defender, and opportunist character 
  builds.} 
   
  New Description:  You have learned 
  techniques or unleashed your innate 
  
  Page 18 of 21 
  ability to exert greater control over the 
  battlefield.  You gain the following 
  benefits:  
   
   
  You may use either your Bonus Action 
  or your reaction for an opportunity 
  attack.  This means that you may be 
  able to perform a second opportunity 
  attack on the same turn if you have 
  your reaction or bonus action left and 
  the opportunity attack is triggered. 
   
  Creatures within melee range provoke 
  an opportunity attack even if they take 
  the Disengage action before leaving 
  your reach. 
   
  When you hit a creature with an 
  opportunity attack, the creature's 
  speed becomes 0 for the rest of the 
  turn. 
   
  When a creature within melee range 
  of you makes an attack against a 
  target other than you, you may make 
  an Opportunity Attack against the 
  attacking creature.  
   
   
   
  Sharpshooter 
  {This is, alongside of Heavy Weapon 
  Master, is the gold standard for feats.  I 
  really like that it’s open to all ranged 
  weapons, unlike HWM that is more limited, 
  but HWM is not limited by ammunition.} 
   
  New Description:  You have mastered or 
  awakened a mastery of ranged weapons 
  and can make shots that others find 
  impossible.  You gain the following 
  benefits:  
   
   
  Attacking at long range doesn't 
  impose disadvantage on your ranged 
  weapon attack rolls.  
   
  Your ranged weapon attacks ignore 
  half cover and three-quarters cover. 
   
  Before you make an attack with a 
  ranged weapon that you are proficient 
  with, you can choose to take a -5 
  penalty to the attack roll. If the attack 
  hits, you add +10 to the attack's 
  damage.  
   
   
   
  Shield Master 
  {A good feat for shield users granting some 
  awesome invulnerability when you 
  consider the lethality of the Dex save 
  damaging spells out there.  I’ve added a bit 
  more shield bashing but that’s about it.} 
   
  New Description:  You learned, or have 
  unlocked your natural ability, to use 
  shields not just for protection but for 
  offense.  You gain the following benefits 
  when wielding a shield:  
   
   
  If you take the Attack action on your 
  turn, you can use a bonus action to 
  Shove or to do 1d4 bludgeoning 
  damage to a creature within 5 feet of 
  you with your shield. 
   
  If you aren't incapacitated, you can 
  add your shield's AC bonus to any 
  Dexterity saving throw you make 
  against a spell or other harmful effect 
  that targets only you.  
   
  lf you are subjected to an effect that 
  allows you to make a Dexterity saving 
  throw to take only half damage, you 
  can use your reaction to take no 
  damage if you succeed on the saving 
  throw, interposing your shield 
  between yourself and the source of 
  the effect.  
   
   
   
  Skilled 
  {Not much to say here.  Just a solid feat to 
  broaden a character’s usefulness.  Needed 
  a slight bump to have it compare to a 2 
  point Ability Score raise.} 
   
  New Description:  Your adventures, 
  travels, insights, and learning have given 
  
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  you newfound understanding.  You gain 
  the following benefits:  
   
   
  You gain proficiency in any 
  combination of 4 skills or tools of your 
  choice. 
   
   
   
  Skulker 
  {Not a bad feat just a little weak as it was.  
  Added advantage to stealth and a bit more 
  sniping ability to make it more 
  worthwhile.} 
   
  Prerequisite: Dexterity 13 or higher. 
   
  New Description:  You are an expert at 
  slinking in the shadows.  You gain the 
  following benefits:  
   
   
  You gain advantage with Dexterity 
  (Stealth) checks. 
   
  You can try to hide when you are 
  lightly obscured from the creature 
  from which you are hiding. 
   
  When you are hidden from a creature 
  and miss it with a ranged weapon 
  attack, making the attack doesn't 
  reveal your position.  If you hit it, they 
  must still make a DC 10 Wisdom 
  (Perception) check to guess your 
  general location and a DC of your 
  Dexterity (Stealth) to pinpoint you 
  precisely.  
   
  Dim light doesn't impose 
  disadvantage on your Wisdom 
  (Perception) checks relying on sight.  
   
   
  Spell Sniper 
  {Given how powerful Cantrips are now, this 
  is a pretty good feat.  It allows casters to 
  stay WAY out of combat and like Ritual 
  Caster it opens up characters to new 
  opportunities. I have nothing to add.} 
   
  Prerequisite: Ability to cast at least 1 spell. 
  New Description:  You have learned 
  techniques or awakened natural abilities 
  that have given you special abilities with 
  certain kinds of spells.  You gain the 
  following benefits:  
   
   
  When you cast a spell that requires 
  you to make an attack roll, the spell's 
  range is doubled.  
   
  Your ranged spell attacks ignore half 
  cover and three-quarters cover.  
   
  You learn one cantrip that requires an 
  attack roll. Choose the cantrip from 
  the bard, cleric, druid, sorcerer, 
  warlock, or wizard spell list. Your 
  spellcasting ability for this cantrip 
  depends on the spell list you chose 
  from: Charisma for bard, sorcerer, or 
  warlock; Wisdom for cleric or druid; 
  or Intelligence for wizard.  
   
   
   
  Tavern Brawler 
  {The rules on Improvised Weapons are 
  really flimsy so I’m avoiding them here.  
  I’ve come up with a system that should give 
  the player a fair amount of flexibility with 
  this feat.  It’s now one of my favorites from 
  a character building perspective.} 
   
  New Description:  You’ve become 
  accustomed to or are a natural at rough 
  and tumble fighting.  You gain the 
  following benefits:  
   
   
  Increase your Strength, Dexterity, or 
  Constitution score by 1, to a maximum 
  of 20. 
   
  If your DM plays with such things, you 
  may fight without penalty while 
  drunk. 
   
  Your unarmed strike uses a d4 for 
  damage. 
   
  When you hit a creature with an 
  unarmed strike on your turn, you can 
  use a bonus action to attempt to 
  grapple the target.  
  
  Page 20 of 21 
   
  You can use a Bonus Action to grab 
  something to use as an improvised 
  weapon. 
   
  In your hands an improvised weapon 
  does 1d6 {+Daze if you are using EDC’s 
  Weapons & Armor Revisited rules}.  If it 
  is a common, mundane item, it breaks 
  after use.  (The DM may rule 
  otherwise.) 
   
   
   
  Tough 
  {Wanting to make this distinct from 
  Durable, I’ve made Durable a feat about 
  resisting death and I’ve turned Tough into 
  a feat about getting back up on your feet 
  after a fight.  This way they both have 
  interesting roles in the game and will 
  appeal to different character builds.} 
   
  New Description:  Maybe it’s a tough 
  physique or just raw determination, but 
  you’re slow to go down and quick to get 
  back up in a fight.  You gain the following 
  benefits:  
   
   
  Your hit point maximum increases by 
  an amount equal to twice your level 
  when you gain this feat. 
   
  Whenever you gain a level thereafter, 
  your hit point maximum increases by 
  an additional 2 hit points. 
   
  Any time you receive healing from an 
  external source, you may add your 
  Constitution modifier to the healing 
  result. 
   
  When you roll a Hit Die to regain hit 
  points, you may add twice your 
  Constitution modifier (minimum 2) to 
  the result. 
   
  If you are reduced to 0 hit points you 
  may stay conscious for 1 additional 
  round before falling.  
   
   
   
   
  War Caster 
  {A good feat that just needs the addition of 
  one more situational combat ability to put 
  it over the top in my opinion.  I’ve added 
  the ability to cast ranged spells with 
  enemies next to you.  This allows for more 
  caster flexibility, combat imagery, and 
  resilience.} 
   
  Prerequisite: Ability to cast at least 1 spell. 
   
  New Description:  You have practiced or 
  have an innate talent for casting spells in 
  the chaos of combat.  You gain the 
  following benefits:  
   
   
  You have advantage on Constitution 
  saving throws that you make to 
  maintain your concentration on a spell 
  when you take damage.  
   
  You can perform the somatic 
  components of spells even when you 
  have items, weapons, or a shield in 
  one or both hands.  
   
  When a hostile creature's movement 
  provokes an opportunity attack from 
  you, you can use your reaction to cast 
  a spell, rather than make an 
  opportunity attack.  The spell must 
  have a casting time of 1 action and 
  must target only one creature. 
   
  You do not have disadvantage on 
  ranged spell attacks when casting 
  them within 5 feet of a hostile 
  creature. 
   
   
   
  Weapon Master 
  {The challenge with this feat is that if 
  you’re taking it, you’re probably going 
  after a specific weapon, making it a really 
  expensive choice.  I’ve added more 
  flexibility with an Ability Score choice and 
  pumped up the offering with the ability to 
  learn shields and get better saving throws.} 
   
  
  Page 21 of 21 
  New Description:  A broad range of 
  experiences or the flash of inspiration 
  that they brought have opened your mind 
  and your abilities giving you a deeper 
  understanding and allowing you to use a 
  wider range of weaponry.  You gain the 
  following benefits:  
   
   
  Increase one of your Ability Scores by 
  1, to a maximum of 20. 
   
  Increase a single ability score saving 
  throw (Str, Dex, Con, Int, Wis, or Cha) 
  by 1. 
   
  You gain proficiency with four 
  weapons of your choice. 
   
  Proficiency with shields may be one of 
  your choices.   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ~ End ~ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Credits: 
  Design and Document: Ed Del Castillo 
  Cover Art: Geoff Trebs 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Works in the Revisited Series: 
  EDC’s Cantrips Revisited 
  EDC’s Weapons and Armor Revisited 
  EDC’s Feats Revisited 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EDC - Feats Revisited.pdf